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  1. - Top - End - #1
    Ogre in the Playground
    nonsi's Avatar

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    Apr 2010

    Default 3.5e Overhaul – Objective: Fixing ALL 3.5e's problems (P.E.A.C.H)


    3.5e Overhaul

    Thread Ready for Evaluation & Critique


    1. Index
    2. Introduction
    3. Combat Rules
    4. Spellcasting Rules
    5. General Rules
    6. Races
    7. Skills
    8. Feats
    9. Feats (Cont.)
    10. Classes Intro

    11. - Warrior
    12. - Rogue
    13. - Priest
    14. - Mage
    15. - Druid
    16. - Warlock

    17. - Bard
    18. - Witch
    19. - Hexblade
    20. - Spellthief

    21. - Monk
    22. - Soulknife
    23. - Dragonfury Disciple
    24. - Disciple of the Weirding Ways
    25. - Time Bender

    26. Miscellaneous
    27. Miscellaneous Cont.


  2. - Top - End - #2
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Introduction



    We’re all here in this forum because certain aspects of our selected RPG clash with our preferences.
    Myself, I find 3.5e to be the best RPG baseline ever.
    The things that bother me most (which stem from countless reasons) are:
    - Character imbalance.
    - Constant need to min-max, with too much volume of official materials to cope with.
    - Too much gear dependency – especially magical gear.
    - A lot of game time spent not being able to contribute (due to lack of class options or not making the right daily choices).
    - Too much pre-encounter prep-time. Way way too much. This is the number one hurting factor to campaign/adventure/storyline advancement and credibility.

    The main goals of this overhaul are:
    1. Killing the "Christmas Tree" syndrome - meaning 3.Xe's intense item dependency.
    2. Dramatically increasing characters' range of options stemming from level progression alone.
    3. Significant reduction of pre-encounter prep time.
    4. Better game balance between the different classes, removing the need for DM cuddling.
    5. Multiclassing that actually works and negates the need for PrCs.
    6. Tons of options without the need to further expand the rules.
    7. Killing the need for game-mastery (minmaxers won't like this one, I guess). As in all cases, players that are more familiar with the rules would probably get more out of them, but newbies won't be left biting the dust.
    8. A far longer "work day".

    In terms of average power level, my aim is for non-casters and partial casters to be mid-high T3 and full casters to be low-mid T2.
    I value options over raw power.

    The main drive for this compendium was born from the realization that to truly make the game better, one needs to address many aspects, not just classes or feats or spells, and that the different changes will affect each other.

    This compendium will probably undergo a lot of in-motion changes in the next few months, but for the moment I have a solid notion what I want the end result to look like and that’s where I’m going… until shared insights lead me to make minor changes (or take things into different directions entirely).

    Since everything in this compendium is connected with everything, I might not apply suggestions immediately, or skip them altogether due to “knowing better” as far as how the different changes reflect on one another, but let no one be discouraged by that and anyone who feels like they have questions, suggestions, or anything to contribute – please don’t hold back.

    And a preliminary apology
    This compendium is a compilation of materials gathered and processed over several years and I long since lost track and count regarding all sources, so materials in it that are not originally mine will initially not come with proper credits to their originators.
    This by no means mean that I don’t have full appreciation to their originators or have any intention of robbing them of their glory.
    On the contrary. Crediting some and not others will be prioritizing, as I'm bound by maximum message length (50000 characters per post).
    Therefore, if someone’s offended by not being properly credited, PM me with valid links and I’ll add credit where credit is due (with posting space constraints taking precedence though).


  3. - Top - End - #3
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Combat Rules


    Combat Rules

    Iterative Attacks:

    BAB +6: Full Attack as a standard action.
    BAB +6: When making a full attack as a full round action, you may take a 5'-step after each attack.
    BAB +6: Holding Your Ground: When attacking from a stand-still as a full round action, you gain +2 to all melee attacks and +2 dodge AC. This bonus increases to +3 at BAB +11, and finally to +4 at BAB +16.
    BAB +11: Single Attack at max BAB as a move action.
    BAB +16: As full round action, move up to your speed while spreading your attacks among opponents within reach as you see fit.

    Action Breakdown:

    - Swift actions and Immediate actions are completely separate actions - neither comes at the expense of the other, unless specifically noted or when provoking special circumstances that prevent usage.
    - 5'-step is a swift action.
    - AoO is an Immediate action.
    - A standard action can be forfeited for gaining a 2nd swift action.
    - Total Defense does not prohibit AoOs. Just like when fighting defensively, AoOs taken while in Total Defense suffer a -4 attack-roll penalty.

    Fractional BAB & Saves:

    It's highly unreasonable that someone with 1st Monk level and 1st Rogue level (which is quite combative) would trail behind a 2nd level mage in terms of BAB. It's also unreasonable that the same character would have double the initial Ref save boost.

    Calculating fractional BAB accumulation is really easy:

    Full BAB = 1
    Average BAB = 3/4
    Poor BAB = 1/2.

    Say you take 1 Mage level and 1 Monk level.
    All you do is add 1/2 + 3/4 = 5/4 ---> +1 (rounding fractions down).
    If you know where you were in the previous level, then you know where you got to now.

    Weapons & Armors:

    Except for the rules below, use PF’s weapons and armors:

    Omitted Weapons:

    An arrow-like bolt designed for throwing – I don't remember seeing that anywhere on TV or on the big screen (or anywhere else for that matter).

    Dire Flail:
    Totally unwieldy, a problem to carry around and dangerous to the user.

    No such weapon (there never was).

    Modified Weapons:

    - The halberd is a double weapon, with the back side dealing 1d6 base damage (same as quarterstaff).

    - Does 1d3 piercing damage.
    - Has 15’ range increment.
    - being a Monk weapon, Shuriken may be used in a FoB sequence.. Shuriken don't get damaged when thrown and may be retrieved.
    Special: Vs. soft materials (strings / cords / ropes / leather / cloth / targets with ZERO Armor modifier to AC), Shuriken damage also counts as Slashing.

    - The wielder may Skewer an opponent if the attack roll exceeds the DC by +4 or more (avoidable with a Ref save vs. DC [10 + dmg]). Removing a skewered trident causes d6 damage and requires a full round's action. Continuing to fight with the trident in place deals d3 points per round.

    New Weapons:

    This double weapon is a massive steel-reinforced version of the quarterstaff with studded steel tips.
    - It deals 1d8 bludgeoning damage.
    - It's durable to sundering as greatsword.
    - It is not a Monk weapon.

    Blowgun (large):
    - Has 60' range increment.
    - Deals 1d3 points of damage.

    Buckler Axe:
    This special exotic weapon functions both as a buckler and an axe
    - It deals 1d4 slashing damage.
    - Buckler Axe may function as a light offhand weapon, or a 2nd shield – both with no penalties.

    A garrote is a 2H weapon – basically a sturdy 2ft cord attached to a wooden grip on each end – that's useable by making a successful grapple attempt.
    If the target is aware of your presence, you take a -5 hit penalty to your attempt to start a grapple at all and -10 to make it count as given below.
    - A garrote does [1d4 + STR-mod] bludgeoning damage and [1d6 suffocation damage] each round.
    - Prevents verbal communication or speech of any kind and renders the target slowed.
    - As long as the garrote is in place, the wielder gains a +5 circumstance bonus to its opposed grapple checks against the held target.
    - A garrote is ineffective against an opponent in heavy armor, or any armor that covers the neck (such as chainmail).

    Pounding Staff:
    This weapon (introduced in “crouching tiger, hidden dragon”) is a 4’ “cubistic” fashioned steel staff with a sword-like 2-handed handle.
    - It’s serrated throughout the entire length and does 1d8 bludgeoning & slashing damage.
    - Adds +4 to all sundering attempts.

    Sword Stick:
    This is a long, slender, rapier-like blade concealed within what appears to be a walking stick or cane.
    Those who wish to take a weapon somewhere where weapons are not allowed, mainly use this weapon.
    - The blade deals 1d4 piercing damage.

    Three-Section-Staff *:
    Originally a farm implement for threshing grain, this weapon is composed of three sections of wood of equal length, joined at the ends by chain, leather, or rope.
    Three-Section-Staff functions very similar to quarterstaff, with the following exceptions:
    - Requires BAB +2, 4 ranks in Tumble skill and an exotic weapon proficiency (this weapon is very tricky to use, and monks are not automatically proficient with it).
    - May be used for either TWF (or flurry, if you're a monk) or reach attacks. Switching modes can be done either as a swift action or a move action. When used for TWF, each side counts as 1-handed weapon and both hands count as primary hand.
    - Disarming someone who's proficient with a Three-Section-Staff is extremely difficult. An opponent must disarm the wielder twice during the same attack sequence, or overcome the defender by +4 or more, in order to actually make a successful disarm.
    This weapon is totally unwieldy without proper proficiency.

    Throwing Iron:
    This weapon is a 5-6 inches long nail-like or dagger-like blade.
    It's statistically identical to Shuriken, except the damage it deals is purely piercing damage.

    Tonfa *:
    Tonfa uses the same stats as Light Mace, with the following benefits:
    - Tonfa counts as small weapon for TWF purposes and as 1-handed weapon for all other purposes (small sized weapon with superior momentum).
    - The wielder receives +1 Shield bonus to AC for each wielded Tonfa (+2 for TWF).
    - The wielder receives +2 to resist Disarm attempts.
    Tonfa is a Monk weapon, and as such, may be used in a FoB sequence.

    This special exotic weapon functions both as a buckler and a dagger
    - It deals 1d4 piercing damage.
    - Turtlesting may function as a light offhand weapon, or a 2nd shield – both with no penalties.

    * The special benefits of this weapon are applicable only when light loaded and wearing light or no armor (and you must be proficient with the weapon, of course)

    General Notes on Weapons:
    • When wielding a two-handed melee weapon, you add twice your Str-mod to damage (not 1-1/2 times as core dictates).
    • Unless noted otherwise, all melee weapons have a range increment of 5'.
    • Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.

    AC Modifiers – The Whole Story:

    There are 4 types of AC modifiers: Armor, Shield, Dodge & Deflection.

    Natural and manufactured Armor bonuses to AC stack with each other.
    One cannot wear one armor over another (even if one manages it somehow, the lesser one is ignored and the wearer counts as non-proficient)
    Armor doesn’t apply to touch AC.
    Armor doesn’t apply vs. incorporeal attackers.
    Armor applies in situations where one loses his Dex-bonus to AC.

    Shield AC has the potential of stacking with itself, if one possesses TWF and is wielding 2 small shields.
    Shield applies to touch AC.
    Shield doesn't apply vs. incorporeal attackers.
    Shield doesn't apply in situations where one loses his Dex-bonus to AC.

    Special: A shield's AC bonus also applies to Ref saves vs. AoE attacks or rays that deal elemental damage (how often do you see a knight blocking a dragon’s breath attack with his shield in fantasy art? All the time, and it is cool).

    Except for Circumstance and Morale bonuses, these are strictly limited to character abilities and they always stack.
    Dodge applies to touch AC.
    Dodge applies vs. incorporeal attackers.
    Dodge doesn't apply in situations where one loses his Dex-bonus to AC.

    Dodge AC Progression

    Among the more puzzling facts about all D&D incarnations, the one that shines above all is the fact that there's no built in rule for characters to improve their dodging capabilities with level progression.
    I mean, a melee character battles the greatest horrors of creation throughout 20 levels advancement and learns nothing about avoiding getting hit?
    NOTHING?! Really?!

    So, to show this learning curve that characters/creatures demonstrate, for each 2 points of BAB gained by class-level advancement, a subject gains +1 to their dodge AC.
    This benefit does not apply when one loses his Dex-bonus to AC, carries more than medium load, or wears armor without proper proficiency.

    Deflection bonuses to AC are exclusively magical and gained at a rate of +1 AC / odd SL (+5 max).
    Deflection applies to touch AC.
    Deflection applies vs. incorporeal attackers.
    Deflection applies in situations where one loses his Dex-bonus to AC.

    Deflection bonuses to AC always overlap. If one carries 2 rings of protection, a magical armor and a magical shield, only the most powerful AC modifier applies, rendering all the others moot.
    Deflection is the only type of magical AC enhancement, regardless of whether it is applied to garments, armor, shield or person. Magical effects might make an armor or shield more durable, but they never make an armor grant a better AC modifier. The only exception to this rule is polymorph, when natural armor is gained according to the assumed form.

    That’s right people. This means that the party’s over. No more abusing the system.
    Lighting up with magical gear like a Christmas tree can’t make one’s AC shoot to the stratosphere anymore.

    Note: Circumstantial AC bonuses (e.g. Cover, Prone) have the same status as Deflection bonuses.
    They cannot be circumvented by either the attacker's or the defender's status (flatfooted, touch AC etc).

    Basically, it all boils down to this table:

    Applied To / Applied When
    Touch AC Vs. Incorporeal No Dex-bonus to AC
    Armor (and Nat. Armor)
    Dodge (+ 1/2 BAB)
    Deflection / Circumstance

    Combat Hustle, Definition:

    You may move up to twice your speed as a standard action.
    When hustling, you lose your Dex-bonus to AC.
    Note: This definition will also have use in the redefinition of AoOs.

    Flanking Tweak:

    "When in doubt about whether two friendly characters flank an opponent in the middle, trace an imaginary line between the two friendly characters’ centers. If the line passes through opposite borders of the opponent’s space (including corners of those borders), then the opponent is flanked."

    Reason: According to the core rules:
    If C is your character and E1, E2, E3 & E4 are your enemies
    Then C is not flanked.
    E2 E3
    E1 C

    Common sense dictates that your character most definitely is.
    This proposal makes:
    - E1 flank with E3 & E4.
    - E4 flank with E1 & E2.

    It leads to some edge-cases with large+ creatures, but those are rather insignificant and don't break suspension of disbelief.
    This is the result of squares not properly modeling circular proximity.
    It's a relatively small price to pay for an overall better modeling of combat proximity.
    It's a non-issue when using hex-grid.

    Attacks of Opportunity (AoOs):

    You can provoke AoOs in two ways:

    Being Defenseless
    Whenever you take an action, if you are unable to defend yourself at any point during the action, you provoke an AoO.
    You can be defenseless for several reasons. Some examples are given below.
    - If you are not wielding a melee weapon or shield (unless you possess natural weapons or the Improved Unarmed Strike feat).
    - If you can't use a weapon or shield to defend yourself, you are defenseless. This can happen if you are trying to wield a heavy weapon in one hand, or if you aren't proficient with your only weapon.
    - If you are busy doing something else that requires your full attention (such as casting a spell), you are defenseless.

    Moving Recklessly in the Battlefield
    Movement-based AoOs are provoked in either of the following cases:
    - You hustle or run within an opponent's threatened area – regardless of where you're coming from or where you're going to.
    - You move into or out of or through a square that would render you flanked. You provoke vs. anyone who's flanking you. Taking a 5'-step, is the exception to this rule.

    Forced Movement:
    You do not provoke AoOs for movement you didn't take intentionally, such as from a shove.

    Taking Attacks of Opportunity:
    If a creature within your threatened area provokes AoOs, you can immediately make a single melee attack against that creature.
    The AoO ''interrupts'' anything else the creature has been doing.
    The creature can continue its turn after your AoO is resolved.

    How Many Attacks of Opportunity?
    You can make a number of AoOs each round equal to your iterative attacks:
    - 1 at BAB +5 or less
    - 2 at BAB +6 - +10
    - 3 at BAB +11 - +15
    - 4 at BAB +16 and on
    You can never take more than a single AoO per round against a particular opponent.

    Natural 1s and natural 20s:

    There is no more auto-success or auto-failure.
    When you roll 1, if your modified attack roll does not score a hit against your target, you fumble (optional rule - see below).
    When you roll 20, don't roll your attack's damage dice - automatically count the dice rolled as scoring their maximum result.

    This rule extends to all d20 rolls and overrides automatic success/hit & automatic failure/miss of all sorts.

    Fumbles (Optional Rule)

    Note: Many D&D groups practice fumble rules (I've entered 2 groups that did - both oblivious to the other). Problem with most Fumble rules is that they're cumbersome and tedious. My goal here is to present something simple enough that will not force one to "get back to the pages" to figure out the results........ and yet feel somewhat realistic.

    When scoring a natural 1 on a melee attack (1-2 for non proficient), unless you actually score a hit (some targets are just too easy), you fumble.
    Roll d6.
    - On a result of 1 or 2, have the attacker roll an additional attack against a square adjacent to the target that's within his reach (including self, for self inflicted injury). The target of such an attack always loses its Dex-bonus to AC. If no target is available, the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (you never fumble a fumble).
    - On 3 or 4 the attacker drops his weapon.
    - On 5 or 6 the attacker is rendered prone.

    Special: When fumbling, one provokes AoOs.
    Special: When fumbling, if the result is becoming Prone or Disarmed, a successful Ref save vs. DC 15 negates the effect, and prevents provoking AoOs (and since rolling 1 is not an auto-fail, then with all sorts of modifiers, there will come a time when one becomes immune to getting himself prone/disarmed).

    Feats turned into combat options available for all:

    PA: As per PF
    Weapon Finesse: Applicable automatically to all light & finesseable weapons you're proficient with.
    Combat Expertise: As per PF. You may also do the exact opposite – which is to fight recklessly and trade AC for better hit chances.

    Hit Points:

    All creatures (including monsters) gain max HP for their racial HD (either as given in the relevant Monster Manual or character races' HD).
    HD gained from level progression are averaged, with fractions rounded up (e.g. 6 HP for d10).
    Every level also adds Con-mod.
    Note: This would grant 9HP to a 1st level halfling Mage with Con 10, but a formidable Half Orc Warrior with Con 20 would have as many as 26HP (requiring some serious damage to take out of the equation with a single strike). For further details, see the “Races” entry below.

    Resting & Recovering Damage
    The following rule is based on the notion that HP are an abstraction.
    You get 4 rests per day: two short 10-minute ones, one 1-hour one, and one 8-hours of sleep (except for elves).
    Every time you take a short rest, you regain your HD worth of HP.
    Full Night's Rest recovers more HP: 2xHD or 1/2 remaining damage – whichever's higher.

    Dropping below 0 HP:
    Disabled state: Up to the creature's HD in negative HP value. Disabled creatures automatically stabilize.
    Dying: Any negative value between HD + 1 and HD + Con-score (consciousness is lost after 1 round per positive Con-mod).
    Death: Anything beyond "dying".

    Documentation Note: to keep things simple, I will continue to regard HD throughout this thread in the traditional manner. HP are to be extrapolated out of HD as given here.

    Crit Substitution:

    There are no longer Critical Hits. You no longer roll extra dice to calculate critical damage.

    Instead of crit threat/confirmation and damage-multipliers:

    1. A successful attack would deal extra damage according to how much it was successful beyond the to-hit DC (zero extra damage when attack-roll = AC). To prevent True Strike abuse and other loopholes, this value cannot exceed the highest of attacker's BAB.

    2. Officially noted modifiers to crit threat/multiplier are ignored for all weapons.

    3. Keen property doubles the extra damage and Vorpal triples it (reducing "Vorpal" to a 3rd level effect). To balance things out for bludgeoning weapons, 2 new enhancements are intruduced: “Crushing” and ”Shattering”.

    4. Rolling a natural 20 automatically maximizes the weapon's base damage without rolling the dice.

    Note for #1 & #2: Some feats allow circumstantial damage multipliers. Under these rules, the added damage counts as base damage, so it is also multiplied on those special circumstances.

    That’s basically all there is to say about attack rolls and enhanced damage.

    So, for instance, a 5th level bard attacking with a Keen Rapier and scoring an attack roll of 18 vs. AC 15 would result in damage as follows:

    Step 1:
    Calculate damage normally – as you did in the past (1d6 + Str-mod + extra from feats + magical enhancements).

    Step 2:
    The extra damage = 3 (18 - 15).
    Since the Rapier is Keen, the overall damage addition is +6.

    So the total damage equals 1d6 + 6 + Str-mod + extra from feats + magical enhancements.

    That same, attack made with a regular quarterstaff, would leave that extra damage at 3 (1d6 + 3 + . . .)

    Special: When attacking objects or opponents with no discernible anatomies, remove the extra damage once, still applying it for the Keen/Vorpal/Crushing/Shattering properties (meaning no extra damage for non-enhanced weapon).

    If that same 5th level bard would score 19 or more on his attack roll, the extra damage, being capped by the bard's +3 BAB, is calculated as if scoring 18 on the d20 roll.
    If he rolls a natural 20, the damage calculation = 6 + 6 + Str-mod + extra from feats + magical enhancements (maximizing the d6 roll).

    Fiery/Icy/Shocking Burst weapons

    Burst effect is set as a swift action and is triggered upon the next successful strike to come before the beginning of the character's next combat turn.
    After Burst effect is triggered (or if not set in the first place), the weapon functions like a regular Flaming/Frost/Shock weapon.

    Saving-Throws Modifiers – Redefined:

    Fort: Use the better of Str (power) / Con (toughness)
    Ref: Use the better of Dex (speed) / Int (wit)
    Will: Use the better of Wis (insight) / Cha (force of personality)

    The reason behind this rule is to make dump ability scores less of a dump-stat and count for more.

    Since encounters are usually pre-designed, replacing Con/Dex/Wis with Str/Int/Cha for monster saving throws is trivial.
    I'm ok with it making some monsters hardier on certain aspects, and the difference is usually not that significant.

    Gaze Attacks:

    Gaze attacks require eye-to-eye contact in order to be applicable.
    When one recognizes an opponent (usually a monster) as having a gaze attack, he can avoid meeting its gaze. Avoiding a creature's gaze grants it partial concealment (20%) against you, while you also take -2 to dodge AC and to all opposed rolls against it.
    Once a target of a gaze attack makes the save, it automatically recognizes the opponent as a threat and may react accordingly.

    Magic Projectiles & Magical Pluses:

    Magic projectile weapons stacked their enhancement bonuses with those of their ammunition (the weapon guides your hand while the projectiles "home-in" on the target).
    Now archers and such are no longer less effective than melee combatants and there's actually value in having magical ammo.

    Massive Damage:

    Massive Damage is redefined as 50% of maximum health HP.
    When subject to massive damage, a target needs to make a Fort save vs. DC = 10 +1/2 damage dealt.
    - If the Save fails, the target is nauseated from the pain for 1d4 rounds.
    - If the save succeeds, the target is sickened for 1d4 rounds.

    Ability Scores & Speed Increase:

    For each cumulative +5 total modifier to both Str & Dex a creature gains above its racial average (+0 for all character races), its speed increases by +5'.
    This increase is capped by 1/2 extra Dex modifier.

    Combat Actions – (N)ew / (R)edified / More (O)ptions:

    Aim (N)

    You can aim a ranged weapon attack, and do so vs. targets within [twice the weapon's range multiplier].
    You can aim a melee weapon attack, but only when targeting an immobile object.

    By taking a full round action to line up and execute an attack, you get a +1 bonus to your attack roll.
    At BAB +6/+11/+16, this bonus increases by +1, and you add your weapon's base damage once over (e.g. +1d8 for a longbow). This added damage doesn't count as damage multiplier, but it does count as precision damage.
    Starting at BAB +8, you can Aim as a standard action.
    Example: A 16th level warrior, making an aim with a longbow, rolls to hit as follows: [d20 + 16 + 4 + <ATTACK MODIFIERS>]. If he hits, he deals [4d8 + 4 + <DAMAGE MODIFIERS>].

    While aiming, you're flat-footed. If you're struck or distracted in any way before your attack, you must make a Concentration Check vs. DC 15+damage dealt or lose your attack.

    You can aim ranged powers, but only as a full round action (regardless of your BAB), and you still only add a single damage die at BAB +6/+11/+16, no matter how many damage dice are dealt by the power you wield.
    Exception to the rule: if you wield a power that deals multiple dice per CL (e.g. disintegrate), you add that many dice at BAB +6/+11/+16.

    Block Line of Effect (N)

    A character/creature that is not flatfooted may spend an immediate action to block any line of effect that pass through their space or threatened space.
    Any effect blocked in this manner affects the blocker as if they were targeted at them instead.
    To make a successful block, you must match or exceed the attacker’s attack roll
    Blocking line of effect must be declared before an attack roll is calculated vs. the actual target.

    Bull Rush (O)

    When successfully Bullrushing, the attacker may attempt to "shove" his target just outside its reach without completing its move with the target.

    Charging (O)

    When determining the line on which you charge, you do not have to take the shortest route to your opponent. Instead, you may charge in any straight line on which you would threaten your opponent. You must make your attack when you enter the first square in which you threaten your opponent.

    Climbing Your Enemy's Back (N)

    There aren't many reasons for climbing an opponent in combat, but sometimes it's just what you need to do (e.g. sneak-attack a storm giant, or remove a crown he's wearing).
    Doing so is extremely difficult. There are many reasons why such an attempt would fail, but sometimes it is doable.

    You: Initiating a climb uses the mechanics of initiating a Grapple. Then you make a Climb check (DC = [opponent's HD + Str-mod]) to climb over your opponent instead of an opposed Grapple check. Attempting to climb an opponent provokes AoOs. If you're hit, you fail to climb.
    Your Opponent: assuming you were not hit, your Climb check is also evaluated vs. your opponent's Escape Artist check.

    During each round after you succeed for the first time, your opponent may either attack you or make an Escape Artist check (but not both). Success in either, makes you automatically fail your Climb check.
    Hanging on to your current position, without further climbing, grants a +5 bonus to your Climb check.
    While hanging on and not climbing, you can attack it with a one handed weapon, but all attacks or power checks take a -4 penalty.
    While hanging on and not climbing, you are in its space and move with it.

    Coup-de-Grace (O)

    Getting into Coup de Grace position takes a move action - execution is a standard action.
    Maintaining the threat requires you to ready an action, which needs to be repeated each round you wish to maintain the threat.
    This allows on-the-fly hostage scenarios.

    You can choose to sever/demolish extremities, blind, deafen, or otherwise maim with 1d4 points of Con drain for a small body part (hand/foot) and 2d4 points of Con drain for a large body part (arm/leg), instead of attempting to kill a helpless target.
    A severed/demolished body part is lost, so the victim is unable to take any actions that would require the use of that body part.

    Delay In-Turn (N)

    It is possible to delay after starting your turn, at the expense of a move action.
    If you just make a swift action, you still have a standard action available.
    If you already made a standard or move action, then this ends your turn.

    Feint (R)

    Feinting is BAB-derived, not Bluff-derived, and it goes like this:
    - Aggressor's score = d20 + BAB + Cha-mod + Sleight of Hand synergy
    - Defender's score = d20 + BAB + Wis-mod + Sense Motive synergy

    Grapple (R)

    The cumbersome 3.5e Grapple rules cause many gaming tables to use hand-waving when dealing with grappling situations (or bar it altogether).

    What's the problem here? Why are so many people leery of the grappling rules?

    The rules for actually initiating a grapple are relatively simply (being largely similar to the rules for Bull Rushing, disarming, and the like). The problem is that, once you're in a grapple, there's a whole slew of new rules to determine what you can and cannot do in the grapple.
    - Sometimes you can't attempt the action.
    - Sometimes you make an opposed grapple check in addition to (or instead of) the normal check.
    - Sometimes the scope of the action is limited (attack, but only with a light weapon; cast a spell, but only if the action is no more than 1 standard action).
    - Sometimes the rules aren't changed at all.
    - And then, on top of all that, there's pinning... which introduces a completely different set of conditional rules.

    This set of optional rules tries to fix that problem by applying a simple, consistent rule to actions attempted in grappling.

    Starting a Grapple
    First, make a touch attack (provokes AoOs) – if successful, make an opposed Grapple check.
    The winner has its opponent held (or can break the hold).

    • You do not threaten opponents that are not grappling.
    • You lose your Dex-bonus to AC (if any) against opponents that are not grappling.
    • "You take a -4 penalty to attack rolls made with weapons that are not light".
    • "You must use a free hand (or equivalent limbs) to grapple, preventing you from taking any actions which would require having two free hands. If you cannot free a hand, you suffer a -10 penalty to all attack rolls, including grapple attacks, until you have a free hand.
    • When attempting any melee combat action (including the use of tossed objects) or movement, a character in a grapple must first succeed at an opposed grapple check against everyone else in the grapple (in case of multiple grapplers). This check is a free action (Note: When making a full attack you must make an opposed grapple check before each attack)

    A holding opponent can move as much as its opponent's additional total weight allows. Each additional opponent that overcomes the holder's Grapple check also adds its weight to the total.

    Overcoming a held opponent by 10 or more, or a free opponent by 20 or more, means the opponent is pinned (or the Grapple ends; winner's choice).
    Pinned opponents take -5 on all Grapple checks and -4 on all attack rolls. They can’t move, and you may put ropes or manacles on them if you wish to, using a standard action.
    At the end of any turn you are pinning your opponent, you may inflict unarmed or constriction damage. With subsequent attack actions, you may attack with natural weapons or light weapons with no penalty.

    A held opponent can be handled by expending an attack action as if it were inanimate gear of twice its weight (since it's struggling).
    A pinned opponent can be handled as if it were inanimate gear of its actual weight.
    Throw: A lifted opponent can be thrown just out of your reach if it can be lifted off ground, and up to twice as far if it can be lifted over head.

    Escaping a Grapple
    Escaping a grapple requires an attack action. As with any action in a grapple, the character must succeed at an opposed grapple check against everyone in the grapple.

    Combined Effort
    When 2 or more grapplers are engaged in a grapple, take the highest BAB, highest Str-mod and greatest size within the group.
    The largest sized grappler (or the one with the greates [BAB+Str], if that are multiple grapplers of the largest size) leads the grapple.
    Each additional grappler in the group, beyond the 1st, also adds to the group's grapple check result according to its size:
    1. Medium & Small grapplers contribute +2 each.
    2. Tiny or smaller grapplers contribute +1 each.
    3. Large/Huge/Gargantuan/Colossal sized grapplers contribute +3/+4/+5/+6 each (respectively).

    Overrun (R)

    The idea behind overrunning is moving through an enemy square, knocking the enemy down in the process without attempting to deal damage.
    The 3.Xe execution of this option has one major problem - Only one overrun per combat turn.
    This defies the image of a mighty warrior plowing his way through a goblin horde.
    On top of everything else, it costs a move action AND a standard action to complete. So you can move to your target and potentially knock it down, but not attack.

    No wonder I've never encountered Overrun discussions on these boards.
    It's a crappy combat option – even if you only have a single attack

    Let's redefine:

    An Overrun attempt is a maneuver that allows you to attempt to move through squares occupied by enemies, attempting to knock all of them prone in your wake. Overrunning provokes AoOs.

    - Full round action: You can move up to twice your speed and attempt to overrun everyone in your path.
    - Standard action: You can move up to your speed and attempt to overrun everyone in your path.
    - Special: You can Overrun on your way to making a Charge / Bull Rush attempt as a full round action. Your start with twice your base speed as movement distance, taking a movement decrease for every successful Overrun (see below).

    - Whatever option you choose to utilize, it must be made in a straight line from where you started.
    - You must gain at least 5' movement before engaging your 1st target.
    - Every opponent of your size category you successfully overrun detracts 5' (1 square) from your movement. Opponents of 1 size category larger reduce your speed by 10'. Smaller opponents don't hinder your movement (e.g. a human successfully overrunning 3 orcs loses 15' from his maximum distance (-20' for 2 orcs, an ogre and a halfling)).

    Avoid / Block
    - An avoiding opponent must make a Ref save (DC = overrunner's attack roll) and spend an immediate action to move 5' into an unoccupied square. If successful, the defender is entitled to an AoO against the overrunner as a free action (as part of avoiding the overrun).
    - A blocking opponent is automatically entitled to an AoO. If the attack hits, the overrunner takes damage and suffers a -4 penalty on his opposed checks against the blocking opponent (checked the same as for tripping, but the defender cannot use his Dex instead of Str).

    Success / Failure
    - If your opponent fails to avoid/block, you knock it prone and continue with your overrun (or terminate your action anywhere midway).
    - If your opponent successfully avoids, you may continue with your overrun (or terminate your action anywhere midway).
    - If you're blocked, your overrun ends immediately, you fail to enter your enemy's square and the defender may immediately react and make an opposed Str check to try to knock you prone. If you lose or are currently in an occupied square, you're immediately rendered prone.

    Note: An opponent 2-sizes smaller than the aggressor (or smaller) automatically loses if it tries to block (the mass difference is simply too significant). Likewise, you automatically fail to overrun someone 2 size categories (or more) larger than you.

    Improved Overrun
    You do not provoke an AoO from your target(s), whether they block or successfully avoid.

    Play Dead (N)

    To fool an opponent in mid-combat, make a Perform (acting) check, synergized by Bluff. Everyone who sees you gets a Spot check, synergized by Sense Motive, to discover the ruse.

    Pulling Punches (N)

    Pulling your punch successfully works just like making a successful non-lethal attack.
    You still roll for damage normally - to relay the potential of your attack to your opponent. You can choose to cause just 1 HP damage, to more effectively illustrate your readiness to draw blood.

    If your attack would've hit normally but misses due to the attack roll penalty for non-lethal damage, you cause your weapon's base damage (no stats/feats related modifiers).
    This is an "Oops".

    A weapon's traits (magical bonuses/effects etc) are added to the damage result if you deal even a single point of damage.

    By taking a cumulative -4 hit penalty, you can delay the decision to pull a punch to after confirming a hit. If the damage is enough to drop your opponent to 0 or less (you will not know how far down it will take your opponent, just that it will drop it to 0 or less), or if it’s a massive damage, you get a free Intimidate check with a +4 bonus to the result.

    Foil Action

    Some actions are difficult to carry out in combat, or are easy to disturb (because they're delicate or intricate).
    Such actions are foiled by a successful attack roll for damage or by one of the following checks: Bull Rush, Disarm, Grapple, Overrun, Sunder or Trip.

    Actions that can be foiled include (with the howto and what determins success/failure of foil attemp):

    Activating a device (magical or otherwise):
    - Disarm: Opposed check. Applicable for devices that are held in hand.
    - Bull Rush / Overrun / Trip: Opposed check. Applicable for devices that are stationary.
    - Grapple: Opposed check. Applicable for both devices that are stationary or held in hand.
    - Sunder: Attacker's check.
    Special: Some activations are trivial (e.g. flipping a lever or switch / hitting a button) while others require accuracy (e.g. turning a dial to a certain value / multi-step activation). It's up to the DM to decide if a scenario mandates bonuses/penalties to the attacker or the defender.

    Consuming edible/drinkable substance:
    - Attack Roll for Damage: Fort save vs. 10 + damage
    - Disarm: Opposed check.
    - Grapple: Opposed check. If grappled, Ref save vs. DC [15 + Grapple-check diff].
    - Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [15].
    - Sunder: Attacker's check.

    Carrying fragile stuff, or open containers with liquid in them.
    - Attack roll for Damage: Ref save vs. DC [15 + damage]
    - Bull Rush: Ref save vs. DC [15].
    - Disarm / Grapple: Opposed check.
    - Overrun / Trip: Opposed check. If rendered Prone ==> Ref save vs. DC [20].
    - Sunder: Attacker's check (usually auto-success).
    In all of the above, the defender loses his/her Dex-bonus to AC.

    Using Skills: Balance, Climb, Disable Device, Escape Artist, Handle Animal, Perform, Ride, Swim and Use Rope.
    - Attack roll for Damage: Ref save vs. DC [15 + damage].
    - Bull Rush* / Grapple* / Overrun* / Trip*: Opposed check.
    - Disarm: Opposed check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
    - Sunder: Attacker's check. Applicable sometimes, for Climb/Disable Device/Ride/Use Rope.
    * the defender takes a -5 penalty to the check.

    Note: Regarding all Foil scenarios, the DM should determine if the to-be-foiled action is short enough to require the attacker to Ready an action or if s/he can make the attempt on his/her turn. In both cases, the calculations are as given above.


  4. - Top - End - #4
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Spellcasting Rules


    Spellcasting Rules

    Spellcasting based on Strain & Tolerance

    I tried countless variations of spell-points systems, but they always failed.
    Also, every spell-points system I’ve ever encountered also failed.
    The reason is that spellcasters either:
    - gain too much to put on the high level spell.
    - don’t get enough to put on all spell levels.
    Both may coexist, but it’s impossible to resolve both with spell points.

    The solution I’ve found to be effective was to make spell levels cost less with level progression while increasing the cost of newly acquired higher spell levels.
    As much as I do my best to avoid the use of tables, this time it was the only practical solution.

    The Motivation behind Strain & Tolerance:

    The idea is to have more flexibility to play around with the spell levels, but not as much as with having spell points, where you can stack all your points to gain a lot of higher-level spells.
    Upon gaining a certain spell-level, one gains automatic access to a bit more than 1 or 2 spells of the given level, but at an evident expense in availability of lower level spells.
    The recovery from spellcasting would be gradual rather than "all or nothing" upon full night's rest (yes/no).
    Also, a high-level caster would not be able to pile up tons of spell-buffs ahead of combat and still have 80% of his fire power available for blasting & debuffing (....... and then go to sleep).

    The objectives (all of equal priority) are as follows:
    1. No more "Fire & Forget".
    2. More versatility at the expense of raw spellpower capacity.
    3. Preserving the classic literature theme, where spellcasters are taxed by spellcasting and can overcast.
    4. The ability to regain some spell power in between sleep-time periods.
    5. Getting rid of all Spells-Per-Day tables.

    Strain & Tolerance:

    When a Spellcaster casts a spell, he has to channel a portion of the magical forces he's using through his own body. This is taxing both physically and mentally, and is the basic limiting factor that determines how many spells a Spellcaster can cast without resting.
    Every Spellcaster has a Strain-Tolerance score that's equal to his [main spellcasting ability score] + [caster-level] + [Con-mod] (with this approach, btw, all casters are full spellcasters).

    As a Spellcaster casts more spells, the Strain accumulates. When he spends enough time resting, the strain decreases. As long as the total Strain a Spellcaster has accumulated is lower than his Strain Tolerance, the Spellcaster suffers no ill effect. Continuing to cast spells once his Strain is over his Tolerance, however, is extremely taxing on a Spellcaster's body and mind. As soon as a Spellcaster's total Strain exceeds his Tolerance, he becomes fatigued. If a fatigued Spellcaster wishes to cast another spell, he must first make a Fort save with a DC = (20 + the spell's level + the amount of Strain he has over his Tolerance prior to casting the spell). If the save is successful, the Spellcaster casts the spell as normal. If the save is failed, the spell fizzles with no effect and the Spellcaster takes damage equal to the spell's strain-toll.

    A Spellcaster loses one point of Strain per hour if he does not cast spells, fight, run, or otherwise exerts himself. A Spellcaster who is fatigued due to excess Strain ceases to be fatigued as soon as his total Strain is no longer over his Tolerance. However, a Spellcaster does not recover strain while exhausted. During sleep, a Spellcaster loses 3 Strain points per hour. If he completes his night's rest, he loses additional points equal to his main casting ability modifier + Con-mod.

    (Note: At high class levels, some spells have no Strain Cost, and this is fine - a powerful spellcaster should be able to cast basic spells all day long)

    Strain-Costs table: Primary Spellcasters (Mage, Priest, Druid)

    Caster <------- Strain Cost by SL ------->
    Level 0   1   2   3   4   5   6   7   8   9
    1     4   7   -   -   -   -   -   -   -   -
    2     4   6   -   -   -   -   -   -   -   -
    3     3   6   7   -   -   -   -   -   -   -
    4     3   5   6   -   -   -   -   -   -   -
    5     2   5   6   7   -   -   -   -   -   -
    6     2   4   5   6   -   -   -   -   -   -
    7     1   4   5   6   8   -   -   -   -   -
    8     1   3   4   5   7   -   -   -   -   -
    9     0   3   4   5   7   8   -   -   -   -
    10    0   2   3   4   6   7   -   -   -   -
    11    0   2   3   4   6   7   8   -   -   -
    12    0   1   2   3   5   6   7   -   -   -
    13    0   1   2   3   5   6   7   9   -   -
    14    0   0   1   2   4   5   6   8   -   -
    15    0   0   1   2   4   5   6   8   9   -
    16    0   0   0   1   3   4   5   7   8   -
    17    0   0   0   1   3   4   5   7   8   9
    18    0   0   0   0   2   3   4   6   7   8
    19    0   0   0   0   2   3   4   6   7   8
    20    0   0   0   0   1   2   3   5   6   7

    Strain-Costs table: Bard

    Caster <---- Strain Cost ---->
    Level 0   1   2   3   4   5   6
    1     5   -   -   -   -   -   -
    2     5   7   -   -   -   -   -
    3     5   7   -   -   -   -   -
    4     4   7   -   -   -   -   -
    5     4   6   7   -   -   -   -
    6     4   6   7   -   -   -   -
    7     3   6   7   -   -   -   -
    8     3   5   6   7   -   -   -
    9     3   5   6   7   -   -   -
    10    2   5   6   7   -   -   -
    11    2   4   5   6   8   -   -
    12    2   4   5   6   8   -   -
    13    1   4   5   6   8   -   -
    14    1   3   4   5   7   8   -
    15    1   3   4   5   7   8   -
    16    0   3   4   5   7   8   -
    17    0   2   3   4   6   7   8
    18    0   2   3   4   6   7   8
    19    0   2   3   4   6   7   8
    20    0   1   2   3   5   6   7

    Strain-Costs tables: Witch’s Primary Circle

    Primary Circle:
    Caster <--- Strain Cost by SL --->
    Level 0   1   2   3   4   5   6   7
    1     5   7   -   -   -   -   -   -
    2     4   7   -   -   -   -   -   -
    3     4   7   -   -   -   -   -   -
    4     4   6   7   -   -   -   -   -
    5     3   6   7   -   -   -   -   -
    6     3   6   7   -   -   -   -   -
    7     3   5   6   7   -   -   -   -
    8     2   5   6   7   -   -   -   -
    9     2   5   6   7   -   -   -   -
    10    2   4   5   6   8   -   -   -
    11    1   4   5   6   8   -   -   -
    12    1   4   5   6   8   -   -   -
    13    1   3   4   5   7   8   -   -
    14    0   3   4   5   7   8   -   -
    15    0   3   4   5   7   8   -   -
    16    0   2   3   4   6   7   8   -
    17    0   2   3   4   6   7   8   -
    18    0   2   3   4   6   7   8   -
    19    0   1   2   3   5   6   7   9
    20    0   1   2   3   5   6   7   9

    Strain-Costs tables: Spellthief & Witch’s Secondary Circle

    Secondary Circle:
    Caster <-- Strain Cost -->
    Level 0   1   2   3   4   5
    1     5   -   -   -   -   -
    2     5   7   -   -   -   -
    3     5   7   -   -   -   -
    4     5   7   -   -   -   -
    5     4   7   -   -   -   -
    6     4   6   7   -   -   -
    7     4   6   7   -   -   -
    8     3   6   7   -   -   -
    9     3   5   7   -   -   -
    10    3   5   6   8   -   -
    11    3   5   6   8   -   -
    12    2   5   6   8   -   -
    13    2   4   5   7   -   -
    14    2   4   5   7   8   -
    15    1   4   5   7   8   -
    16    1   3   5   7   8   -
    17    1   3   4   6   7   -
    18    1   3   4   6   7   9 
    19    0   3   4   6   7   9
    20    0   2   3   5   7   9

    Writer's insights:
    Although I quite resent the need to "go to the tables to figure the numbers", I find several significant advantages to this spellcasting mechanism.
    Going NOVA (relying almost exclusively on the highest SLs) would result in rapid resources exhaustion, quickly leaving you next to powerless. OTOH, relying on lower level spells when possible would significantly lengthen a spellcaster's "work day" and allow him to remain relevant for much longer periods of time before he needs to rest to renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system where there's a linear increase in cost according to SL.
    The numbers also add up for a faster strain recovery.

    Spellcasters, Ability Scores & Skills:

    No more a single ability for spellcasting.
    Spell access + auto-maximized skill ranks are both a derivative of class level progression.

    Int-bonus determines bonus spells known
    Wis-bonus determines SR penetration
    Cha-bonus determines spell DC.

    Mages’ Tolerance is keyed off of their Int and they gain maximized ranks* in Spellcraft.
    Priests’ Tolerance is keyed off of their Cha and they gain maximized ranks* in Knowledge (religion)
    Druids’ Tolerance is keyed off of their Wis and they gain maximized ranks* in Knowledge (nature)
    Bards’ Tolerance is keyed off of their Cha and they gain maximized ranks* in a chosen Perform skill (e.g. singing/oratory/harp/...)
    Witches’ Tolerance is determined by their primary circle and they gain maximized ranks in Craft (alchemy)

    * maximized ranks means [CL + 3] - where CL doesn't include modifiers (e.g. Practiced Spellcaster feat).

    Spell Ranges Redefined:

    Close: 60’
    Medium: 120’
    Long: 240’
    Far: 500’

    Spell Durations Redefined:

    Instantaneous: Zero
    Short: Concentration + 5 rounds
    Medium: 5 minutes
    Long: 1 hour
    Extended: 12 hours
    Permanent: Never ending (sometimes until dispelled)


    Once applied, a metamagic feat may not be used again for a number of rounds equal to the feat's SL adjustment.
    Metamagic feats with no SL adjustment may be used at any given round.
    Note: With this limit of metamagic cooldown, you can't spam the best metamagics over and over again. This is also very likely to make previously underused metamagics a lot more valuable.

    The Mechanics of Spellcasting:

    The following spells categories have their casting time elevated to at least full-round action:
    - Spells that create minions (either by summoning creatures or animating objects)
    - Spells that selectively target multiple opponents.
    - All Save-or-Lose spells: spells that would directly impose (by definition of the effect, not situation/tactic related) a status on a target that limits the actions they can take:
    • Blinded
    • Confused
    • Cowered
    • Dazed
    • Dead
    • Disabled
    • Dying
    • Fascinated
    • Frightened
    • Helpless
    • Nauseated
    • Panicked
    • Paralyzed
    • Petrified
    • Stunned
    • Unconscious

    Battlefield control spells:
    Spells that change the environment (e.g. Entangle & Black Tentacles, Spike Stones, Blade Barrier, Wall of Thorns, Web) have a minimum casting time of 1-round.

    Concentration-Controlled Spells:
    All spells whose effects are concentration-managed (e.g. Telekinesis, Implosion) require a standard action to control.
    If the spell's casting time is standard-action, then During the combat turn in which they're cast, the caster may spend a swift action to cast the spell and use it in the same round as a full round action.

    Special: This activation time does not extend to (Sp) abilities which are activated conditionally.
    Example: The petrifaction ability of a basilisk or cockatrice does not require 1-round to activate. It requires either gaze (can be avoided) or a successful attack (can miss) to execute.

    Spellcasting and Concentration Checks When Taking Damage:
    When casting a spell, if a spellcaster receives damage, s/he must succeed on a Concentration check vs. DC = [10 + 1/2-damage + 2*SL]. Success means the spellcaster was able to endure the pain and continue to cast the spell normally. Failure means that the spell fizzles (as noted for Strain & Tolerance above).
    Alternatively, a spellcaster taking damage during spellcasting may decide to forgo the effort of going through with casting and snuff it pre-casting, to avoid taking the strain toll. To do so, s/he must succeed on a Concentration check vs. DC = [10 + 2*SL], losing whatever actions s/he had remaining during that round (including swift/immediate actions and AoOs).

    Casting Defensively:
    Casting full round action spells Defensively requires DC = [15 + 3*SL + 1/2 highest BAB among creatures threatening you]
    Casting move action spells Defensively requires DC = [10 + 2*SL + 1/2 highest BAB among creatures threatening you]
    Casting Defensively cannot be applied to spells that require more than a full round action (1-round or longer)
    When flanked, the DC rises by +2 per enemy in a flanking position against you.

    Writer’s Note:

    I’m well aware that Casting Defensively as a full round action is nightmarishly tough. It’s meant to force spellcasters to rely on the more martially inclined allies to pose a buffer between themselves and enemy forces (expand the analysis spoiler below).
    Casting Defensively is an option, but a spellcaster would have to put all available resources into it - and even then, there's n oguarantee for success... meaning that taking the combat-caster role is no longer a no-brainer.

    Casting Defensively – DCs vs. a single opponent

    Full-Round-Action Casting DCs
    BAB	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    1	15	18	21	24	27	30	33	36	39	42
    2	16	19	22	25	28	31	34	37	40	43
    3	16	19	22	25	28	31	34	37	40	43
    4	17	20	23	26	29	32	35	38	41	44
    5	17	20	23	26	29	32	35	38	41	44
    6	18	21	24	27	30	33	36	39	42	45
    7	18	21	24	27	30	33	36	39	42	45
    8	19	22	25	28	31	34	37	40	43	46
    9	19	22	25	28	31	34	37	40	43	46
    10	20	23	26	29	32	35	38	41	44	47
    11	20	23	26	29	32	35	38	41	44	47
    12	21	24	27	30	33	36	39	42	45	48
    13	21	24	27	30	33	36	39	42	45	48
    14	22	25	28	31	34	37	40	43	46	49
    15	22	25	28	31	34	37	40	43	46	49
    16	23	26	29	32	35	38	41	44	47	50
    17	23	26	29	32	35	38	41	44	47	50
    18	24	27	30	33	36	39	42	45	48	51
    19	24	27	30	33	36	39	42	45	48	51
    20	25	28	31	34	37	40	43	46	49	52

    Move-Action Casting DCs
    BAB	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    1	10	12	14	16	18	20	22	24	26	28
    2	11	13	15	17	19	21	23	25	27	29
    3	11	13	15	17	19	21	23	25	27	29
    4	12	14	16	18	20	22	24	26	28	30
    5	12	14	16	18	20	22	24	26	28	30
    6	13	15	17	19	21	23	25	27	29	31
    7	13	15	17	19	21	23	25	27	29	31
    8	14	16	18	20	22	24	26	28	30	32
    9	14	16	18	20	22	24	26	28	30	32
    10	15	17	19	21	23	25	27	29	31	33
    11	15	17	19	21	23	25	27	29	31	33
    12	16	18	20	22	24	26	28	30	32	34
    13	16	18	20	22	24	26	28	30	32	34
    14	17	19	21	23	25	27	29	31	33	35
    15	17	19	21	23	25	27	29	31	33	35
    16	18	20	22	24	26	28	30	32	34	36
    17	18	20	22	24	26	28	30	32	34	36
    18	19	21	23	25	27	29	31	33	35	37
    19	19	21	23	25	27	29	31	33	35	37
    20	20	22	24	26	28	30	32	34	36	38


    You can only ever concentrate on a single spell.
    It's impossible to simultaneously maintain 2 or more spells that require concentration.

    Magic-Propelled Flight:

    The problem with flying casters isn't so much that they can fly, as that flying doesn't penalize their casting anywhere near enough to balance off the greater difficulty of hurting a flying mage.
    After all how dangerous would a caster be if they had to expend their standard action every round to maneuver themselves in the air?
    1. Creatures flying via magical means may levitate without spending any action.
    2. Maneuvering oneself requires a standard action.
    3. Maintaining momentum without changing direction requires a move action.

    Summoning & Domination:

    You cannot maintain more than a single summoning spell effect at a time. Also, at no given time can a spellcaster dominate more HD of creatures than his CL. If you summon while a previous summoning is still on, the previous summoning either ends or you lose control over it.
    At no given time can a character dominate more HD of creatures than his HD.
    Same goes for undead controlled via spells/features.
    Summoned creatures cannot be forced to use spells or Sp/Su abilities.

    Wild Shape and Alteration:

    You can't change into legendary animals and size increase is limited to one category larger/smaller than your original form (unless you have the Wild Shape class feature that specifically says otherwise). Also, creatures polymorphed/shaped into a different size already count as being under size change, so further size-increase/decrease factors don't stack.
    Furthermore, You can't change into creatures with either more HD than your levels in the class that granted you the power to polymorph, or higher CR than your [class-level - 2].
    Finally, to polymorph into a given creature, you must have at least its CR worth of skill ranks in the appropriate Knowledge skill to identify it and its weaknesses.

    Polymorph & Flight
    Reduce speed by 10' (min 5') and maneuverability by 1 step (min clumsy).


    Teleport Trace: Teleportation takes 1 round per mile travelled. Characters at the destination of the teleport can make a DC 20 Spot check. Success means they notice something's not right. Making a DC 25 Spellcraft reveals the incoming teleport. The same goes for outgoing teleportation. Outgoing teleport spells leave a teleport trace during the duration of the teleport. Teleport spells and similar effects can be used to automatically follow the original teleport, although you will not know where the teleport spell goes until they arrive. Scrying sensors can be sent through a teleport trace.

    Dispelling/Counterspelling Teleports: Spellcasters who are aware of the outgoing/incoming teleport can attempt to counterspell the teleport (even though they are unable to see the caster). If a teleport is counterspelled, blocked, or otherwise disrupted, the character or object being teleported appears where the spell took them so far.

    Blasphemy / Dictum / Holy Word / Word of Chaos:

    These spells are the worst offenders of CL boosting.
    With enough CL manipulation, a spellcaster can TPK any CR-appropriate group of opponents (gaining +5 to your CL is not impossible).

    Therefore, the following changes are to be applied to these spells:
    The spell is not keyed off of HD (not exactly, see below) and allows a normal save with the following effects:
    Failed save Dazed.
    Failed save by 2-5 Weakened, dazed.
    Failed save by 6-10 Paralyzed, weakened, dazed.
    Failed save by 11 or more Killed, paralyzed, weakened, dazed.
    Banishment is applied as given for the spell by RAW (a separate save).
    Creatures whose HD or CR exceed your character level by 3 or more are unaffected by the spell.


    • Scrying Location: You can choose to scry on a particular location instead of a creature. Doing so requires a DC 20 Spellcraft check, using the same modifiers for the DC that applies to the Will save (see scrying spell). If the check is successful, you can observe an area within a radius of 10' per CL. While scrying on a location, your scrying sensor cannot be moved.
    • Spotting the Sensor: With detect magic or similar effects active, a scrying sensor can be spotted with a successful Spellcraft check (DC 20).
    • Counterspelling the Sensor: Spellcasters who are aware of a scrying sensor can attempt to counterspell the scrying (even though they are unable to see the caster).
    • Learn Scryer: If you determine that you’re being scried upon, you can learn the identity of the scryer with a Spellcraft check (DC 30). If successful, you learn the name, race, and location of the scryer. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction, to prevent you from learning the information.
    • Break Scrying: If you determine that you’re being scried, you can make a Spellcraft check (DC 30) to attempt to break the scrying. On a successful check, the scrying ends and the scryer may not target you with a Divination (Scrying) spell or similar effect for at least 24 hours. The scryer may make an opposed Spellcraft check as a reaction to prevent you from breaking the scrying in this way.
    • Return Scrying: If you determine that you’re being scried upon, you can look back through the sensor at the scryer with a successful Spellcraft check (DC 40). This allows you to spy on the scryer as if you had cast a scrying spell upon that person. The scryer may make an opposed Spellcraft check or cancel the scrying as a reaction to prevent you from looking back through the sensor. Alternatively, you can cast scrying or use a similar effect to target the character currently scrying on you. The character scrying on you can cancel the scrying as a reaction to your spell, but if they do not, they suffer a -20 penalty on their Will save to resist the attempt.

    Heighten Spell:

    Given all spellcasting according to this compendium is spontaneous (see the classes), all spellcasters enjoy this benefit on-the-fly, free of charge.
    One can always cast a given spell at a higher level than its minimum level.

    Reversible Spells:

    Reversible spells are spells that have 2 opposite effects and are comprised of pairs of such official spells.
    The reversible spells are:
    First Form/Second Form
    - enlarge / reduce
    - locate object / obscure object
    - water breathing / air breathing Savage Species
    - remove curse / bestow curse
    - dream / nightmare
    - transmute rock to mud / transmute mud to rock
    - stone to flesh / flesh to stone
    - antipathy / sympathy
    - imprisonment / freedom
    - bless / bane
    - cure light wounds / inflict light wounds
    - cure moderate wounds / inflict moderate wounds
    - cure serious wounds / inflict serious wounds
    - cure critical wounds / inflict critical wounds
    - heal / harm
    - raise dead / slay living
    - resurrection / destruction
    - remove fear / cause fear
    - heat metal / chill metal
    - neutralize poison / poison
    - remove blindness / remove deafness / blindness / deafness
    - cure disease / contagion

    Banned/Omitted Spells:

    - All spells that mimic feats or grant class abilities: spells don’t grant temporary training of any sort
    - Celerity and derivatives
    - Contact Outer Plane: For many reasons
    - Divine Power, Transformation and any other spell or power that elevates BAB.
    - Fabricate.
    - Glibness: somebody went a bit overboard on that one.
    - Mage’s Lucubration: Meaningless when spells are not lost upon casting.
    - Mnemonic Enhancer: Meaningless when spells are not lost upon casting.
    - Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
    - Shadow Conjuration and derivatives
    - Shadow Evocation and derivatives
    - Stone to Flesh: Break Enchantment covers this one (and you don’t turn a lump of stone into a meatball).

    Spell Tweaks:

    - Alter Self: Use the PF version.
    - Baleful Polymorph: Baleful Polymorph has duration of 1 day per CL and the target keeps its identity (even with the decreased Int), so it can later contemplate the consequences of its actions.
    - Deathwatch: Not foul and not evil in any way whatsoever.
    - Disintegrate: Any creature KILLED by this spell is entirely disintegrated
    - Dominate Person: Allows the victim to make a repeated save each day – the "concentrate on it for 1 round per DAY to keep your hold" part is omitted.
    - Explosive Runes: AoE of multiple simultaneous effects overlaps and the damage doesn’t stack.
    - Feeblemind: Duration is one month/caster level.
    - Fly: This spell is now a 4th level spell (5th character level seems too early to me for characters to reach for the skies). Furthermore, when Fly is dispelled - you drop. Slow fall applies only when the spell ends on its own (same goes for Overland Flight and other such spells).
    - Forcecage: This spell is modified so that it allows a Ref save to negate, but you must be able move out of the area of effect as an immediate action.
    - Freedom: Let's face it; this is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Let's redefine. Freedom is an 8th level spell. It also functions as a greater version of Break Enchantment, undoing any and all effects of the appropriate categories. At the caster's discretion, the spell also confers the full effect of Freedom of Movement spell.
    - Gate: The option of "Calling Creatures" to fight for you is cancelled.
    - Greater Shout: This spell nullifies magical silence along its path.
    - Knock: Caster counts as having maximized Ranks (capped at 20) in Open Lock when attempting to unlock mechanical locks. The Caster can choose to Take 10 while not threatened or rushed, but can never Take 20 with elevated ranks.
    - Minor/Major/True Creation: Can't create material costing more than [10gp * spell level * CL] with a single casting of the spell. Also, Acid, Alchemist's Fire, Poisons and similar materials (alchemical or otherwise) cannot be created via this spell.
    - Polymorph: Use the PF version.
    - Polymorph Any Object: You may polymorph living creatures into other living creatures, plants into other plants or objects into other objects. You cannot polymorph a target from one category into another. (Writer's note: not every Disney movie scene has to be a possibility in RPG). Maximum durations equal to 1 month / CL.
    - Prismatic Wall/Sphere: Belong to the Conjuration school, not Abjuration. Also, the caster is not immune to the effects of his own wall/sphere (spell effects don't "recognize" their caster).
    - Protection From Arrows: This spell grants the caster a deflection bonus to AC vs. range weapons. This bonus is equal to the caster level for projectile weapons (sling stones, bows, crossbows), and 1/2 this value (round down) against thrown weapons such as spears. Giant-thrown rocks and siege weaponry is not affected by this spell.
    - Reincarnate: The new physical body is proportionately as far through your current age category as your old one, and that is your new age.
    - Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD and CR cap = CL.
    - Solid Fog: Any creature attempting to move through it must make a DC 20 strength check. If successful, the creature can move up to half its speed in a straight line; if it moves less than its allowed distance, it may make another strength check to move in another direction. If unsuccessful, the creature can move 5 feet in any direction, ending its move action.
    - Spider Climb: Moved back to 1st level.
    - Time Stop: Instead of hasting the Mage to ridiculous speed, this spell has an AoE of 40' radius sphere centered on the Mage with no save (this makes sense of some creatures being immune to TimeStop). While this power is active, only personal range spells can be cast. This prevents abuse such as dropping a forcecage on someone and then filling their cell with lava.
    - Transmute Rock to Mud: Any creature attempting to move through it must make a strength-check. For every 5 points by which the check result exceeds 10, the creature can move 5’ (up to a maximum of half its speed).
    - True Seeing: Make opposed CL checks when trying to see through any spell from the Illusion school of equal or higher level (you receive a +4 to you check). A successful check reveals the illusion for what it is, whereas a failed check fails to penetrate the illusion for the duration of True Seeing.
    - Vision: An 8th level spell (just compare with Legend Lore to understand this one).
    - Wall of Iron: As written, this spell will single-handedly make you rich and ruin local economies. Therefore, any part of the wall that's removed disappears.
    - Wall of Force/Iron/Stone: Range: Touch. The spell fails if there's a creature occupying the space of the wall.
    - Wail of the Banshee: Emanates from the caster's mouth (ZERO-range) and affects everybody within the AoE except the caster. The spell doesn't differentiate between friend and foe and Evasion is inapplicable.
    - Waves of Exhaustion: Allows Fort save for Fatigues status rather than exhausted (unless a target is already fatigued, in which case no save is allowed).
    - Waves of Fatigue: Allows Fort save to negate.
    - Wind Wall: Imposes only a -4 penalty to ranged attacks that go through it, like severe wind.
    - Wood Shape: The limitations of this spell are overridden with the proper Craft skill(s). In fact, used in conjunction with an appropriate Craft skill, the spell's duration is concentration. It Cuts crafting time in half and grants a +3 competence bonus.

    Spell Cabal:

    Cooperative Spell (CArc) covers this one beautifully.
    There's just one small change: instead of just for SR penetration, the CL is increased for all intents and purposes.
    This is fair and reasonable, because multiple casters all need to take the same feat, and they must focus on the same spell(s) and coordinate their spellcasting for the benefit to take place.

    Redefining Magical Items' Creation:

    The Creation Spells

    Designer’s Note: Why spells and not feats

    Well, I find 3 compelling motivations for that:
    1. Enchanting an item with a magical power means (to me at least) to bind the magical energies to the item, not to beat them into it with a hammer.
    2. D&D 3.5e categorizes magical-crafting according to the physical shape of the item to be enchanted. This makes no sense whatsoever, given totally different items can have similar or even identical powers (and wondrous items have no predefined shape/form/usage).
    3. One might decide that bestowing magical powers is done while an item is physically crafted. In such case, a spellcaster can always find a crafter and pay for his time (or take the appropriate Craft skill) – but then it would make no sense that an item could be bestowed with magical powers later on.

    The binding process itself should be something that’s applicable only magically – and since:
    1) I don’t know of any other case where both a specific spell and a specific feat are a requirement for anything
    2) the level-“tax” of known spells is already a high enough payment
    I see no justification in also requiring the expenditure of feats.
    This notion also leads me to the conclusion that magical effects should never depend upon mechanically moving parts for activation (what’s the verdict when the button’s spring breaks – is the magic still in there or not?). Every mechanized magical item (e.g. Rod of Immovability) can easily have a non-mechanized version and no one should even feel the difference (e.g. tapping with a finger rather than pressing a button).

    Enchant Item (Universal)
    Level: Bard 4, Druid 3, Mage 3, Priest 3, Witch 3
    Components: V, S, M
    Casting Time: Varies (see below)
    Range: Touch
    Duration: Permanent
    Saving Throw: None
    Spell Resistance: No
    This spell allows the creation of magical items. It is cast repeatedly during the creation process (the exact frequency & casting time are of no significant consequence and are left to the DM’s imagination).
    The items to be affected by this spell are solid, manufactured items.
    Druids are limited to items made of wood, stone & animal remains (bones, hide, tendons etc).
    Enchant Item can also be used to repair damaged magical gear (see the "Repairing Magical Equipment" spoiler below).

    Create Golem (Conjuration (Creation))
    Level: Bard 6, Druid 5, Mage 5, Priest 5, Witch 5
    This spell uses the same rules as Enchant Item, but enables the creation of Golems – mindless constructs. Golems have Str, Dex, Int stats.
    Golems always have Int score 2, which is just enough to respond to 5 different short commands issued by their creator only.
    Golems don’t have Con, Wis or Cha stats.
    Golems usually possess human-level sight & hearing and no other senses.
    Used in conjunction with Enchant Item, the spell allows bestowing a golem with (Su) & (Sp) powers – including other senses and special sensory powers.
    The CL of spell effects generated by golems cannot exceed their HD - regardless of the creator's CL.
    Druids must create their golems from wood, stone & animal remains.

    Create Artificial Sentience (Conjuration (Creation))
    Level: Druid 7, Mage 7, Priest 7, Witch 7
    This spell uses the same rules as Enchant Item, but enables the creation of items with personality (Int, Wis & Cha), including sentient constructs. A spellcaster cannot bestow higher mental scores (Int/Wis/Cha) than s/he possesses.
    Any and all sensory & communication capabilities of such items are gained by assigning appropriate magical effects via Enchant Item. The exception to this rule is when the spell is used in conjunction with Create Golem, in which case sight & hearing and the ability to speak (Int 3 or more) are already included.
    The alignment of sentient items can be either identical to that of the creator or one step away on either axes, but not both.
    The CL of spell effects generated by golems may exceed their HD, but still limited to the creator's CL.

    Discern Species (Divination)
    Level: Bard 1, Druid 1, Mage 1, Priest 1, Witch 1
    Range: Touch
    Components: S (touch)
    Casting Time: Swift action.
    Duration: Instantaneous
    Target: Creature touched
    SR: Yes
    Save: No
    You immediately know the name of the species (the name by which they refer to themselves - in their language and your own) to which the target you touched belongs and what are their inborn natural traits.
    The spell's main usage is in the preparation of magical items that would react to certain creature types in whatever manner the creator would choose them to.


    Base costs (per effect):
    [1000gp x spell-level *] for an expendable power (500 for zero-level spells).
    [500gp x SpL] for one-time-use items **.
    [4000gp x SpL] for a permanent (reusable) power.
    [6000gp x SpL] for emanating ***(always-active) effects of spells with duration other than instantaneous or permanent.
    [10000gp x SpL] for ever repeating effects ***: once per round.
    [20000gp x SpL] for ever repeating effects ***: per attack.
    * Spell level 0 counts as spell level 1/2 for the purpose of pricing items.
    ** One-time-use items: the following magical items are exclusively class-associated and do not require (or gained via) spells/feats/skills:
    - Scrolls can be scribed by the two classes that study their magical art via written text: Priests and Mages.
    - Un-tampered vegetation (herb, root, fruit, vegetable, mushroom, bud etc) infused with magical powers can be created by druids.
    - Disposable substances (e.g. potions, balms, powders, smoke etc) with magical properties can be concocted in Witches’ cauldron.
    *** Emanating & Ever-Repeating effects are valid either for a user of an item (e.g. Boots of Flight) or for the item itself (e.g. trap room with Incendiary Cloud or teleportation chamber).

    Note: Any and all percentage-based calculations below relate directly to base costs, not any mid-way results.

    Each CL adds 5% to the initial cost. If CL is irrelevant to a spell’s effect, use the minimal level that grants access to the spell’s level (creator’s choice otherwise).

    Each charge costs 10% of initial cost.
    For non rechargeable items, detract 25 % of the base cost.
    Temporary/rechargeable magical effects can have up to 50 charges.
    Charging rechargeable items demands full cost per charge.

    Cost reductions for permanent magical items (by frequency of use):
    Permanent magical items have #charges according to the frequency of use per time quota (each #uses is regarded as a charge):
    -0% – activation per 10-min (once)
    -10% – activation per hour (up to 3 times)
    -20% – activation per day (up to 6 times)
    -30% – activation per week (up to 7 times)
    -50% – activation per month (up to 12 times)

    Price Increases by Means of Activation:
    +0% – Spell Completion (Casting the spell(s) regularly, but without paying the strain toll): Action cost as given in the spell’s description
    +10% – Simple activation with vocal & somatic component (irrelevant to the spell’s actual components): Standard action
    +20% – Simple activation without vocal or somatic (at least one is mandatory): Move action
    +30% – Simple activation with either vocal or somatic (owner’s choice with each activation) : Move action
    +50% – Reactive powers (power activates on its own, according a predefined scenario): Non action

    Pricing Constructs:
    ( 2000 x HD) + [1000 x (total of ability scores)] + (any of the above, appropriately)

    Magical Vehicles:
    This is where my inspiration did not prevail in regards to any officially published spells.
    The best option I see so far is to make high-level spells specifically for this purpose. These spells will follow the creation rules as given in this topic for other spell effects.

    - Instant, changing or exhaustible powers (such as disintegrate, mirror image, quest etc) can't be used to create emanating effects.
    - An item’s property must conform to a particular spell effect available to the caster. A spellcaster cannot assign an item with a magical property/behavior unless s/he has an appropriate spell (e.g. Ioun Stone).
    - Being magical does not make an item physically more durable to damage/manipulation by any means, unless specific magical effects are keyed particularly for this purpose.
    - Use Magic Device skill doesn't exist. An item either requires spell-completion or not.

    Sample magical items

    Sword +1 of Flaming (assuming Flaming amounts to a 1st level spell)
    - Emanating 1st level effect (+6000)
    - CL 1st (+300)
    - Emanating 1st level effect (+6000)
    - CL 1st (+300)
    - No spell completion required to use (+600)
    This amounts to: 13200gp

    Non-rechargeable Wand of Fireball with 20 charges for 7d6:
    - Temporary 3rd level effect (+3000)
    - CL 7th (+1050)
    - Non-rechargeable (-750)
    - 20 charges (+6000)
    This amounts to: 9300gp

    Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
    - Permanent 2nd level power (+10000)
    - CL 5th (+2500)
    - Hourly use (-1000)
    - 3 “charges” (+3000)
    - Can be turned on/off with no spell completion and no voice requirement (+2000)
    This amounts to: 16500gp

    Creation Time

    The process of enhancing an item with a magical power requires creation time of 1 day per 1000gp.

    Chances of Success

    Creating magical items is by no means a guaranteed success. Far from it, there’s about 50% failure chance when attempting to enchant an item with an effect belonging to the highest available spell-level.

    - To successfully enchant an item with a magical power, make a [level + STAT-mod] check vs. DC [10 + (3 x Spell-Level)]
    - Each effect is checked for separately. In case of failure, no harm done – one can always try again.
    - Failure is evident after ½ the process is complete. A spellcaster may either stop there and save the extra cash, or see the process through and gain a cumulative +2 on his next attempt regarding the same effect on a given item.
    - Alleviating Factors: Magical items’ creation doesn’t come with an XP toll.

    The idea is to slow down the “production line” and to make WBL a little less significant factor. Furthermore, I regard magical items as fantastically-mechanized gadgets. I see no reason whatsoever why items should feed off of one’s XP.

    Repairing Magical Equipment

    If a magical item is damaged, but can still be physically repaired, then it is possible to restore its enchantment.
    If the item has been partially or wholly destroyed (disintegrated, burned, dissolved, etc), then it cannot be physically repaired.
    First, the item must be fully repaired to its original masterwork quality.
    Second, the enchantment needs to be rekindled. The broken pieces still contain residual magical energies, so once the item is made whole, those energies need to be refocused to get the item to full working order.
    Repairing the enchantment costs 30% of its creation price and requires 1/2 the time it would take to enchant that item in the first place.
    Success, in tis case, is automatic.

    Note: Disposable substances, obviously, cannot be repaired.

    Banned Magical Items

    - Items that make specific actions faster: This restriction prevents action-abuse via strange combinations of magical items and features/feats from different sources.

    - Items that grant/enhance Class-features/Class-levels/Feats: It's near inconceivable to make a magical item "know" something. It's far too unreasonable to make an item make someone else know how to do something (and then you have the paradox of that someone forgetting what he knew while possessing the item). Furthermore, this restriction would prevent a lot of power-abuse options.

    - Portable Hole and other trans-dimensional containers: Way too Disney. There are no reserved "pockets" on other planes/dimensions waiting for someone to "log-in" onto them

    Animated constructs & Craft skill

    Unlike other magical items, a construct is something that is created magical from the get go. One must combine crafting knowledge and magical prowess during an animation’s physical creation.
    Once a construct is finished, its powers cannot be altered. Enchantments that have failed during the construct’s creation cannot be added later on. The only thing to do with “defective” constructs is either live with the result or make a new one.

    For the purpose of creating a golem or any other animated construct (humanoid/animal/plant/furniture/structure...), a spellcaster must have at least 1/2 the ranks as the intended HD in the appropriate Craft branch, and must match or top the target’s HD with his Craft check.

    Offensive and Defensive Magical Plusses:

    There are no longer standalone offensive or defensive magical plusses to gear.
    The basic magical plusses are derived from 5 spells:
    - (Greater) Magic Weapon
    - (Greater) Magic Fang
    - Magic Vestment

    This kills the need to tie magical plusses to SLs – something that would either make them too weak or break the RNG.
    To keep Rings of Protection viable, Magic Vestment is modified to apply to any donned object – including rings.

    Note: some high-level magical effects grant multiple modifiers and that's fine by me.
    Make them emanating and you get magical items that grant multiple modifiers.

    Body 'Slots':

    Given that the problem of over-stacking magical effects via gear doesn't exist anymore, there's no more reason to limit body slots.
    Nothing should prevent a character from donning as many as 20 rings (10 fingers & 10 toes). Multiple rings of protection would overlap, so there's no balance abuse there.
    A character could also don multiple items on the same slot.
    The only limitation on body slots is that the same body slot cannot benefit from multiple items with emanating effects.
    When multiple items with emanating effects occupy the same body slot, they cancel each other out.


  5. - Top - End - #5
    Ogre in the Playground
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    Join Date
    Apr 2010

    Default General Rules


    General Rules

    Ability-Score Progression:

    Characters add 1 point to one ability score at each level (including 1st).
    You cannot increase the same ability twice in 2 consecutive levels, and you cannot push your racial ability-score limits faster than +1 per 4 class levels via level-progression alone.
    This adheres to the notion that practice makes perfect, and serves as a decent compensation for a bad start and/or MAD. It also puts yet a greater impact on level progression vs. gear.
    Special: Once per 6 character levels, a general feat can be used to raise one's ability score and ability limits by +1.

    Int Increment:

    Apply extra skills from Int bonuses retroactively. It's only reasonable that someone who becomes more intelligent can learn new things, and otherwise, if you're making a character above first level, you'd have to go through all his levels to nail the end result.

    Carrying Capacity (in pounds) – Realistically Simplified:

    Unencumbered: Up to 5 times your Str-score.
    Medium Load: Up to 10 times your Str-score.
    Heavy Load: Up to 15 times your Str-score.
    Lift Overhead*: Up to 20 times your Str-score.
    Push/Drag*: Up to 30 times your Str-score.

    * Your speed drops to 5'.

    Size and Strength:
    Larger creatures can bear more weight, whereas smaller creatures can carry less.
    For each size category above Medium, double a creature’s carrying capacity.
    For each size category below Medium, divide a creature’s carrying capacity by 2.

    LA Buyoffs:

    There's no mathematical formula to calculate the right level to alleviate LA.
    The DM should exercise common-sense and decide when a character's racial benefits no longer synergize with its class(es) in a manner that warrants its original LA value.

    Example: Half-Giant.
    If the character goes full BAB all the way, then he never loses his racial combat edge, so he never loses the +1 LA.
    If, otoh, the character has gained 5 Mage levels for instance, then he'd already lost a substantial amount of his Massively Built trait - especially given that mages don't tend to rely on their physique (anyone that does, spreads himself thin as it is)........ and he'd already payed the XP toll 4 levels straight. Therefore, a half-giant who's a 5th level mage no longer counts as having LA +1. He might be a better brawler than the average mage, but that won't make him a better mage.

    Omitted Mechanics:

    - Permanent ability-score enhancements by magical means (tomes and such).
    - Stacking ability-score enhancements or other magical effects.
    - Stacking the same bonus multiple times (I've encountered a build that uses 2 PrCs that grant Wis-bonus to AC - no go, it only counts once)
    - Racial-substitution class features

    XP “Payment”:

    Nothing can ever cause a character to lose experience points.
    Any effect with an experience point cost, such as a spell or item creation, instead costs the character 10gp per experience point that would have been traded as per official rules.
    Characters that die and are brought back to life do not lose a level of experience. They instead receive a permanent -2 penalty to Constitution as would normally be applied to a level 1 character that died and was raised. This penalty is incurred each time the character is raised by an effect that would normally have resulted in a lost level of experience.
    Characters may however still be level drained and receive negative levels.


  6. - Top - End - #6
    Ogre in the Playground
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    Apr 2010

    Default Races



    According to the PHB, an individual has no existence without picking a class (even a commoner is considered a class).
    This, of course, is ridiculous, especially given that “Commoner” is the only class that gets swapped when someone acquires their 1st character level.
    Here's an attempt to define typical 0-level characters of the classic character races:
    - Each character starts with BAB and all saves at +0.
    - Zero-level skill points amount to [4 x 4 + Int-mod], separated from skills gained from class levels. This takes care of the 1st level Skill points-multiplication absurdity.
    - Zero-level player races have a skill-rank-max of 3, treating all skills as class skills for 0-level skill points only.
    - Weapon Familiarity is omitted from all races

    Common Races


    Zero-level HP: 8
    Racial Traits changes/additions:
    - Ability modifiers are: Con +2 / Dex -2.
    - Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.


    Zero-level HP: 6
    Racial Traits changes/additions:
    - Ability modifiers are: Cha & Dex +2 / Str-2.
    - Elves never age beyond "Old" category. They’re immune to magical aging and have an unlimited lifespan.
    - While trancing, elves are partially aware of the world around them: they are not considered helpless, merely prone and flat-footed, and may continue to make Spot and Listen checks at a -5 penalty.
    - Auto-detection of secret doors is omitted.
    - Elves gain +2 to all Knowledge checks.


    Zero-level HP: 6
    Racial Traits changes/additions:
    - 120’ Darkvision (Gnome – originally "Genomos" – means "earth-dweller") and Low-light vision x 4.
    - Speak with Animals is replaced with the CAdv Whisper Gnome's Silence (Whisper Gnome doesn't exist), which makes you qualify for Silencing Strike and Extra Silence feat (RoS). The other spell-like abilities are not Cha-score dependant.
    Physical appearance: Well, the physical appearance of Gnomes was never fully established in D&D. Personally, I prefer to see them in a more folklore-oriented manner. Gnomes are similar to dwarves, with larger ears, potato noses and a spark in their eyes. In terms of height and physical build, they’re somewhere between dwarves and Halflings.


    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gain +2 competence modifier to ALL Cha-based skills, as well as all skill checks to oppose Cha-skills (such as Sense Motive). This replaces the core bonus of “+2 racial bonus on Diplomacy and Gather Information checks” and offsets them having no societies and being somewhat outcast.
    - Also, Half-Elves also enjoy the benefit of "Once a class skill – always a class skill.


    Zero-level HP: 10
    Racial Traits changes/additions:
    - Also gain +2 to Con, +3 on all Intimidate checks and +2 to all Survival checks.
    - Also, Half-Orcs also enjoy the benefit of "Once a class skill – always a class skill.

    Halfling (AKA ‘Hin’)

    Zero-level HP: 6
    Racial Traits changes/additions:
    - Base land speed is set to 25'. Meduim armor reduces their speed to 20' and heavy armor reduces their speed to 15'.
    - Halflings also gain a +2 racial bonus to all Balance and Ride checks.

    Racial Feats:

    Rock Skipping Shot
    It is common knowledge that all halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons well into their adventuring career. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff, but the most fiercely competitive contests are held for their own sake. The participants in these games are often professional rock-throwers; athletes who make their living by traveling to various towns and winning cash prizes. The best of the best become famous for their uncanny aim and prowess
    Requirements: BAB +8 or Halfling with BAB +4
    Benefits: When throwing a stone or launching a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
    This grants a unique mechanical advantage:
    If after hitting a target, another is present within 10’, you can make an iterative attack at -4.
    If after hitting a target, another is present within 20’, you can make an iterative attack at -5.
    If after hitting a target, another is present within 30’, you can make an iterative attack at -6.
    This can go on for as long as your next iterative BAB is ZERO or higher (as usual for iterative attacks), but when an attack roll indicates a miss, the sequence ends.
    The above numbers encompass the scenarios of regain ownership on the launched projectile (basically: "Returning") and multiple re-bouncing between the same targets.
    You may also bounce rocks off walls, trees, ceilings, etc., in order to make a difficult shot. While you must make a ranged touch attack roll to hit the wall, most walls have a touch AC of 1 (smaller targets, such as trees, have AC 10 or higher).
    If successful, the rock can bounce and continue on its way. This trick is used to attack opponents hiding behind cover (in which case it ignores that cover) or with which you don’t have line of sight (in which case regular miss chances for concealment still apply).

    Denial Feats

    These are (for me) basically nostalgia-driven feats.
    Back in the days of BECMI D&D, when there was absolutely no excuse in the world for taking a Halfling character, they tried to give this race some added value when they published "The Five Shires" gazetteer.
    Thematically speaking it was wonderful. However, mechanically speaking it was weird and too cumbersome. One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.
    So here's an attempt to "import" the idea and make it applicable to the 3.Xe mechanics while preserving the original feel. As for "goodies" for the other races... I'll leave them for others who are interested in coming up with them.

    Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +5
    Benefits: Using the ready action, Warrior's Tide of Battle ability (see the Warrior class) or any other acceptable action, the character may throw himself in the way of a spell or a (Sp) ability, and stop it from causing harm to the intended target.
    This is done by the character launching himself in front of the caster, shouting "No!".
    To succeed, he must make a saving throw as if he were the intended target of the spell. If the character is indeed the intended target, he saves at +2.
    If the save is successful, the spell has no effect.
    Denial may only be used when the character is within the borders of a Hin Homeland (Five Shires, Leehashire etc).
    Whether successful or not, using this ability more than once in a given day deals 1 Con damage to the defender. This damage cannot be cured with spells, (Su) or (Sp) effects, only via normal rest.

    Directed Denial
    Requirements: Denial, base Ref save +3
    Benefits: When making a Denial attempt, the character may reflect the effect back onto the caster for full effect, by beating the save DC by +5 or more. The reflected spell's DC is recalculated using the defender's Cha-mod instead of the caster's ability modifier.
    Directed Denial, whether successful or not, deals 1d4 Con damage (1d4+1 for repeated attempts during a given day).

    Hin Master
    A Hin Master carries his homeland in his hart. He hears his peoples' echoes whispered in the wind. He reaches out to his homeland through the very foundations of the earth.
    Requirements: Directed Denial, Druid level 10th
    Benefits: The character may now use Denial whenever he benefits from his Nature Sense class feature.
    Furthermore, he automatically negates 1 Con damage on each failed attempt and 2 Con damage on each successful attempt.

    Writer's note for those readers that have previously encountered Hins' Denial somewhere else: I saw no point in trying to incorporate the partial effect stuff, because there are already plenty of means for reducing or resisting effects, so I concluded that the "All or Nothing" approach would be the most appropriate.


    Zero-level HP: 8
    Racial Traits changes/additions:
    - Also gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait. A human that wishes to have more skill points can simply apply these extra +2 ability points to Int (this is obviously better than "+1 skill point per level").
    - Humans also enjoy the benefit of "Once a class skill – always a class skill". This benefit extends to Half-Human races, such as Half-Elf & Half-Orc.

    Unommon Races


    Zero-level HP: 6
    • Medium
    • Base land speed of 30’
    • +2 Racial bonus on Bluff, Intimidate, and Sense Motive checks
    • +2 racial bonus on saving throws against sleep and charm effects: Changelings have slippery minds.
    Minor Change Shape (Ex): Changelings have the extraordinary ability to alter their appearance as though using a disguise self spell that affects their bodies but not their possessions. This is not an illusory effect but a minor physical alteration of a changeling’s facial features, skin color and texture, and size, within the limits described for the spell. A changeling can use this ability at will, and the alteration lasts until she changes shape again. A changeling reverts to her natural form when killed. A true seeing spell reveals her natural form. Using this ability is a full-round action. Many changelings also favor the Racial Emulation feat (RoE p.110).
    Sound Imitation (Ex): A changeling may replicate any sounds it has previously heard with all the limitations of the ventriloquism spell. This ability is useable at will.
    Resistance to Transmutation: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. Changelings gain a bonus to saves against Transmutation spells equal to the higher of their Con/Wis modifier + 2 (minimum +1).
    Morphic Recovery: Changelings' control over their physiology grants them elevated recovery. They heal twice as fast during rest, effectively recovering twice as many HP (or ability damage where relevant).
    Natural Linguist: Changelings add Speak Language to their list of class skills for any class they adopt.

    Racial Feats:

    Animal Shapeshift (Ex) [General]
    Requirements: Changeling, Character level 6, Con 13
    Benefits: You may use Minor Shapeshift to take the shape of Land animals as well as Humanoids; you may only transform into animals of your size with an equivalent number of limbs.
    The total number of shapes you possess via this feat equals your unmodified Con-bonus. Should your Con-bonus increase, you gain a new form of your choice 24 hours later; should it decrease, you lose a form of your choice.

    Aquatic Shapeshift (Ex) [General]
    Requirements: Changeling, Animal Shapeshift, Con 15, Swim 8, Athletic or Skill Focus: Swim
    Benefits: You may use Minor Shapeshift to take the shape of Aquatic and amphibian animals as well as Humanoids, as per the Animal Shapeshift rules.

    Airborn Shapeshift (Ex) [General]
    Requirements: Changeling, Animal Shapeshift, Con 15, Jump 8, Acrobatic or Skill Focus: Jump
    Benefits: You may use Minor Shapeshift to take the shape of Flying animals as well as Humanoids, as per the Animal Shapeshift rules.

    Drow (Dark Elves) and Half-Drow

    Basically, Drow and Half-Drow have the same traits as their above-ground counterparts, but with the following differences:
    • Darkvision 90’ + Light Sensitivity
    • +3 racial bonus on Spot checks (this benefit is lost while exposed to bright light).
    • Automatic Languages: Elven and Undercommon.


    Zero-level HP: 6
    • Small
    • Base land speed of 30’
    • +2 Dex
    • Darkvision out to 60’
    Iron Stomach: Goblins can eat almost anything. They gain a +5 bonus to Survival checks made to find food, and are immune to being sickened or nauseated by rotten food or drink.
    Hardy Blood Chemistry: Goblins thrive in the foulest of environments. Goblins gain +5 to all checks to resist nonmagical poison and disease.


    Use all the info found in RoS (p.53-84).
    The race is perfectly balanced as given.

    Zero-level HP: 10


    Zero-level HP: 6
    • Str -2, Dex +2, Con -2
    • Small
    Humanoid (dragonblood, reptilian): Kobolds are humanoids with the dragonblood and reptilian subtypes. For all effects related to race, a kobold is considered a dragon.
    • Base land speed of 30’
    • +1 natural armor bonus.
    Darkvision: 60’
    • +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks. Craft (trapmaking) always counts as class skill for kobolds.
    Light Sensitivity: Kobolds become dazzled for 1d4 rounds when exposed to bright sunlight or within the radius of a daylight spell.
    Automatic Language: Draconic. Bonus Languages: Common and Undercommon.
    Slight Build (optional): The physical stature of some kobolds lets them function in many ways as if they were one size category smaller, whenever it is advantageous to them. This affects all size-related checks and values except AC and attack rolls (such as hiding, "squeezing" through a restrictive space, using weapons designed for a creature one size smaller etc). Slight Build kibolds have racial Str adjustment of -4 instead of -2.

    Special: Since this codex doesn't contain the Sorcerer (or a Sorc.-equivalent) class, Draconic Rite of Passage (RotD) is removed.
    Special: A Dragonwrought Kobold is never Slight Built. Those are always the larger specimens of the race.

    Exceedingly Unommon Races


    Anubids are jackal-headed desert nomads and scavengers that consume the corpses of the dead.
    Anubids are rarely spellcasters, nor do they charge headfirst into combat. Instead, they prefer to work alone or from the sidelines in a way that befits their nomadic nature.
    Anubids are often not the most charming of comrades, due to their general isolation from other races, preference for solitude, and carrion-eating. However, they are undeniably tough, having survived in a harsh desert climate on a diet of decayed raw meat.
    Anubid warriors are often encountered armed with Khopesh and bolas – their preferred weapons.
    Racial Traits:
    Zero-level HP: 8
    • +2 Constitution, -2 Charisma
    • Medium size
    • An anubid’s base land speed is 30'
    • Darkvision 60'
    • Scent
    • Desert Lore: Anubids gain a +2 racial bonus on Knowledge (geography), Knowledge (nature), and Survival checks
    • +4 racial bonus on saving throws vs. poison, death effects and negative energy effects. Also, anubids never suffer from indigestion
    • Gains Track as a bonus feat
    • Automatic Languages: Common. Bonus Languages: Dwarven, Goblin, Orc, Ignan, Terran

    Race Adulthood Middle Age Old Venerable Maximum Age
    Anubid 20 years 58 years 85 years 112 years +3d20 years

    Race Base Height Height Modifier Base Weight Weight Modifier
    Anubid, male 4' 11" +2d10 110 lb. x(2d4) lb.
    Anubid, female 4' 7" +2d10 80 lb. x(2d4) lb.


    Gargoyles are winged monstrous humanoids, with powerful claws and various designs of small horns.
    Gargoyles' skin texture and dull grey color makes them look like stone statues that had come to life.
    All gargoyles are completely hairless.

    Some gargoyles possess prominent canine teeth, and can use them to make secondary bite attack.
    Some gargoyles possess bony horned foreheads, and can make gore attacks.
    No gargoyle possesses both bite and gore attack (see the racial feats below).

    Zero-level HP: 8
    +4 Str, +2 Con, –2 Cha. Gargoyles are extraordinarily strong and very tough, but their sinister countenance repels others.
    Medium: As a Medium creature, a gargoyle has no special bonuses or penalties due to her size.
    Movement: Gargoyle base land speed is 30 feet.
    Darkvision: A gargoyle has darkvision out to 60'.
    Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod slashing damage. Gargoyle claws count as both 1-H and small weapons (whatever's best for the character) for game mechanics such as TWF, PA etc.
    Gliding: Gargoyles can use their wings to glide, negating damage from a fall of any height and allowing them to travel 20 feet horizontally for every 5 feet of descent. A gargoyle glides at a speed of 40' (average maneuverability).
    Climbing: Gargoyles have a climb speed of 20'.
    Frightening: +4 racial bonus on Intimidate checks.
    Freeze: A gargoyle can hold itself so still it appears to be a statue.
    An observer must succeed on a Spot check vs. DC [20 + the gargoyle's character level + Cha-mod] to notice that the gargoyle is really alive.
    While frozen, a gargoyle's metabolism drops tenfold. This means that:
    - It can hold its breath 10 times longer than normal.
    - It can go 10 times longer without food and water.
    - The secondary effect from poison takes 10 times longer to take effect.
    Furthermore, a frozen gargoyle gains DR 5/adamantine and 50% resistance to precision damage.
    One thing that doesn't slow down when frozen, is the gargoyle's recovery rate. A gargoyle rests frozen, but never actually sleeps. Unless comatose, a gargoyle always remains aware of its surroundings.
    Becoming Frozen is a standard action that provokes AoOs. Starting at 7HD, this changes to a move action.
    Breaking Frozen state is a move action that provokes AoOs, except from creatures that have no clue that you're alive beforehand. Starting at 7HD, this changes to a swift action that doesn't provoke AoOs.
    Automatic Languages: Common. Bonus Languages: Auran, Draconic, Dwarven & Terran
    Level Adjustment: +1

    Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).
    Writer's Note: Given that gargoyle wings are bat-like and function just about the same as Dragon Wings gained by some kobolds, this seems most appropriate to me.

    Racial Feats:

    Gargoyle Mandibles (General)
    Prerequisite: Gargoyle, on character creation only
    Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 (medium) piercing and slashing damage, plus half your Str-bonus.
    As a natural attack, a bite attack does not provoke AoOs.

    Gargoyle Horns (General)
    Prerequisite: Gargoyle, on character creation only
    Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 (medium) bludgeoning damage, plus half your Str-bonus.
    As a natural attack, a gore attack does not provoke AoOs.

    Fearsome Gargoyle (General)
    Your extensive practice in the use of natural attacks makes them more ferocious, dealing more damage.
    Prerequisite: Gargoyle Mandibles or Gargoyle Horns, BAB +6, Str 15.
    Benefit: The damage of your natural attacks increases to 1d6 (medium). Furthermore, you may decide to deal piercing damage with your claws and slashing damage with your secondary attack (bite / gore).

    Killoren (RotW)

    Zero-level HP: 6
    • Low-Light Vision is 4 times farther and more accurate than humans’.
    • May switch the chosen Aspect of Nature with an uninterrupted 10min meditation.
    Aspect of the Destroyer: Instead of smiting, a Killoren manifesting this aspect treats any "foes of nature" (aberrations, constructs, humanoids, oozes, outsiders and undead) as a Favored Enemy (see the "New Feats" spoiler) and gains a continuous +2 Str increase and +2 to all Intimidate checks. Starting at characters level 12, a Killoren may choose any specific group among "foes of nature" as a Signature Enemy (see the "New Feats" spoiler). With each level beyond 12th, a Killoren may choose another Signature Enemy among "foes of nature".


    The seeds for this race began long ago in the days when I was part of a BECMI D&D group.
    Back then, materials outside core were very rear and gazetteer #3 (The Principalities of Glantri), where they wrote about this deadly magical root that can be animated, had really stirred our imagination.
    Well, I thought to myself, "if the root is alive, why can't it be animated into life instead of a construct? let's make something entirely different and with multiple purposes"

    So, this is what's been cooking in my mind for a long time, mixed with stuff I gathered from other people's works, to take the following form.


    Mandrakes are commonly thought to be plant creatures that were created to be an approximation of humanoids, much like a homunculus. However, mandrakes are products of nature, in that they sprung from the lands themselves, vitalized by the sun and the magic in the soil.
    Mandrakes are extremely rare beings, formed only when a disembodied wondering fey spirit passes in the proximity of a Mandragora – a poisonous magical root – during a surge of powerful magical energies with multiple effects (e.g. the activation of a gate / prismatic wall / storm of vengeance spell), and even then, there's only 5% for this transformation to occur.

    Physical Description
    Mandrakes appear as a humanoid fashioned root, roughly of Halfling height and weight.
    They are capable of wearing clothing fitted for a humanoid.
    Mandrakes are not separated into males and females. There's no such thing as Mandrake Ecology. Despite this, mandrakes are given an outward gender appearance, though occasionally a mandrake will look like neither. Their skin is a deep reddish-black or blueish-black.
    Unlike most other plant creatures. They have capillaries that pump their poisonous blood, eyes to see, and teeth and stomachs to digest food.
    Mandrakes are Plant with the Fey subtype.

    For plants, mandrakes are surprisingly emotional and hot-headed. However, they mellow and relax just as often, simply ignoring others rather than dealing with the fuss.
    Folk often describe mandrakes as "terse", "sour" or "grumpy", but that distinction varies from individual to individual.

    Mandrakes rarely muster the motivation to fight for good, evil or law, doing what they please.
    As such, they are most likely Chaotic Neutral, but may be of any alignment.

    Mandrakes prefer using classical Sylvan names, albeit shorter ones. They don't carry a lot of importance on names, and will respond to much of anything, as long as it isn't an insult. A mandrake might often be simply called Root, Bulb, Tuber or Plant.

    Zero-level HP: 8
    Racial Traits
    Ability Modifiers: Dex -2, Con +2, Int -2, Wis +2, Cha -2. A Mandrake is tough and bears the wisdom of the earth; however, it is stolid and inflexible (both physically and mentally), and finds it hard to relate to other, quick-blooded races.
    Fey: Mandrakes are of the fey type although they have many plant-like qualities and are therefore not affected by spells such as charm person and hold person. Spells which affect plant creatures beyond normal plants also affect them. Unlike many fey creatures, mandrakes can be brought back from the dead.
    Small: As a Small creature, a mandrake gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
    Base land speed: 20'.
    Vision: Low-light.
    Immunities: poison, sleep effects and paralysis.
    • +4 on saves against stunning, mind-affecting effects and polymorph.
    Resistance to Precision-Based Damage (Ex): Mandrakes are difficult to wound and resist attacks that target vital areas, such as critical hits and rogue's sneak attack. Whenever a mandrake is subject to precision damage, there's 50% chance that the precision damage doesn't apply.
    Cold Resistance: 5.
    Vulnerability to Fire (Ex): A mandrake takes half again as much damage as normal (+50%) from fire.
    Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Spellcasting mandrakes still need to rest for 8 hours to renew spells. Mandrakes have a much slower metabolism than than flesh creatures. They can hold their breath for 10 times their Constitution modifier in rounds. Mandrakes can feed off of plant remains, but greatly prefer to gain their sustenance from Earthen Rest, from which they also gain restorative benefits. If a mandrake consumes meat (either by accident or forcibly), it becomes Sickened for 1d4 hours.
    Earthen Rest (Ex): Once a day as a 1-round action, a mandrake can submerge underground in order to absorb nutrients and heal. While submerged, a mandrake heals 1 HP per minute and heals 1 point of ability damage per 10 minutes. It can absorb enough nutrients in 5 minutes to sustain itself for 24 hours though it still needs to drink to ward off thirst. When a mandrake is submerged for rest, it leaves a ventilation crack for breathing. It takes a DC 20 Spot check to notice a mandrake's ventilation crack. In areas of tall grass, the DC is 25. Emerging from underground is a move action.
    Poisonous Blood (Ex): A mandrake itself is quite toxic. Mandrake's blood is an ingested poison. Any creature that scores a bite attack on the mandrake is treated as ingesting the poison, taking an initial 1d4 Con damage and Paralysis a minute later as secondary damage lasting 1d6+1 rounds - Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod]. Ingesting a mandrake whole (with the Swallow Whole ability) is treated as a successful bite attack every time the mandrake takes damage within the creature's stomach. Mandrake poisonous blood cannot be manipulated on weapons, because it loses its poisonous qualities 15 seconds after leaving the Mandrake's body.
    Death Shriek (Ex): When slain, a mandrake ends its life in a terrible supernatural shriek, as it shrivels up. Everyone within 20' of the mandrake takes 1d6 damage per HD of the mandrake. This damage is 1/2 mental and 1/2 spiritual, dealing only 50% damage to mindless creatures and 50% damage to creatures without a soul (no damage to monsters that possess neither, such as animated skeletons). Any creature whose HD total 10 less than that of the mandrake must make a Fort save vs. DC [10 + ½ the mandrake's HD + Con-mod] or die. Mandrakes are naturally immune to this effect.
    Automatic Languages: Sylvan. Bonus Languages: Any.
    LA: +1

    Sidebar: MANDRAGORA Root


    A diminutive poisonous magical plant whose purplish-white root grows in the shape of a male or female human body, with a thick batch of bladelike leaves sprouting from its "head".
    It is dangerous to harvest, since when pulled out of the ground it emits a horrifying shriek which can be fatal to those within earshot. Consequently it is relatively rare.

    Price: 500gp.
    Poison: Ingested DC 19
    Initial Effect: +2 alchemical bonus to effective CL for 1 hour.
    Secondary Effect: 1d4+1 points of Con-damage.
    Overdose: If more than one dose is taken in an 8-hour period, the user must make a Will save vs. DC 19 or become incapacitated with fear, cowering for 1d8 hours (unable to take actions, -2 AC, loses Dex-bonus to AC)

    Harvesting a Mandragora Root
    Mandragora roots grow only in dank swamps and dark, hazardous places. They are notorious for the piercing scream they emit when uprooted.
    What most people familiar with this plant don't know, is that there's a way to harvest it safely, by carefully digging around the root, avoiding uprooting it or ripping its leaves off.
    Even when safely harvested, when the root dies for any reason (dehydration/cutting/crushing...) it emits the same death shriek.

    Knowledge (nature) DC 24: You recognize the Mandragora root by its leaves.
    Trigger: When the Mandragora root is uprooted. The Mandragora root dies and unleashes a piercing scream which tears into the souls of all present.
    Effect: Close burst 20'
    Damage: 4d6 psychic damage and dazed (save ends).

    Undermountain Dwarf

    unlike their cousins, the hill dwarves, undermountain dwarves are truly the iconic folklore types. They actually do look like the PHB drawings present dwarves – like walking tin-cans (and usually heavier than the average human).
    Racial Traits:
    Zero-level HP: 10
    • Ability scores: Str +2, Dex -2, Con +2, Cha -2
    • Darkvision 60’
    • Incredibly tough: Undermountain dwarves gain Endurance & Toughness as bonus feats.
    • Incredibly hardy: +2 to Fort saves
    • Incredibly stubborn: +4 to Will saves vs. fear and compulsion effects, and +4 to oppose any and all Cha-based skill checks.
    • Stability: +4 to Balance and vs. maneuvers when on steady ground (a sailing ship is not a steady ground).
    • At one with the earth: Stonecunning, +2 to all stone/metal/Gem related skill checks (which include Appraise, Craft etc).
    • Slow: speed 20.
    • Earth Bound: -4 to Balance checks when not standing on steady ground; -4 to all Climb, Jump, Swim & Tumble checks.
    • LA: +1


    Vulcans physically resemble a crossbreed between an Indian (Native American) warrior and an elf. They're slender, as tall as humans and have small pointy ears and an ever tan skin. They originate from a volcanic land with radical weather shifts, frequent earthquakes, toxic fumes and other natural disasters.
    Vulcan aging stages are twice as long as human's.
    Racial Traits:
    Zero-level HP: 8
    Ability scores: Str +2, Int +2, Wis +2, Cha -2. Vulcans are exceptionally strong. They have exceptional memory and an analytical mind. This stems from their recluse nature, which hinders their force of personality.
    • Vulcan base land speed is 30’.
    • Cold & Heat Resistance: 5
    • +2 to save vs. mind affecting effects. Vulcan's have strong minds.
    • +2 to save vs. magical sleep. Vulcan's can go without sleep for [1 + Con-mod] days.
    • +2 to resist fear (for a total +4), poison & disease.
    • +2 to Autohypnosis and Concentration. Vulcans are exceptionally contemplative and can easily recuperate from mental strain, distractions and physical pain.
    Bonus Feat: A vulcan chooses one of the following feats to start with: Alertness, Blind Fight, Great Fortitude or Iron Will.
    Instability: Inherently, vulcans have much more intense emotions than any other species. During their adolescence they develop their recluse nature to keep their emotions under control. However, they never totally overcome this weakness. While enraged, a vulcan is automatically confused (no save). They stop being confused as soon as their rage dies out. Such condition is always accompanied with a sense of guilt that results in a -2 penalty to initiative and Ref saves for 24 hours.
    Automatic Languages: Vulcan, Common. Bonus Languages: Any.
    LA: +1

    Racial Feats:

    Through contemplation and meditation, vulcans have unlocked 3 feats that require vulcan blood, mind and logic:

    Mind Meld
    Requirements: Vulcan, 3HD, Autohypnosis 6, Concentration 6, Introspective
    Benefits: You may form a mental bond with another willing or unconscious target with Int-score 1 or greater, by touching the target's face, concentrating for 2 rounds and making a Concentration check vs. DC [10 + 1/2 target's HD].
    Mind Meld can be initiated Wis-bonus times per day and maintained for up to Cha-bonus rounds.
    Alternatively, a Mind Meld can be initiated and maintained from a distance of up to 5ft, but then the DC is upped by +5 and the duration is cut by half.
    During a Mind Meld, both can probe each other's memories for whatever question their counterpart can answer (1 question per round) and can sense their counterpart's surface thoughts, emotions and intentions toward them (no save on both sides).
    Willing targets do not get a Will save, but unconscious creatures can make a Will save (DC 10 + ½ character level + Wis-mod) to resist such attempt.
    Once a Mind Meld begins, both sides are locked helpless, until the initiator either willingly breaks the meld or runs out of Ki to maintain it.
    A commitment given under Mind Meld cannot be broken unless Break Enchantment or a more powerful abjuration spell is used, but such intent in advance is revealed during the Mind Meld.

    Requirements: Monk level 6th, Freezing the Life Blood
    Benefits: The monk may perform a devastating nerve pinch against a foe one size larger than itself or smaller. In order for this attack to be effective, the target creature must have a visible neck and cannot be immune to precision damage. This attack is a standard action melee touch attack that consumes 2 uses of Stunning Fist. If it succeeds, the target must make a Fort save vs. DC [10 + 1/2 Monk level + Wis-mod], or fall comatose for 1d6+6 minutes.

    Logical Mind
    Requirements: Vulcan, Monk level 9th, Autohypnosis 12, Concentration 12, Introspective
    Benefits: The monk has learned to suppress his emotions to an extreme, and view the world in the most calculating way.
    The monk becomes immune to all forms of illusion, charm and emotional manipulation, and can never again enter a state of Rage.
    When Diamond Essence class feature is gained, the monk receives total immunity to all mortal-level mental manipulation.

    Xeph (XPH)

    Zero-level HP: 6
    • Ability Scores: +2 Dex & Wis; -2 Str. Xeph are very agile and have a tranquil and analytical mind, but their small physique renders them a bit weaker than humans.
    • Blind Sense 60’ and Blind Sight 30’. Xephs have an inexplicable ability of sensing everything that is in their recent vicinity, provided it’s within their line of effect. Xephs’ Blindsense/Blidsight require triggering (see the features’ descriptions).
    • +2 racial bonus on saving throws against spells, spell-like and supernatural effects. Xephs have an innate resistance to magic.
    • Burst of Speed (Su): 3 times per day, a Xeph can enter a state that enables him to gain short bursts of speed. For a number of rounds equal to [3 + ¼ HD], a Xeph may enhance one of his movements in a given round (be it considered a move, standard or full round action) by 10’. This speed enhancement increases to +20’ at 5 HD and +30 at 9 HD. These bursts of speed are considered a competence bonus to the xeph's base speed.
    • Automatic Languages: Common, Xeph. Bonus Languages: Draconic, Elven, Gnoll, Goblin, Hin and Sylvan.
    • LA: +1


  7. - Top - End - #7
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Skills



    Omitted Skills

    Forging manuscripts is folded into the study of Languages (see below).
    Forging non-manuscripts is distributed among the various branches of the Craft skill.

    Open Lock
    Folded into Disable Device (see below).

    Speak Language
    See "Skills and the study of Languages" spoiler below.

    Use Magic Device
    An item either requires spell-completion or not (see the "Redefining Magical Items' Creation" spoiler in entry #4 for more details).

    Modified Skills

    Craft (Int)
    The following classes don’t get Craft as class skill (don't remember ever seeing an official class that doesn't have this one):
    - DFDs: Their entire being revolves around honing their natural facilities.
    - Soulknives: They shape their own equipment by the power of their minds.
    - Warlocks: Their defensive and offensive capabilities come from within and are not dependent upon mundane gear – certainly not to a point that requires master craftsmanship.

    Craft (alchemy) (Int)
    Except for Everburning Torch & Holy Water, Special Substances And Items don't require any spellcasting background.
    Also, all alchemical substances detailed in CSco and RoS are also viable for creation by non-casters.
    The creation time for alchemical gear is measured vs. silver pieces, not copper - making them 10 times faster. This makes an adventuring alchemist a viable concept, but without allowing one to always be prepared with limitless supply of arsenal (which would've been the result of measuring preparation time vs. gp).
    And here's an interesting approach for speeding up alchemy results with particularly successful checks (however, I don't subscribe to the possibility of noncasters producing magical items/substances).

    Craft and Appraise
    Ranks in a given craft automatically count as ranks in Appraise regarding products of that specific craft - even for someone that has no ranks in Appraise.

    Diplomacy (Cha)
    Note: Diplomacy is ineffective in combat, unless you know something of relevance to your target that would make it pause and think.

    Disable Device (Dex, Trained Only)
    Disable Device and Open Lock boil down to single skill - Disable Device. The DC for un/locking a lock is always +5 to the given value. This actually makes locks a lot harder to handle properly than just jamming an arbitrary device. The DC for jamming a lock is actually -5 to the given value. Jamming a lock is relatively easy.
    If you fail by -5 or more, you jam the lock or set off the trap you were trying to disable.
    Handling a jammed lock is done at a -5 penalty.
    Retries: yes. Each retry is made at a cumulative -1 penalty – to a maximum of -10 penalty.

    Heal (Wis)
    Use the Pathfinder version of the Heal skill.
    It's more detailed and I also find it more accurate.
    I also recommend the following modifications:
    1. Treat Poison: Without an appropriate alchemical substance or a magical effect, Treat Poison takes 1 round, not a standard action.
    2. Treat Deadly Wounds: Takes 30 minutes.
    3. Erode Willpower: As long as the subject is held captive, recovery takes 1 day per point eroded.
    I also suggest the following addition (DC 20):
    Repair Injury: You can repair permanent injuries or debilitations, such as a crippled leg, blindness, or permanent ability drain to a single ability score. The patient can’t regrow missing tissue, so recovering lost limbs or repairing blindness from having one’s eyes torn out cannot be accomplished. Each injury or debilitation requires a separate check when attempting a repair.

    Hide (Dex)
    Hiding is not just a matter of being totally out of sight – it's also about timing and positioning (e.g. going behind someone's back, or passing when no one's looking at your direction) – people actually do such things IRL. However, in the absence of cover, it's much more difficult to hide successfully, and when observed, you must really be a wizard at hiding to escape someone's notice. Therefore, the following options are open to anyone who's "good enough" at hiding:
    Camouflage: There's no terrain requirement, but you must beat the best Spot check by 10 points or more.
    Hide in Plain Sight: HiPS is a skill-trick that requires 12 ranks in Hide and 5 ranks in Bluff & Sense Motive. To successfully benefit from HiPS, you must beat the best Spot check by 15 points or more

    Profession (siege engineer) (Wis)
    Each rank is attributed to a different siege weapon.
    5 ranks cover them all (Ballista, Heavy Catapult, Light Catapult, Ram & Siege Tower)

    Spot & Survival (Wis)
    Track feat uses Spot skill rather than Survival (you're checking for discrepancies in the landscape)
    You need at least 2 Survival ranks in a given terrain (including urban) in order to track.

    Tumble (Dex, Trained Only)
    - Tumbling in a threatened area: Roll once. The DC is 10 + BAB of the threatening opponent(s). Evaluate separately against each opponent. It's more realistic that you usually manage to elude some and some still get a crack at hitting you (and DC 15 gets way too easy at higher levels)
    - Moving through occupied space: DC = [20 + BAB + Dex-mod]
    - Avoiding an AoO: A swift action. DC = [the "to-hit" result]

    Additional Skills

    Autohypnosis (Wis, Trained Only)
    This skill is described here:
    Autohypnosis is a class skill to the Monk & Soulknife.

    Fly (Dex, Trained Only)
    Use the PF rules (at least one thing they got right) as given. They’re wonderfully detailed and easy to use, and they make a lot of sense.

    Lucid Dreaming (Wis, Trained Only)
    This skill is redefined here:,871.0.html
    Lucid Dreaming is a class skill to some Priest variants and the Monk class.

    Perform (mimic) (Cha, Trained Only)
    As a move action, you can imitate almost any sound (footsteps, a door opening or closing, or two people fighting). You cannot simulate anything louder than a shout or duplicate the sound of any magical effect like a banshee's wail. Use the Perform skill opposed by the audience's Listen skill to be convincing.

    Skills and the study of Languages

    It's no secret that the language systems in D&D are bluntly degenerated.
    The problem with the study of language is that it doesn't fit well to any of the game mechanics. Also, using common sense, Decipher Script and Forgery are actually language-dependant abilities.
    Detailed below are the rules that I believe will fully flesh out the different lingual skills in different languages. At first glance, it would seem like a heavy toll, but given all characters gain quite a bit more skill points and quite a bit more class skills, I view this toll as more than worthwhile for RP's sake.

    You may develop the basic training in verbally using a given language by investing 1 to 3 skill points, in the order given below:

    Rudimentary conversation with a limited vocabulary [Int 3+]
    You're able to convey basic intentions, or obtain very common and straightforward information. Make a DC 14 intelligence check to understand general meaning of another conversation.

    Casual conversation with an average vocabulary [Int 6+]
    You're able to communicate effectively regarding common matters, generally understandable and able to understand conversation. Incur a -2 competence penalty to attempting to pass as a native speaker or debate or understand things of an unusual or obscure nature (such as matters requiring a Knowledge (the planes) skill).

    Complete fluency [Int 9+]
    You're able to speak the language as any native speaker.

    Below are additional things you can learn regarding a language, other than using it verbally, by investing 1 skill points for each.
    (some primitive languages have no associated alphabet, so the language rules below don't apply for them)

    Literacy [Rudimentary conversation, Int 7+]
    You're able to read, write and understand grammatical rules as well as you can speak your selected language.

    Extensive vocabulary [Complete fluency + Literacy, Int 13+]
    Your vocabulary is impressively extensive, and your understanding and command of the language enables you to flawlessly communicate with all speakers of the given language.

    Mastery [Extensive vocabulary, Decipher Script (see below), Int 16+]
    You have mastered this language, including obscure or ancient forms of it. Gain a +2 competence bonus on all checks associated with this language.

    Decipher Script & Forgery are skill-like language-dependant abilities. Once their requirements are met and a single SkPt is invested in either/both, each invested rank in a given language counts as ranks in both so-called skills and applies to that language.
    Forgery requires casual conversational skill + literacy. Forging scripts in unfamiliar languages raises the DC by +10. Once you can forge without penalties in 3 languages, the DC for unfamiliar languages is +5.
    Decipher Script requires extensive vocabulary. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar languages with +10 DC. Once you can decipher scripts without penalties in 5 languages, you can attempt to decipher scripts in unfamiliar languages with +5 DC.

    Note: Skill points' investment in the study of a language has the same limit as skills. You can't invest more skill points on a language than on any other skill. This limit is not applied to literacy, Decipher Scrip or Forgery and they themselves are not counted as language ranks.

    Character build & advancement, and further lingual expansion:
    - Characters start the game with the highest level of verbal fluency that their Int score allows in all of their automatic languages.
    - Without any skill points investment, any bonus language starts 1 verbal fluency level below that.
    - Spells such as Comprehend Languages and Tongues grant the equivalent of 2 temporary ranks in all languages to their recipients.
    - Elves start out literate in their native tongue.
    - Class-related bonus languages:
    . Bard: Any
    . Dragonfury Disciples gain Draconic as automatic language.
    . Hexblade: Abyssal.
    . Mage: Abyssal, Celestial, Draconic, Infernal.
    . Priest: Abyssal, Celestial, Infernal.
    . Witch: Abyssal, Celestial, Draconic, Infernal.
    Bards, Mages, Priest & Witches are literate with all of their 'startup' languages. Other characters need 2 skill points to gain literacy in a chosen language.

    Note: For any language related advancement beyond character creation, Bards consider language studying as class skill (1 point per level). All others consider language studying as C-C skill (2 points per level).

    New Uses for Old Skills

    Note: This section is an expansion of the CAdv sub-chapter of the same name... unless the rules conflict, in which case the ones below take precedence.

    Diplomacy: Combat Diplomacy
    You can make a Diplomacy check in combat as a full-round action by accepting a +10 modifier to the DC. Opponents in combat with you are considered hostile.
    If successful, after the end of combat, you may make another Diplomacy attempt.
    The validity of both checks is subject to the DM’s approval, according to his/her assessment of the circumstances.

    Disable Device: Hide Tampering
    If you add +5 to your DC, you can conceal any tampering with a device. Anyone who inspects the device must make a Spot check against your Disable Device check result to notice your tampering. On a failed check, it goes unnoticed.

    Escape Artist: Conceal Efforts
    In exchange for a +5 to the DC, you can conceal your efforts to escape. Anyone who inspects your bindings must make a Spot check with a DC equal to your Escape Artist check result. If the check fails, they do not notice your efforts to escape. So, for example, you could leave your bonds apparently in place so a villain doesn't realize that you're actually free.

    Handle Animal: Obey Master Only
    You can teach an animal to obey only you. Teaching an animal to only obey you counts as a trick (in terms of how many tricks the animal can learn). It does not require a check; however, it increases the DC of all tricks you teach the animal by +5. Any person other than you who attempts to make the animal perform a trick takes a -5 penalty on his Handle Animal check. If the animal already knows any tricks, you must retrain it (with the +5 DC) in order to gain this benefit. If you increase the DC of the tricks you teach an animal by 10, you increase the penalty others take on their Handle Animal checks to -10.

    Heal: Draw Poison
    In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison.
    With a successful Heal skill check against a DC equal to the saving throw DC of the injected poison, a character can suck the poison from his own wounds, or from the wounds of another and negate the poison’s secondary effects from taking place.
    In order for this skill use to have an effect, it must be applied before the victim is required to save versus secondary effects.
    This skill use requires a full round to complete – one standard action to prepare the wound and a move action to draw forth the poison.
    Draw poison can only be used to treat non-magical injected poisons.
    Try Again: Draw Poison cannot be tried again, as the healer will not know whether his attempt was successful until the time when the victim must attempt his secondary save against the poison’s effects have passed.
    Special: A healer’s kit applies to attempts to draw poison.

    Heal: Heal Self
    Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide care, or treat disease or poison.

    Intimidate: Power Intimidate
    For each +5 you skill check exceeds the minimum required result, you increase the penalty you inflict by another -1.

    Jump: Long and High Jump
    Normally, when a character makes a Jump check, he must either decide to jump for height, or for distance, not both, meaning it is difficult for a character to leap across a pit and onto the top of a low hanging wall.
    Using this optional new use, however, it is possible for a character to both leap forward and upwards.
    When performing a long and high jump, the DC of the check is equal to the sum total of the standard DCs for distance to be leapt and height to be reached.
    So, for example, a character who wishes to leap across a 20' gap and grab the edge of a 4ft high stone wall on the other side would have to succeed vs. DC 20 + 16, or 36. Likewise, to leap across a 5' gap and grab a branch 6ft above the character’s head, he would require a successful Jump check vs. DC 5 + 24, or 29.
    A long and high jump can be performed from a standing position but the DC of the check is doubled as normal, so it will be a nearly impossible maneuver for all but the most skilled adventurers.
    Failure to successfully complete a long and high jump can be disastrous. On a failed Jump check, the character lands directly at the foot of the high object he was attempting to grab; if the character was leaping across a chasm, this means he will fall, potentially to his death.

    Sense Motive: Evaluate
    You can use Sense Motive to make an assessment of a social situation. With a successful check (DC 20), you can get a feeling when something is wrong. You can also tell if someone is trustworthy and honorable (or not) with an opposed Sense Motive against their Bluff check. For every +5 you top the DC of your Sense Motive check, you learn one fact about the situation at hand when evaluating a situation or individual. The DM may tell you things like someone's apparent goal(s), the nature of an interaction, and so forth.

    Sense Motive: Combat Evaluate
    As a full-round action, you study a single opponent to understand his fighting style, current disposition, and combat plans. This target must be within 30' of you. Make a Sense Motive check opposed by your target's attack bonus. If you succeed, you gain a +1 to your hit rolls and AC against that target. If you fail your check by 5 points or more, you read your foe incorrectly. For the rest of the encounter, you suffer a -1 penalty to your combat bonus against her. In return for a -5 penalty to your skill check, you increase the bonuses provided by the combat evaluate use of Sense Motive by +1. You can increase the penalty to -10 to increase the bonuses by +2. The penalties you suffer for a check that fails by 5 points or more do not increase.

    Sense Motive: Notice Influence
    You can make a Sense Motive check to notice someone acting under supernatural influence. The DC is 10 + the power's equivalent spell-level.

    Sleight of Hand: Misdirection
    You can use exaggerated movement to misdirect someone's attention away from someone or something else.
    As a move action, make a Sleight of Hand check opposed by your target’s Spot check. If you succeed, you gain a bonus to your next Sleight of Hand check (current or next round only) equal to the amount by which you beat the target’s Spot check. A successful check also creates enough of a diversion to allow others to attempt Hide or Move Silently checks in regards to your target. Your target must be able to see you in order to use this skill to distract them.
    Special: You gain a +5 bonus to this check if your target wants to believe you.
    Sleight of Hand: Mass Misdirection
    In return for a –5 penalty, you can misdirect everyone within 30'. If you increase the penalty to –10, you can misdirect everyone within 100'.

    Swim: Rescuing
    Rescuing another character that cannot swim (for whatever reason) requires 2 successful consecutive Swim checks at DC+5, and allows both of you to remain afloat.

    New Skill Tricks

    Catfall [Jump 8, Tumble 12]
    Your ability to survive falls has become so extraordinary as to seem supernatural.
    When using the Tumble skill to reduce the effective distance of a fall, for each 10 points you beat DC 15, you reduce the effective distance of a fall or throw by an additional 10'.

    Combat Balance [Balance 5, Concentration 4, Spot 2]
    You move with such grace and agility that you are no longer flat-footed when balancing.

    Combat Climb [Climb 10, Concentration 5, Tumble 2]
    You’re not flat-footed while climbing. Also, you do not have to make a Climb check to maintain your position if you take damage. You climb in such a way as to brace yourself for any attacks.

    Conceal Action [Sleight of Hand 9, Spot 5]
    You can hide actions performed in plain view, performing them so stealthily and quickly that others can only see the results and not the action itself. This ability lets you draw and conceal one object secreted on your person as a free action each turn, before and after using it in a concealed action. Opponents receive a spot check against your Sleight of Hand roll to see what you did. If they fail their roll and there are no discernible results, they will not be aware you performed an action at all.
    Potential uses: Stabbing someone in the middle of a crowd. To passersby it'll seem as though the victim suddenly gained a stab wound, while you don't appear to have done anything.

    Delayed Sabotage [Disable Device 5]
    You can set an object to break after a certain amount of use.
    When making a Disable Device check to sabotage an item, you can spend an extra full-round action to gain greater control over when it breaks.
    You can set the item to break after a set number of usages (up to 100) or to break after a set amount of time (up to one week).

    Eyes on the Prize [Appraise 8, Spot 5]
    You have trained your eyes to pick out valuable items out with but a cursory glance.
    As a full-round action, you can make a DC 20 Appraise check to recognize the single most visibly valuable item within your range of sight (disregarding unseen factors such as most magic) and of which other items are visible worth at least 100 gp.
    The precise value of items is not revealed in this way.

    Face in the Crowd [Disguise 1, Hide 5]
    You gain a +5 circumstance bonus to your Hide checks when within a crowd.

    Haggler [Diplomacy 5, Negotiator]
    You can talk others into making more profitable transactions, at least for yourself.
    As a full round action, you can make a DC 15 diplomacy check against an indifferent, friendly, or helpful merchant.
    If you succeed, you may increase the amount that you sell a single item for or decrease the amount that you buy a single item for by 1d6 gp + 1d6 gp for every 5 points by which your check exceeded the DC.
    If the item is worth at least 1,000 gp, multiply this result by 10. If the item is worth at least 10,000 gp, multiply this result by 100.
    You may not increase or decrease the price of any item beyond 75% of its market price in this way.
    You can use this skill trick on a given merchant once per day.

    Kangaroo Leap [Jump 5, Athletic]
    You can use the inertia from one jump to make another
    If you have jumped at least 10' within the past round, you may spend a swift action to avoid doubling the DCs of Jump checks made without running starts for a single round.
    If you do make a running start, you gain a +4 bonus to the check.

    Leaping Crane [Climb 4, Jump 5, Tumble 2]
    Normally, when a high jump is successfully attempted, the jumper is left holding onto the ledge or the branch that he leapt up to grab, and must pull himself onto the object with a Climb check and a move action.
    With powerful legs and more than enough control, you simply bound to the top of the object you wish to scale, by increasing the DC of your Jump check to five times the height of the jump, rather than four times, thus forgoing the need for another move action and a Climb check.

    Master Tracker [Search 8, Survival 5, Track]
    You have seen hundreds of tracks before, allowing you to identify them on sight.
    As a swift action, you may make a Search check in place of a knowledge check to identify what kind of creature left a set of tracks (though no other information is provided in this way).

    More You than You [Disguise 12, Diplomacy 8]
    You can trick others into thinking the one you impersonate is the imposter.
    If both you and a creature you disguise as are visible in the same place and at the same time, you may spend a swift action to make a disguise check opposed by the original’s diplomacy check with a +10 bonus. If you succeed, all creatures who haven’t pierced through your disguise assume that the original is the fake (though future evidence may place this in doubt).

    My Own Creation [Craft (SOMETHING) 7, Spot 3]
    You made the sword. Of course you're good with it.
    You gain a +1 modifier in your favor on all numeric values and checks associated with all objects of your selected Craft skill (+1 to attack, damage and maneuvers for weaponsmithing; +1 to AC & Max-Dex and -1 ACP for armorsmithing; +1 on all Perform checks with a musical instrument or lock picks etc).
    Note: You must be proficient/trained in the use of the item you're creating and the result must be a masterwork item for this benefit to take place.

    Read Lips [Spot 4, Concentration 2]
    You can understand what others are saying by watching their lips move. You must be able to see them speak and understand the speaker's language.
    The base DC is 10. Add +5 to the DC for complex speech, an inarticulate speaker and for each 10' distance.
    You have to concentrate on reading lips for a full round before making your Spot check, and you can't perform some other action during this time. You can move at half speed but not any faster, and you must maintain a line of sight to the lips being read.
    If the check succeeds, you can understand the general content, but you usually still miss certain details. If the check fails, you can't read the speaker's lips.
    If the check fails by 5 or more, you draw some incorrect conclusion about the speech.
    Writer's Note: I initially thought of making this a skill on its own, but in terms of both realism and skill points cost, it's much more fitting for this one to be a skill-trick.
    The main reason I've separated this ability from the standard Spot skill is because very few people - even most of the best scouts - can truly discern what one's saying just by seeing their lips moving. And as an added value, it's now more effective.

    Resuscitation [Heal 5]
    You can save the life of a suffocating creature.
    As a full-round action, you can make a DC 20 Heal check against a suffocating creature. If you succeed, and the target is in an environment where it can breathe, it stops suffocating.
    Note: If the drowning creature was previously below their current hit points before they started drowning, this skill trick has no effect on them. Nice try, though.

    Roll with it [Jump 6, Tumble 4]
    When falling, you take damage as if the fall were 20' shorter than it actually is.

    Split-Second Forgery [Literacy, Forgery, Sleight of Hand 5]
    You can forge a short note, message, or memo with the greatest of ease.
    As a full-round action, you may make a Forgery check with a –5 penalty to write down a short message with up to one word per rank in Forgery you possess.

    Tend to the Many [Heal 12]
    You can provide medical care to a great many people.
    By spending an extra eight hours tending to the sick, you can provide long-term care for up to one person per rank of Heal that you possess, rather than just for 6 individuals.
    You can use this skill trick once per day.

    Trap Spotter [Burglar aspect of Rogue's Expertise feature]
    Whenever you come within 10' of a trap, you receive an immediate Perception skill check to notice the trap. This check should be made in secret by the DM.

    Uncanny Awareness [Search 8, Spot 5, Investigator]
    You have a knack for spotting the hidden, even when not actively trying to.
    As a swift action, you can make a single Search check as if searching all squares within 20' line of sight, learning as much as if you had taken 10.
    This does not enable you to notice details obviously hidden from your immediate line of sight (such as writing written on the underside of a table).

    Whip Climber [Use Rope 5 ranks, proficiency with the whip]
    You can use a whip as a makeshift grappling hook, lashing it around a protrusion or other firm, weight bearing object in order to climb a wall or swing across a chasm. You make Climb checks using the whip as if it were a normal rope. Using this feat requires a Use Rope check as normal for securing a grappling hook (PH 86) but takes only a move action.

    Skill Synergies

    In addition to the +2 Synergy bonus at 5 ranks, for each additional 5 ranks you increase the Synergy bonus by +1 (e.g. at 15 ranks the Synergy bonus would be +4).

    New Skill Synergies

    - Bluff syn. to Innuendo (fool others)
    - Craft (locksmithing) syn. to Disable Device
    - Diplomacy syn. to Gather Information
    - Heal syn. to +K HP to all healing spells, where K = [Synergy value * Spell-Level]
    - Perform (acting) syn. to Bluff.
    - Perform (dance) syn. to Balance & Tumble
    - Perform (oratory) syn. to Diplomacy & Intimidate
    - Profession (herbalist) syn. to Heal
    - Profession (sailor) syn. to Use Rope & Balance (on floating surfaces and otherwise unsteady ground)
    - Sense Motive syn. to Innuendo (deliver message to target)
    - Sleight of Hand syn. to Use Rope
    - Survival syn. to Searching for tracks in the specified area (also makes Survival viable for granting synergies in multiple landscapes)

    Skills for the other 3 senses (optional rules)

    Smell (Dex)

    Smell DC 	Task
    15		Notice (but not identify) a distinct and obnoxious smell, such as ghast’s stench. No action required.
    20		Identify a familiar smell.
    20		Locate a particular scent when actively sniffing for it. Requires 1 minute. No retry.
    25		Identify a known distinct and obnoxious smell, such as ghast’s stench. No action required except on retries (which requires a 	
    		move action).
    25+spell level	Identify a potion. Requires 1 minute. No retry.
    25+spell level	Smell the lingering effects of a magical spell with material components. Requires 1 minute. No retry.
    30		Identify a semi-familiar smell.
    30		Notice a particular scent without actively sniffing for it. No action required.
    30		Determine if a particular creature is diseased. Requires 1 minute. No retry.
    40		Determine the type of infliction a diseased creature has. Requires 1 minute. No retry.
    Check: The DCs for Smell checks relating to various tasks are summarized on the table above.
    Action: Varies, as noted above.
    Try Again: See above.
    Special: If you have either the Assimilate or Connoisseur feat, you get a +2 bonus on smell checks.
    If you have Resonance Hound and/or Resonance Sniffer feats, you may use the smell skill instead of the appropriate skill listed with the feat.
    Creatures with the Scent ability gain a +8 racial bonus to all smell checks.

    Taste (Dex)

    Taste DC 	Task
    5		Identify the type of food or drink being consumed. No action required.
    10		Determine if some food or drink is spoiled.
    20		Determine if some food or drink is poisoned. Requires a full-round action. No retry.
    25+spell level	Identify a potion. Requires 1 minute. No retry.
    30		Determine the type of poison within food or drink. Requires a full-round action. No retry.
    Check: The DCs for Taste checks relating to various tasks are summarized on the table above.
    Action: Varies.
    Try Again: Yes.
    Special: If you have either the Assessor or Connoisseur feat, you get a +2 bonus on taste checks.

    Touch (Dex)

    Touch DC 	Task
    10		Recognize a familiar face.
    15		Recognize a word in a hand-written text. 1 Round
    20		Recognize an unfamiliar face.
    20		Notice fine cracks, scrapes or dents upon a hard surface
    25		Find hidden writing on a piece of paper or parchment
    30		Recognize a word from a printed text. 3 Rounds
    Check: The DCs for Touch checks related to various tasks are summarized on the table above.
    Action: Typically 1 minute.
    Try Again: No.
    Dwarves receive their stonecunning bonus when the hard surface is rock or stone.
    Special: Creatures with the Tremor Sense ability gain a +4 racial bonus to all Touch checks.

    Sense-Skills as Class-Skills
    Smell:	Bard, Druid, Rogue, Witch
    Taste:	Bard, Druid, Witch
    Touch:	Bard, Monk, Rogue, Soulknife
    More Skill-Synergies
    Smell	-	Craft (herbalism)
    Taste	-	Craft (herbalism)
    Touch	-	Craft (all hand-made items)

    Perception Skills – Reactive Mechanics

    When a character/creature is to make a Spot/Listen (/Smell/Taste) check for something it is unaware of, replace the d20 roll with a fixed 10.
    This rule is set because of the unrealistic (and game hurting) mechanic of needing to beat impossible odds when trying to sneak vs. multiple creatures.
    So, if for instance, you're trying to sneak a group of low-level guards, just take the one with the highest overall Spot modifiers and roll for Hide vs. DC [10 + Spot-modifiers].
    Next take the one with the highest overall Listen modifiers and roll for Move Silently vs. DC [10 + Listen-modifiers].
    If you're successful vs. both checks, you successfully sneak passed them.
    This rule is symmetrical for both PCs and NPCs/monsters.

    If a perception check is made when the characters/creatures know they're supposed to be looking for something but don't know what they're looking for, the DC is increased by +5.
    If the characters/creatures know what they're looking for, the DC is increased by +10 (as if taking 20).

    Note: Every time a skill name appears within these house rules with a number attached, the number indicates a skill rank.


  8. - Top - End - #8
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Feats



    Omitted Feats

    By Categories

    Spellcasting Action Modifiers
    Action-Economy manipulation by spellcasters (Quicken/Chain/Twin Spell) is the worst game balance offender of them all. There’s a handful of quicken/immediate action spells – that’s the only way of casting more than a single spell per round.

    Extra Slot
    Inappropriate mechanics according to these rules.

    Faith Feats (CDiv)
    No faith points under these rules.

    Luck feats
    Any feat that increases/adds stats/rolls based on luck/karma/watchful spirits/divine intervention.

    Metamagics Reducers (CA)
    No. just plain simple NO. This is no more than a cheap minmaxer's tool.

    Multi Class-Feature advancement (e.g. Ascetic Mage)
    See the multiclassing rules in the "Classes Intro" entry.

    Sudden Metamagics (CA)
    No need anymore. Automatic Metamagic (see the new feats below) covers them all neatly now.

    PHB I

    This is a really crappy feat. Furthermore, these rules already provide rules for built in Dodge AC progression.
    Disregard all requirements for this feat.

    Great Cleave
    See the modified Cleave.

    Heighten Spell
    See the Spellcasting entry

    Improved/Greater TWF
    See the redefined TWF rules.

    Improved Critical
    No crit under these rules.

    Improved Initiative
    Add base Ref-save bonus to initiative instead.

    Natural Spell
    See the Druid remake.

    Point Blank Shot
    PBS is plain simple targeting something within 1st range multiplier distance.

    Quicken Spell
    GONE. Anyone who wishes to cast swift spells should take spells with swift-action for casting time.

    Scribe Scrolls
    Not a feat.
    It's available automatically to the Priest (excluding Elemental Adept), Mage and Bard classes – the ones that study magical powers via written scripture, but to no other class presented here.

    Spring Attack
    See the combat rules section.

    Weapon Focus/Spec/Mastery/Supremacy
    In the PHB, these are Fighter-only feats. Now the Fighter remake has intrinsic combat stats increase with chosen weapons.
    All prereqs for those feats are nixed; however, the "Fighter Level" requirements are carried forward as "BAB" requirements.

    PHB II

    Bonded Familiar
    This type of bond never exists under these rules.

    Combat Acrobat
    Plane simple unnecessary (there are skill feats that do it better).

    Combat Focus
    See the Warrior's 3rd-level class feature.

    Combat Strike
    See the Warrior's 17th-level class feature.

    Ki Blast
    Crappy feat.

    Lunging Strike
    See the Warrior class.

    Robilar's Gambit
    The Warrior class already gains this ability at no penalty.

    Short Haft
    This is how Polearms function, they just cannot be used in confined spaces.

    Telling Blow
    No crits under these rules.

    Tumbling Feint
    Tumbling to avoid AoOs… to augment feint… to augment Attack roll(!) Way too complicated.

    This is already covered by the revised TWF rules.


    Danger Sense
    Natural perception capabilities don't have #uses.

    Dual Strike
    See the combat rules section.

    Oversized TWF (CAdv)
    According to the description of TWF in the Modified Feats, this one becomes a no-brainer. Also, if someone wishes to dish out more damage and enjoy PA – it comes at the expense of accuracy.

    Versatile Performer
    Just because it makes no sense (why should oratory skills have any bearings on how you play the violin?).


    Arcane Strike
    See Spellstrike - post #10, "Spellcasters and Multiclassing" spoiler.

    Shock Trooper
    There are already plenty of ways in these rules to enhance damage, and the other aspects of the core feat are covered by other feats below.

    Spinning Halberd
    See Double Weapon Fighting below.

    Warriors won’t need it (see the Warrior class), the rest won’t take it anyway.

    Modified Feats

    By Categories

    Improved Combat Maneuvers
    Imp. Bull Rush, Imp. Disarm, Imp. Sunder & Imp. Trip allow the attacker to choose one of the following when used:
    - Not allow enemies to retaliate on a failed attempt.
    - On success, the attacker can make an immediate follow-up attack (in the vein of the official Improved Trip feat).
    In both cases, the attacker gains +4 to all <MANEUVER> related opposed checks and doesn’t provoke AoOs.

    A skill-feat makes the two selected skills class-skills regardless of class. Furthermore, the bonuses granted by skill-feats actually count as skill-ranks for all intents and purposes. Skill-feats never stand by themselves as requirements for anything, as all they do is improve your aptitude regarding the selected skills - it's the ranks that count.

    Saving Throw Focus (Fort/Ref/Will)
    Benefits: Choose a save type (Fort, Ref or Will).
    If the save progression is poor, it becomes good. If it's already good, it's increased by +2.
    This feat may be taken twice for a poor saving throw, making it [good +2].
    Note: Whenever Great Fortitude, Iron Will or Lightning Reflexes are mentioned in this document, they refer to this feat with a specific save selection.

    PHB I

    Also permanently adds Listen to your list of class skills.

    Requirements: BAB +4, wielding a slashing weapon.
    Benefits: You know how to, in certain cases, seize the moment after an attack and gain a no-cost attack vs. an opponent who's distance from you AND your primary target doesn't exceed your reach.
    The situations that allow you to cleave an additional target are:
    - Felling your primary target. You may follow-up a cleave with another cleave whenever you fell an opponent
    - Starting at BAB +6, you may cleave when make a single attack as a standard action. You have to hit your primary target in order to cleave, but you don’t have to fell your primary target.

    Combat Reflexes
    Requirements: base Ref save +2
    Benefits: You may take an immediate actions while flatfooted, but you must be aware of your opponent and technically able to react (e.g. a humanoid usually cannot react while climbing through a narrow passage).
    BAB +6 allows you to strain yourself and attempt an additional AoO at the expense of a move action in your next combat turn.
    BAB +11 allows you to strain yourself and attempt a 3rd AoO. Your 2nd & 3rd AoOs come at the expense of a standard action in your next combat turn.
    Lastly, with BAB +16, you can now attempt a 4th AoO by forfeiting your next turn altogether.

    Deflect Arrow
    Snatch Arrow (S&F) is folded into this feat.

    You also gain +2 increase to all Con-associated ability checks.

    Eschew Materials
    This feat encompasses increasing values of spell components with level increase:
    Level 1: Eschew up to 1gp worth of materials.
    Level 5: Eschew up to 5gp worth of materials.
    Level 9: Eschew up to 10gp worth of materials.
    Level 13: Eschew up to 20gp worth of materials.
    Level 17: Eschew up to 50gp worth of materials.

    Improved Bull Rush
    DOES NOT have PA as prereq, but it DOES require Str 13+.

    Improved Disarm
    If you have a free hand when you successfully disarm an opponent, you may make a DC 15 Ref save to catch the weapon in your free hand, or cause the weapon to fall into any space adjacent to you.

    Improved Feint
    Starting at BAB +6, you may feints as a swift action.

    Improved Trip
    Also add Balance to your list of class skills.

    Improved Turning
    Grants +2 levels on turning checks, not +1.

    Maximize Spell
    Damage of area-effects can't be maximized, only sing-target spell effects.

    Mounted Combat
    Requirements: Ride 4
    Encompasses Ride-By Attack in it. Protecting your mount is an immediate action, not a free action.

    Precise Shot
    Also add Spot to your list of class skills.

    Also encompasses Dash, to grant +5’ speed increase.

    Skill Focus
    Requirements: 4 skill ranks
    Benefits: This feat makes the chosen skill a class skill for you, for all classes. Furthermore, it grants a +3 bonus to that skill and allows you to take 10 when performing it, even while rushed or threatened.
    Special: If you have 12 or more ranks in the selected skill, the bonus from Skill Focus increases to +5.

    Tracking someone that has taken the Track feat, automatically takes a penalty equal to 1/3 the target's total Search modifier, if the target moves no faster that his regular travel speed.
    If that someone moves at ½ travel speed in an attempt to cover their tracks, the tracker takes a penalty equal to 2/3 the target's total Search modifier and 1/3 for the target's traveling companions (should they follow his guidance). The target may choose to move at ¼ travel speed to apply the 2/3 penalty to all his companions and full-rank penalties to his own tracks.

    Grants 2HP + 1HP per HD. Toughness can be taken [1 + BAB/10] times at most.

    Benefits: You gain iterative attacks with each of your held weapons, taking penalties on all attacks, including AoOs (attack penalties are as per core rules).
    A 20th level warrior with TWF that holds 2 small weapons thus has +18/+18 / +13/+13 / +8/+8 / +3/+3.
    You do not need to make a full round action in order to gain a single offhand attack.
    You can refrain from attacking with the offhand weapon and use it to feint, or to “aid self” on your primary iteratives, or gain a shield bonus to AC equal to your number of iterative attacks (+4 at BAB +16) until the beginning of your next turn. The latter replaces the TW-Defense line.

    Whirlwind Attack
    Requirements: BAB +6, Cleave, Mobility
    Works according to the SRD, but is inapplicable with piercing damage.

    PHB II

    Acrobatic Strike
    Requirements: Mobility, Tumble 6
    After avoiding an enemy's AoO using Tumble, if you hit that enemy with an attack before the end of your turn, that enemy must succeed on a Will save (DC [10 + 1/2 BAB + Dex-mod]) or be Confused for 1 round.

    Brutal Strike
    Requirements: Str 19+, BAB +6
    Benefits: Whenever using PA, if your attack hits and deals damage, the struck foe must succeed on a Fort save (DC [10 + 1/2 BAB + Str-mod]) or be Sickened for 1 round.
    If you hit a foe twice or more in the same round, a 2nd failure means the target is Nauseated for 1 round and then Sickened for the next round.

    Combat Awareness (combat form)
    Requirements: Combat Focus class feature
    This ability's blindsense stacks with blindsense from any other source.

    Combat Defense (combat form)
    Requirements: Combat Focus class feature
    +1 dodge AC during Combat Focus for each Combat Form feat taken (including Combat Defense).

    Combat Stability (combat form)
    Requirements: Combat Focus class feature
    No change except the prereq.

    Combat Vigor (combat form)
    Requirements: Second Wind class feature
    No change except the prereq.

    Crossbow Sniper
    Requirements: BAB +3 , Far Shot , Precise Shot , Weapon Proficiency (any crossbow)
    You add your Dex-mod to damage when using a crossbow. If you have SA ability, the maximum range at which you can make such attacks increases to 3 times the weapon's range multiplier.

    Requirements: BAB +6, Tumble 6, Sleight of Hand 4
    Benefits: When fighting with a Light or One-Handed weapon in one hand and with nothing in the other, you gain the following 3 tactical advantages:
    - Narrow Profile: You receive a +2 Dodge bonus to AC when fighting defensively or using Total Defense.
    - Off-Hand Balance: You receive a +2 bonus on Tumble checks.
    - Off-Hand Swap: If you also possess the TWF feat, you may, as part of a full attack, feint once as a free action. If you already possess the ability to feint as a free action, then this maneuver adds +4 to your next attack roll rather than granting you a second free action feint.

    Penetrating Shot
    Limited to 1 target per Str bonus (minimum between your Str-mod and the bow's modifier) and requires a composite long/short bow.

    The extra damage = [1d6 + (2 * Str-mod)].


    Not usable in medium/heavy load or heavy armor.

    Disguise Spell
    May not be used in conjunction with metamagic feats.

    Improved Swimming
    Also grants +4 to all swim checks.


    Persistent Spell
    Requirements: Extend Spell
    Benefits: Spells affected by this metamagic have their duration increased to the next time category (to a maximum of 24 hours):
    - Each round counts as a minute.
    - Each minute counts as 10 minutes.
    - 10 minutes count as an hour.
    - An hour counts as 6 hours.
    Spells with concentration, instantaneous, or permanent duration are unaffected by this feat.
    Spells whose effects are discharged still end normally when they are discharged.
    A persistent spell counts as a spell of 2 levels higher than the spell’s actual level.
    Note: Extend Spell and Persistent Spell DON'T stack.


    Disciple of the Sun
    Spend 2 turning attempts at once to gain a 2-level boost + Daylight illumination for [1 + Cha-mod] rounds.

    Divine Spell Power
    The priest gains +1 CL increase for each 8 class-levels (rounded down).


    Anvil of Thunder (weapon style)
    Improved Sunder prerequisite is omitted.

    Bear Fang (weapon style)
    Has Improved Grapple instead of Power Attack as a prerequisite.

    Clever Wrestling
    Has Improved Grapple instead of Improved Unarmed Strike as its prerequisite.

    Combat Brute
    Requirements: Str 15+, BAB +4, Improved Bull Rush, Improved Trip
    Benefits: This feat grants the following options
    - Directed Push: you can Bull Rush your opponent on a diagonal axis and not just straight forward to you.
    - Explosive Power: you can Bull Rush from a stand still.
    - Toss: You can make an automatic trip attempt against a successfully bull-rushed opponent at the end of your Bull Rush distance. Even if successfully tripping, you're not entitled to an additional attack.

    Crescent Moon (weapon style)
    Rapier is also an acceptable weapon (and Rapier was the weapon used for this style IRL).

    Once per round, you may add 10’ to your speed when moving as a standard/full-round action. You can do this a number of times per day equal to your Con-score. Also, your overall land movement speed is increased by 10’ when traveling.

    Elusive Target
    This feat is inapplicable when wearing medium or heavy armor (regardless of feats that would alleviate their movement restriction) and when carrying medium or heavy load.
    Reason: Now that Dodge feat is omitted, this one would become a no-brainer otherwise. Also it makes more sense that way.

    Formation Expert
    Wall of Polearms also grants a +2 damage bonus against charging or mounted foes (+4 damage to charging mounted foes) under the indicated circumstances.

    Hammer’s Edge (weapon style)
    Improved Bull Rush is omitted.

    Improved Familiar
    Goes with the territory of gaining levels as a Witch. All presented monsters in CW, FrCS, PGtF, RoF and CSco are good to go.

    Improved Rapid Shot
    Doesn’t have Manyshot as prerequisite, but does have BAB +8.

    Lightning Mace
    Requires BAB +6, but for each successful hit, your next attack roll (within your combat turn) gains a cumulative +1.

    Net & Trident (weapon style)
    With Quick Draw, you can draw an alternative offhand weapon and use it in the full attack.

    Phalanx Fighting
    Does not require you to use a light weapon.

    Prone Attack
    Doesn’t have Lightning Reflexes as a prerequisite, but does have BAB +3.

    Raptor School
    Each +10 to the DC adds another +2 to damage. Hawk's eye bonus is not wasted after 3 rounds have passes (the edge is maintained as long as the target is being observed).

    Sun School
    Flash of Sunset allows attacks according to the remaining combat-turn action-quota.

    Three Mountains (weapon style)
    Does not have Improved Bull Rush as a prerequisite. DC = [10 + ½ BAB + Str-mod]


    Dragontouched DrMg
    In addition, this feat grants you a +1 save bonus vs. spells and powers with the energy type of the chosen ancestry (rather than being untyped ancestry), and makes you count as being Dragon blooded.
    This removes the need for Draconic Heritage feat.

    Greenbound Summoning LEoF
    A metamagic feat with +2 spell-level adjustment.

    Wild Cohort
    Benefits: This feat functions as given, but may be taken multiple times, according to the rules below.
    For each level divisible by 6, a character may take this feat one more time. Each time this feat is taken beyond the first, the character’s level counts as being 3 levels below the character’s actual level - cumulative.
    So, in practice, a 6th level character is eligible for taking an additional Wild Cohort, counting as a 3rd level character for that specific Wild Cohort feat.
    Starting at 12th level, a character is eligible for taking a tertiary Wild Cohort. For the purpose of taking a tertiary Wild Cohort, the character counts as a 6th level character for that specific Wild Cohort feat.
    And so on.
    Special: A character may take 2 tertiary wild cohorts instead of one secondary companion, and a tertiary wild cohort may be replaced with 2 wild cohorts, according to the character’s level minus 9 rather than 6 (and so on).


  9. - Top - End - #9
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Feats (Cont.)


    Feats (Cont.)

    New Feats

    Martial Combat Feats

    Agile Archery
    Requirements: Mounted Archery, Shot on the Run
    Benefits: You can move around and shoot things with surprising effectiveness.
    You suffer no penalties for firing from unstable ground, a running steed, or any of that.
    You may take a full round action running and make a single ranged attack from any point during your movement. You retain your Dex-mod to AC while running.

    Always Ready
    Requirements: Danger Sense, BAB +8
    Benefits: You are never surprised and always act on the first round of any combat.
    When (and if) benefiting from Combat Focus, you cannot be caught flat footed - except when climbing.

    Armor Mastery (medium)
    Requirements: BAB +4, Str 15+, Medium Armor Proficiency
    Benefits: Medium armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of light/medium armor.
    Dwarves: A Dwarf is automatically considered to have med. armor mastery when he gains med. armor proficiency.

    Armor Mastery (heavy)
    Requirements: BAB +9, Str 19+, Heavy Armor Proficiency, Armor Mastery (medium)
    Benefits: Heavy armor no longer hinders your base land speed and your max-Dex increases by +1 when wearing any type of armor (stacking with Armor Mastery (medium)).
    Dwarves: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

    Armor Specialization
    Benefits: Choose one specific type of armor you are proficient with that doesn't hinder your land speed. When wearing that armor type, your armor check penalty is reduced by 2, your max-Dex bonus is increased by 1 and your ASF is decreased by -10%. This feat can be taken multiple times, to be applied to different armor types.

    Armor Optimization
    Requirements: Armor Specialization
    Benefits: Your experience with your armor of choice has taught you how to receive blows in a manner that will penetrate your armor's defenses less efficiently, effectively increasing your armor AC with your armor of choice by +2.

    Armored Invoker
    Requirements: Invocations class feature
    Benefits: You have learned how to limit your movements while using your class-related invocations and no longer suffer any chance of ASF while donning light armor.

    Bend like a Reed
    Requirements: Monk level 5th, Dex 15
    Benefits: Even the strongest, most straightforward and brutal martial artists know that the best way to resist an opponent is not always brute force versus brute force.
    Instead, monks know that the best way to defeat a strong opponent is very often to yield to him, to bend before his fury as the reed bows to the wind.
    - When making a defensive check against Bull Rush, Grapple, Overrun or Trip attempts, the monk can use Balance as a free action to attempt to negate any advantages in size, Strength, or momentum the opponent may possess. The monk must succeed on a Balance check vs. a DC [15 + the opponent’s Str-mod + size modifier (if any)].
    - By increasing the DC of the check to [25 + the opponent’s Str-mod + size modifier], the monk can truly turn his opponent’s own Strength against him – turning all opponent's Str & momentum bonuses into penalties.

    Bladed Cover
    Requirements: Proficiency with a bludgeoning/slashing weapon, Base Ref +5
    Benefits: When applying total defense and not threatened in melee, all missile attacks from a 90-degree cone (selected by you at the beginning of your turn) take a -2 hit penalty and have 20% miss chance.

    Charge Breaker
    Requirements: BAB +4
    Benefits: Opponent that charge you provoke AoOs from you.
    When making an AoO against a charging foe with a weapon which may be set against a charge, you may treat your weapon as if it were actually set to receive a charge without taking the ready action.
    When taking the ready action (with any weapon), you gain +4 to hit an opponent that's charging you. If you hit, you deal double damage (or triple damage with a weapon that can be set vs. charge).

    Close Combat Archery
    Requirements: BAB +6, Mobility, Shot on the Run
    Benefits: You can attack with a Bow (any type) or tossed objects, even while threatened, and not provoke AoOs.

    Combat Cloak Expert
    Requirements: Dex 15+, BAB +3, proficient with a shield/buckler, Bluff 3
    Benefits: while wearing a cloak and having a free hand, you gain +1 dodge AC and +1 deflection bonus to AC. 

    Combat Grip
    Requirements: Combat Focus class Feature
    Benefits: You have been trained to guard your weapon from being manipulated by your foes.
    you add +4 to your defensive opposed roll vs. maneuvers that target your weapon, such as Disarm and Sunder.
    If you have 2 additional Combat Form feats, this bonus is increased to +8.

    Confound the Big Folk
    Requirements: BAB +8, Underfoot Combat (RofW; p.152), Tumble 10
    Benefits: When you occupy a square with a creature at least two size categories larger than you, you may use the following 3 tactical maneuvers:
    - Knee Striker: The creature is considered Flat-Footed against you.
    - Underfoot Defense: When you Fight Defensively or use Total Defense, any melee or ranged attack on you, other than by the creature that shares his space with you, has a 50% chance of striking the creature instead of hitting you.
    - Unsteady Footing: You may initiate a Trip attack on the creature without provoking AoOs from it. You can add your choice of Str/Dex-mod to you check. Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.

    Controlled Rage
    Requirements: Rage, Concentration 4
    Benefits: You may perform any Int/Wis/Cha skill-based task that can be completed in a full-round action or less, and retreat while raging is now a viable option.

    Requirements: Warrior level 10th or BAB +14, Elusive Attack
    Benefits: Counterattack is based on the core Fighter's feature described in PHB II, but modified as follows:
    When counter-attacking, you can react to as many attackers as your regular number of attacks per round - all at full BAB, but just once per attacker.
    Anyone that remains threatened by you from the beginning of your Counterattack turn till the beginning of your next turn (including one of your attackers) provokes an AoO that (if applicable) is resolved before your next turn.

    Crack Shell
    Requirements: Int 13+, BAB +6, Spot 6]
    Benefits: You've learned how to make attacks that can damage your foes' armor or natural armor.
    By spending a swift action and making a successful Spot check vs. DC [10 + your opponent's armor AC] you can reduce your opponent's armor value by 1 point per 10 points of damage your attack inflicts.
    Manufactured armor damaged this way is destroyed when its armor bonus is reduced to 0 (armor bonus includes magical enhancements). Furthermore, damaged armor dangles in an uncomfortable way, which increases its ACP by 1 per AC loss. This extra ACP can be negated in 1d6 minutes of improvised stitching.
    Natural armor damaged this way is restored by any means that restore Con damage, and in equal amount.

    Crippling Strike
    Requirements: BAB +3, Int 13, Spot 6
    Benefits: When making an attack roll and scoring a hit, for each +5 by which your roll beats your opponent’s AC, you may calculate your attack roll as -5 below your actual score (see Crit Substitution in the combat rules entry).
    Pick a movement mode used by your target, such as climbing, flying, or walking. For each -5 penalty voluntarily taken, you reduce its speed by 5’. If you reduce your target’s speed to 0, it cannot move on its next turn using that mode and is restricted to 5’ on further actions. A flying creature drops one maneuverability category for every 10’ of speed it loses (to a minimum of clumsy). At speed of 0 it immediately falls and takes damage as normal.
    Note that this effect reduces a target’s base speed as well as its speed after accounting for armor and encumbrance.
    The effects of this maneuver stack with other effects that reduce speed. They last until the creature receives healing of any kind.
    Special: You cannot negate a creature’s movement if it moves without the aid of an obvious anatomical means, such as wings or legs. You target muscles, bones, etc. Thus, you could not negate the aerial movement of a mage who is using a Fly spell.

    Danger Sense
    Requirements: Uncanny Dodge, BAB +4
    Benefits: You react to danger with uncanny effectiveness.
    You may make a Sense Motive check (opposed by your opponent's Bluff check) immediately whenever any creature approaches within 60’ of you with harmful intent. If you succeed, you know the location of the creature even if you cannot see it.

    Disgorgement Fist
    Requirements: Monk level 1 or Superior Unarmed Strike, BAB +4, Heal 5, Spot 3
    Benefits: You know how to make unarmed attacks with surgical accuracy, attacking the target’s diaphragm with incredible force, forcing it to disgorge the contents of their stomachs and lungs in a convulsive gasp.
    You may use this ability either to save allies from the negative effects of ingested / inhaled poisons, or to injure your opponents.
    When using Disgorgement Fist to negate poison, you must dedicate a standard action to centering yourself and prepare your target to receive the blow and then must strike them with an unarmed attack using your palm. You then strike your ally in the area between the stomach and chest. In order for this technique to be effective, you must perform it after the target has ingested or inhaled poison but before the saving throw against the secondary effects of the poison takes effect.
    If the target is willing to receive the blow, you must make a successful attack vs. AC 10.
    If the target is not willing, then the monk must succeed with a normal attack roll. If the attack roll is successful, then the targeted creature is entitled to a Fort save vs. DC [10 + ½ Heal ranks + Wis-mod] to resist the effect.
    When Disgorgement Fist is successful, the target instantly disgorges the contents of their stomach and exhales their breath in a long gasp, vomiting and breathing out whatever non-magical ingested or inhaled poisons and toxins are within their body, negating the poison’s secondary effect.
    The target is then nauseated for one full round.
    You can also use Disgorgement Fist to deal normal damage and nauseate opponents without providing its beneficial effect.

    Disrupt Special Ability
    Requirements: BAB +8, Crippling Strike, Int 15, Spot 8
    Benefits: using a standard action, you chop at a creature’s eyestalk, slice at its mouth, or otherwise act to disrupt one of its special abilities.
    You can make a full round action attack, selecting a part of the creature’s anatomy that is obviously the source of, or provides the impetus for a supernatural or Ex ability, such as a creature’s mouth (for a breath weapon) or its eyes (for a gaze attack).
    You cannot target a spell-like ability unless the DM judges that the creature generates it through the use of some organ or other body part. If your attack hits, the creature loses the benefit of that ability until it receives magical healing or heals naturally.

    Double Step
    Requirements: Tumble 6, Jump 9, movement rate 40 or more
    Benefits: When in light or no armor and light loaded, you can take two consecutive 5’-steps instead of the usual single 5’-step.

    Double Weapon Fighting
    Requirements: Tumble 2 or Perform (dance) 2 or Balance 2.
    Benefits: DWF is different than TWF.
    You gain a single iterative attack with your weapon’s back side, taking a -5 to your attack roll.
    This attack counts as made by a 2-H weapon for all intent and purpose (increased Str-bonus, PA etc).
    A 20th level warrior, thus has the following attack bonuses (not including modifiers): +20/+15/+10/+5 / +15.

    Dungeon Crasher
    Requirements: BAB +3, Knowledge (dungeoneering) 6, Improved Bull Rush
    Benefits: As detailed in Ds.

    Dungeon Juggernaut
    Requirements: BAB +6 , Knowledge (dungeoneering.) 9, Dungeoncrasher, Combat Brute
    Benefits: As detailed for the Improved Dungeon Crasher ASF in Ds ("Improved..." is highly unimaginative and is reserved for specific maneuvers).

    Elusive Attack
    Requirements: Warrior level 6th or BAB +10
    Benefits: Same as the PHB -II Fighter's ACF of the same name.

    Elusive Stalker
    Requirements: Fast Stealth Rogue talent, Ambush Rogue talent
    Benefits: You can make a SA against an unaware target and Hide vs. that target immediately after attacking, with no penalty. You still need cover to hide and you take a -5 penalty to Hide vs. other creatures in the same room.

    Expert Tactician
    Requirements: BAB +2, Int 13
    Benefits: You are adept at reacting to changing circumstances.
    Whenever you take the Ready action, you may ready two separate actions each with its own trigger.
    You may still only capitalize on one of them, even if both circumstances conjoin.

    Favored Enemy
    Requirements: Knowledge (according to the relevant monster group) 4
    Benefits: You learn the best tactics for combating a particular group of creatures (as given for the core Ranger, treating all humaniods as one group).
    You gain +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a favored enemy.
    This feat can be taken multiple times. Each time it is assigned to a different group of opponents.

    Feint Buster Tactics
    Requirements: BAB +4 , Improved Feint
    Benefits: You have mastered counter tactics vs. Feint.
    Whenever you successfully deny an opponent’s Feint attempt, you may spend your immediate action to gain an AoO against them.

    Fleet of Foot
    Requirements: Dex 15+, Run
    Benefits: You can make a single 90-degree turn or two 45-degree turns while running or charging.

    Floors-Are-Walls Understanding
    You recognize that a floor is pretty much just a horizontal wall.
    Requirements: Dungeoncrasher, Improved Overrun
    Benefits: Whenever you Overrun a creature, you deal damage as if you had Bull-Rushed them into a wall.

    Flying Kick
    Requirements: Improved Unarmed Strike, Jump 4
    Benefits: You may make an unarmed charge attack on any opponent within range of your jump (if you fail to jump far enough, the attack is wasted). If the attack succeeds, you may deal unarmed damage as if you were one size category larger than normal, and you may add twice your normal Str-mod to the damage you inflict. Also, the target of your attack is bull rushed.

    Forceful Combat
    Requirements: Cleave, Combat Brute, Improved Sunder
    Benefits: This tactical feat provides the following options:
    - Advancing Blows: When successfully bull-rushing an opponent, on the next round you gain +1 to all attack rolls for each 5’ he was pushed.
    - Domino Effect: when successfully Bull Rushing an opponent with at least 10’ running start, if there’s someone behind him that you can Bull Rush, you can "Toss" (see the redefined Combat Brute feat) both of them.
    - Sundering Cleave: When attacking an opponent's weapon, shield or other held object, if the object is broken, you can immediately make another attack against the same opponent or another held or carried object.

    Hindering Bull Rush
    Requirements: Imp. Bull Rush, BAB +6
    Benefits: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush.
    Whenever you bull rush an opponent, his movement provokes movement based AoOs (but not from you). 

    Hindering Opportunist
    Requirements: Combat Reflexes
    Benefits: Whenever you make an AoO due to movement, roll a Bull Rush check vs. your target.
    If you win, the target immediately stops as if it had ended its movement for the turn.
    Special: You may execute this maneuver even against creatures who're 2 size categories or more larger than himself.

    You're an expert at fighting with a spear and shield.
    Requirements: BAB +2, proficiency with spears, proficiency with shields.
    Benefits: You may wield a Spear/Longspear in one hand and a shield in the other, utilizing the shield to maneuver your spear in battle.

    Immediate Shot
    Requirements: BAB +11, Dex 15, Combat Reflexes, Quick Draw, Rapid Fire
    Benefits: You can make a single attack with a bow, a tossed object or an already loaded missile device as an immediate action.
    Pulling off a stunt like this is extremely difficult and is made with a -4 attack penalty and costs you your standard action during your next turn.
    This is not an AoO - an opponent doesn't have to provoke for the opportunity to present itself.
    Special: There's no spell, feat or any other means (nor will there ever be) that would allow multiple ranged attacks when it's not your turn to act.

    Improved Armored Invoking
    Requirements: lesser invocations class feature, no ASF in light armor
    Benefits: You have learned how to minimize your movements while using your class-related invocations and no longer suffer any chance of ASF while donning medium armor.

    Improved Immediate Shot
    Requirements: Immediate Shot, Precise Shot
    Benefits: You no longer suffer an attack roll penalty when making an Immediate Shot.

    Ki Extended
    Requirements: Ki Strike
    Benefits: As a swift action, until the beginning of your next combat turn, you can make unarmed ranged touch attacks, dealing fire or force damage, with a range multiplier of 10’.
    You may augment your attacks via uses of Stunning Fist. For each spent use, you may either enhance the damage of all your attacks by 1d6 or extend their range multiplier by 10’.

    Last Stand
    Requirements: Diehard, Base Fort save +5
    Benefits: Once a day per Wis-mod (minimum 1) you may call upon your inner reserves to perform a Last Stand. You're rendered immune to fear and may continue fighting until you're dead. You cannot voluntarily end the effect or retreat while performing Last Stand, but you can cease if your opponent(s) surrender. If Last Stand is keeping you from dropping, you must have allies to take care of your surrendering opponents in order to cease.

    Lightning Fists
    Requirements: Monk level 6, Dex 15+
    Benefits: Your combat skills allow you to attempt a series of blindingly fast blows.
    While flurrying as a full round action, you can make an additional attack at your highest attack bonus, at the expense of -3 penalty to all attack rolls. Subsequently, you can make 2 additional attacks at your highest attack bonus, taking -5 penalty to all attack rolls. Applying this maneuver requires all the attacks to be made unarmed.

    You can smell a sick person from half a block away.
    Requirements: Scent, Heal 8 ranks
    Benefit: You may treat creatures currently in the Incubation stage of a Disease as if they had a Strong scent for the purposes of Scent. Creatures who are past the Incubation phase of a disease but who have not yet recovered are instead treated as if they had an Overwhelming smell.

    Numbing Rage
    Requirements: Con 15+, Base Fort save +5, Rage
    Benefits: While you are in rage you are immune to extra damage and penalties stemming from pain (such as movement restrictions from caltrops).
    Non-lethal damage and its effects are postponed until the end of the rage.

    One Man Gang
    Requirements: BAB +6, Combat Reflexes, Imp. Grapple, Powerful Built or Large+ size, Whirlwind Attack
    Benefits: You are especially competent when fighting multiple opponents.
    You benefit from this feat whenever you apply Whirlwind Attack.
    Until the beginning of your next round, you:
    1. Negate the bonuses granted to any opponent due to aid ally action to assist in attacking you.
    2. Negate any bonus to attack for flanking you.
    3. Gain +4 for all your defensive Bull Rush, Grapple and Trip checks.
    Creatures larger than you are unaffected by this fighting style.

    One Shot, One Kill
    Requirements: Wis 13, Far Shot, Dead Eye Shot, BAB +6
    Benefits: You have devastatingly precise aim.
    Whenever you take the Aim action with a missile weapon, on a successful hit you do 1d8 bonus damage for each attack that you normally have on a regular attack sequence.

    Overpowering Attack
    Requirements: Warrior level 14th or BAB +18, Counterattack
    Benefits: Same as the PHB -II Fighter's ACF of the same name. 

    Pierce the Wind
    Requirements: BAB 6+, Concentration 4, Far Shot, Precise Shot
    Benefits: When firing in windy conditions, you may treat the wind as if it was two levels milder. This allows you to fire through a Wind Wall or similar effects.

    Pinning Shot
    Requirements: BAB +4, Precise Shot, Spot 7
    Benefits: You may attempt to skewer an opponent to the ground or his hand to the wall, or you might catch his clothing or armor with a well-placed shot.
    When making a successful aimed shot (see the “Combat Rules” entry #3), in addition to normal damage (if you so choose to cause damage), your target must make a Ref save vs. DC equal to your attack roll or have its movement halted until the beginning of its next turn - upon which time it may free itself as a standard action by taking 1d4 damage (when a body part is skewered).
    On a successful save, the target is merely slowed for 1 round

    Requirements: BAB +4
    Benefits: While wielding a bludgeoning weapon with which you’re proficient, if you make an attack that does not match/exceed your target's AC, but does match or exceed their touch AC, you may still deal damage, but detract the weapon’s base damage from the total.

    Requirements: BAB +4
    While wielding a piercing weapon with which you’re proficient, if you attack a foe with damage reduction (except for DR/epic), you may ignore points of damage reduction equal to either your Strength or Dexterity modifier, whichever you use for attack rolls.

    Sharp Shooter
    Requirements: Far Shot, Precise Shot
    Benefits: You can spend a move action to negate the benefit of Deflect-Arrows or any other feat that grants (or is based on one that grants) defensive bonuses against ranged attacks.

    Siege Coordinator
    Requirements: BAB +5, Profession (siege engineer) 5
    Benefits: You can use Aid Another action on siege weapons you command. This grants them a +4 bonus on attack rolls and +1 HD on Hull Damage rolls. You can command a number of siege weapons equal to your level at once, none two of which can be more than 100’ away (or 400’ away, if you have messengers at your disposal). All ballistic weapons you command also have their firing range increased by 30%.

    Signature Enemy
    Requirements: Favored Enemy, Knowledge (monster group) 6
    Benefits: Add +2 to initiative, +1 to hit, +1 to AC and +2 to damage against a particular type of foe that belongs to one of your Favored Enemy groups.
    This feat can be taken multiple times. Each time it is assigned to a different type of opponent.

    Slashing Flurry
    Requirements: BAB +6
    Benefits: When making a standard action attack or a full round action attack with a slashing weapon (or a pair of slashing weapons), you can make an additional attack at your highest attack bonus with a slashing melee weapon, albeit this attack and all other attacks are made at a -3 hit penalty.

    Spinning Weapon Defense
    Requirements: BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Double Weapon Fighting
    Benefits: You gain a +2 dodge bonus to your AC with a double weapon you're proficient with. Additionally, if you fight defensively, you cannot be flanked by attackers less than 4 HD greater than your own (stacks with Uncanny Dodge).

    Sudden Willow Strike
    Requirements: Str 13+, Dex 13+, FoB class feature, spears & polearms prof.
    Benefits: You may flurry with spears and polearms.

    Superior Unarmed Strike
    This feat works as detailed in ToB (p.33), with 3 distinct differences:
    1. Damage progression is keyed off of BAB rather than character level.
    2. It may be taken as soon as BAB +1 is gained.
    3. This feat does absolutely nothing for monks.

    Surprise Attack
    Requirements: Hide 4, Listen 2, Move Silently 2, Spot 4
    Benefits: During a surprise round, opponents are always considered flatfooted to you, even if they have already acted.
    You are never flatfooted after you act - even when attacked by someone with this ability.

    Talons of the Beast
    Requirements: Imp. Grapple, Imp. Unarmed Strike, TWF
    Benefits: If you make a successful attack with a light piecing weapon (except Rapier, which is too cumbersome for grappling), you can lose whatever weapon you’re carrying in your offhand and make a follow up (bonus action) grapple attempt at no penalties.

    Twin Blade Dance
    Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
    Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars.

    Two Weapon Whirlwind Attack
    Requirements: BAB +8, Perform (dance) 5, Tumble 5, TWF, Whirlwind Attack
    Benefits: You make a Whirlwind attack with both weapons - primary as well as offhand weapon.

    Uncanny Reflexes
    Requirements: Wis 13, Uncanny Dodge
    Benefits: You sense danger before it happens.
    You may add your Wis-bonus to your Ref saving throws.

    Uncanny Scent
    Requirements: Scent, Wis 13 or Blind-Fight
    Benefits: You can pinpoint the location of a scent when within 10’ per point of your Constitution or Wisdom bonus, whichever is higher.
    Normal: You can pinpoint the location of a scent when within 5’.

    Unorthodox Weapon Usage
    Requirements: Weapon Training class feature, Warrior’s Combat Edge +3
    Benefits: Choose a specific weapon with which you have Weapon Training.
    One of the following weapon qualities may be added to the weapon:
    - Disarm
    - Set (piercing; medium or larger)
    - Thrown (range increment 20’ for piercing, 10’ otherwise, 30’ for thrown weapons that already have 10’ range increment)
    - Trip (medium or larger)

    Vicious Strike
    Requirements: Str 17+, BAB +5
    Benefits: You may apply PA when using a small piercing/slashing weapon.

    Whirling Havoc
    Requirements: Tumble 15, Flawless Stride class feature, Whirlwind Attack
    Benefits: You can make a Whirlwind Attack while moving up to your speed, taking -2 to your dodge AC. During Whirling Havoc you gain +4 on all opposed checks to resist Bull Rush, Disarm, Grapple, Sunder and Trip attempts.

    Shield Feats

    Modified Shield Feats:

    - Tower Shield Proficiency (PHB)
    Requirements: Shield Proficiency
    Encompasses Shield Wall feat (HoB).

    - Improved Shield Bash (PHB)
    Requirements: Shield Proficiency
    As given.

    - Shield Slam (CW)
    Requirements: Improved Shield Bash
    Encompasses Shield Charge rather than depends upon it.

    - Shield Sling (PHB II)
    As given, but requires only BAB +6.

    - Shield Specialization (PHB II)
    Requirements: Shield Proficiency
    As an immediate action, you may force a foe that attacks you to roll a single attack roll twice, taking the worst of the two results.

    - Shield Ward (PHB II)
    As given.

    New Shield Feats:

    - Ironhide
    Requirements: Shield Ward
    Benefits: To gain the benefit from this feat, you must be wearing a medium or heavy armor and must use a large / tower shield. You know how to use your armor and shield to protect yourself (or others) from harming effects other than weapon damage. You take less damage, equal to the AC granted by your armor and shield from acid, cold, fire & force effects (and electricity, if both your armor AND shield are non-conductive), and from falling rocks.

    - Reflexive Shield
    Requirements: Shield Ward
    Benefits: You know how to utilize shield defense to the fullest of its usefulness and add your shield bonus on all Ref saves.

    - Scatter
    Requirements: Imp. Bull Rush, Imp. Shield Bash
    Benefits: As a standard action, you can clear a forward arc, throwing enemies back.
    You make a standard attack against each foe within your frontal arc (45deg right & 45deg left), dealing normal damage.
    You then make a Bull Rush attempt against each foe struck with this attack with a +4 circumstance bonus to your Bull Rush check.

    Omitted Shield Feats (due to irrelevancy):

    - Agile Shield Fighter (PHB II)
    - Improved Buckler Defense (CW)
    - Pin Shield (CW)

    Whip Combat Feat-Chain

    Crack of Fate
    Requirements: Proficiency with a whip, Melee Lash
    Benefits: When making a full-attack action with a whip, you can attack one additional time per round at your highest AB. All of your attack rolls take a –2 penalty when using Crack of Fate.

    Crack of Doom
    Requirements: Crack of Fate
    Benefits: When making a full-attack action with a whip or whip-dagger, you can attack two additional times that round at your highest AB. All attack rolls take a –5 penalty when using Crack of Doom.

    Imposing Whip
    Requirements: Melee Lash
    Benefits: You may perform AoOs against foes within 15’.

    Melee Lash
    Requirements: BAB +8, Third Hand (see below)
    Benefits: When armed with a whip or other whip-like weapon, you threaten an area around you equal to your normal unarmed reach. You can make AoOs with the whip within that area. Additionally, you do not provoke AoOs by using a whip in combat, or by any other use of a whip, such as with the Third Hand feat.

    Snaring Whip
    Requirements: BAB +6, Proficiency with a whip, Improved Trip
    Benefits: You may use your whip to entangle foes. Make a ranged touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
    An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity.
    You may hold onto the whip by succeeding an opposed Strength check with the target creature; if successful the entangled creature can only move within the range of the whip while entangled.
    An entangled creature must succeed a DC 15 concentration check or be unable to cast a spell.
    An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The whip has 10 HP and can be burst with a DC 25 strength check (also a full-round action).

    Third Hand
    Requirements: Dex 13+, BAB +4, Sleight of Hand 5
    Benefits: When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach, which you can use to manipulate objects, throw weapons etc.
    With a successful grapple check, you can perform any of the following actions:
    - Deal your whip’s damage to your opponent.
    - Move at half speed and bring your opponent with you (though he keeps the same relative distance to you).
    - Pull your opponent closer a number of squares equal to your natural reach (up to an adjacent square).

    Vexing Trip
    Requirements: BAB +6, Proficiency with a whip, Improved Trip
    Benefits: Whenever you successfully trip an opponent, that opponent provokes AoOs.

    Intimidation Feats

    Show of Strength
    Requirements: Str 13+
    Benefits: You may use Str bonus instead of Cha bonus when making demoralize opponent checks.
    You can also make an Intimidate check as a free action whenever you manage to establish a hold on an opponent at the first round of grappling.

    Intimidating Prowess
    Requirements: Str 15+, Show of Strength
    Benefits: Add Str to Intimidate checks as well as Cha

    Extended Intimidation
    Requirements: Intimidate 8, Skill Focus: Intimidate
    Benefits: A target successfully intimidated by you suffers lasting effects.
    Instead of ending when you leave, as is normal for the Intimidate skill, the intimidation effect lasts for 24 hours after your departure.
    Thereafter, the target's attitude toward you shifts to unfriendly, but the lingering fear remains. Whenever you return to someone you've previously intimidated, you gain a +4 bonus on his Intimidate check to re-establish the effect.

    Swift Demoralization
    Requirements: Intimidate 12, Skill Focus: Intimidate
    Benefits: You can use the demoralize opponent aspect of the Intimidate skill as a swift action rather than as a standard action.

    Mass Scare
    Requirements: Intimidating Prowess, Skill Focus: Intimidate, Never Outnumbered skill trick
    Benefits: You have sufficient presence that you can cow multiple foes.
    Using an Intimidate check, you can demoralize all opponents within 30' with a single standard action.

    Terrorize the Masses
    Requirements: Mass Scare, Swift Demoralization
    Benefits: Even a glance from your hard eyes is enough to give your foes pause.
    You can demoralize opponents within 30’ as a move action, rather than a standard action.

    Frightful Presence
    Requirements: Terrorize the Masses
    Benefits: This ability functions exactly the same as draconic Frightful Presence, except the range of the effect extends to 30’ plus 30’ per size category beyond Medium.

    Bravery Feats

    Benefits: There is not much that scares you.
    You gain a +2 bonus to all Will Saves to resist fear or fear related effects and the degree of fear you suffer is always one level less severe than others would normally suffer, down to no effect (e.g. shaken instead of frightened, and you're not impressed by effects that merely make others shaken).

    Stone-Faced Soldier
    Requirements: Second Wind class feature, Braveheart
    Benefits: You are immune to all forms of fear and you gain your Combat Edge bonus to resist compulsion effects of all typed (charm, dominate, confusion etc).
    You also gain +2 bonus on initiative checks.

    Stand Against the Tide
    Requirements: Cha 13+, Stone-Faced Soldier, Leadership
    Benefits: All allies within 60’ that have line of sight to you are immune to any fear effect, as long as you're not helpless, dead or removed from the encounter.
    You may also spend a move / standard action to grant allies the following benefits for 1 round / [3 + 1 per Cha-mod] rounds:
    - Your Warrior's Edge to resist compulsion effects.
    - ½ your Warrior's Edge to resist Bull Rush, Grapple, trips, sunders, and disarms.
    Note: The above modifiers apply only vs. opponents that are already in the battlefield. If a new opponent enters the battlefield, they do not apply until the warrior spends an action to include the new opponent.

    Inspiring Strike
    Requirements: Stand Against the Tide
    Benefits: The warrior has learned to rally his allies with his fighting prowess.
    Each round the warrior lands a successful melee or ranged attack, all allies (that can see him) gain a bonus on attack rolls, damage rolls, and saves equal to the number of attacks he lands (including AoOs).
    These bonuses last until the warrior's next turn.

    Misc. Feats

    Automatic Metamagic
    Requirements: 8th full-caster level, you must know at least 3 metamagic feats: with +1, +2 and +3 SL modifiers
    Benefits: You can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every 3 CLs you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell.
    Special: This feat is not restricted to the class that has served as prerequisite. If you're a multiclassed spellcaster, you may apply this feat to spells from both classes.

    Bestow Spell-Like Ability
    Requirements: knows the spell(s) in question, as well as Enchant Item & Permanency
    benefits: You may bestow a recipient (self included) with a SLA, usable once per 24 hours. This costs the recipient a permanent loss of 4HP per SL of the desired effect (2HP loss for ZERO-level spells).
    The caster may bestow multiple daily uses of a given effect. This costs one more HP per SL per additional daily usage (e.g. a (Sp) ability that is bestowed to be usable 3 times per day, would cost a permanent loss of 6HP per SL... or 4HP for a ZERO-level effect).
    Special: You may apply any metamagic feat you know to the effect, modifying the spell effect's level appropriately.
    Special: If a male and a female of a given race are bestowed upon with the same power, should they mate and have an offspring, that offspring will possess the power bestowed upon its parents, with the lower frequency of daily usage of the two. Unlike its parents, the offspring doesn't pay the HP toll.
    Note: This does not override the option of gaining certain SLAs via feats.

    Cannibalized Casting
    Requirements: Con 13+, Concentration 6, Mage level 7
    Benefits: in times of need, when a spellcaster has exhausted her tolerance (see the spellcasting entry above) and cannot afford to fail her spell casting, she can feed off of her own life force to invoke a spell. Cannibalized spells deal 1 Con point of ability burn per strain cost of the spell being cast (see the spellcasting entry, 2nd spoiler).
    Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

    Requirements: Balance 4, Climb 4, Jump 4, Tumble 4
    Benefits: Your balance, agility and coordination allow you take 10 on skill checks involving any and all of the prerequisite skills - even when rushed or distracted.

    Earth Sense
    Requirements: Dwarf or Undermountain Dwarf, Con 15, Wis 15, Blind-Fight, Concentration 8
    Benefits: You gain Tremorsense out to 30’.
    As long as you are touching the ground, you notice the direction and distance of each creature within 30’ that is also touching the ground - even when they're motionless.

    Empathic Ear
    Requirements: Wis 15, Listen 7
    Benefits: You can identify (with 100% accuracy and certainty) the origin of a sound you hear. For example, did a brief, cut-off scream heard from ahead come from a human throat? Male? Female? Was the screamer afraid? In pain? Faking? Was magic involved in producing the sound?
    Empathic Ear allows you to know all the details. Upon hearing the sound, you must use a standard action to identify it. You must do so within 1min, or the opportunity to identify the sound is lost.
    If noticing the sound requires a Listen check, then a second check with the same DC is required to figure it out.

    From the Brink of Death
    Requirements: Heal 7 ranks
    Benefits: You may attempt to revive someone that has been killed for up to 1d10 rounds plus 1 round per HD.
    You must ceaselessly treat the fallen target for a period of 1d10 hours plus 1 hour per round elapsed since its demise.
    Each hour of treatment expends 2 uses from a healer's kit and requires a Heal check vs. DC [30 - target's (HD + con-mod)]. If you fail, the subject is truly dead and may no longer be revived. If you fail by 5 or more, you're not aware of your failure.
    Any round during treatment where you're interrupted, counts as an additional round it took to start treatment after the target has fallen, increasing treatment time.
    Up to 4 assistants may aid the healer, all of which must have 5 or more ranks in Heal. Each assistant lowers the DC by 2.
    Survivors brought back from the brink of death are stabilized at -9 (or your lowest houseruled value for being stabilized).
    Special: There are cases that are beyond the scope of this feat:
    - Physical destruction
    - Decapitation
    - Heart-extracted
    - Brain-extracted
    - Stat-drained (this special case is undetectable by the Heal skill until 1d4 hours of treatment have elapsed)
    - Any other condition that's totally beyond the scope of modern medicine
    Special: Targets that have died of suffocation take less time to revive: 1d10 minutes plus 1 minute per round elapsed since its demise.

    Gaze Spell
    Benefits: Instead of casting a spell, you may deliver its effect as a Gaze attack. Doing so replaces the spell's Somatic and Vocal components.
    A spell must be a Close/Medium/Long range spell and applicable against a single target.
    It requires eye-to-eye contact to deliver a spell effect as a Gaze Spells (meaning targets that don't possess active eyesight cannot be affected).
    Gaze Spells count as one level higher than their actual SL.
    Changing a spell into a Gaze Spell does not alter the spell's normal casting time.

    You find your perceptions have grown so highly attuned that they become supernatural.
    Requirements: Wis 13, Listen 6, Spot 6, Blind Fighting
    Benefits: You gain blindsense out to 5' / Wis-bonus.
    Special: Blindsense gained via this feat requires triggering.

    Benefits: A new skill feat. You gain +2 to both Autohypnosis and Concentration

    Iron Lungs
    Requirements: Endurance, Swim 4 ranks
    Benefits: You had extensive training holding your breath. You double the duration you can hold your breath in all situations. You also gain +2 competence bonus to all Swim checks.

    Speed Reader
    Requirements: Extensive vocabulary in a given language
    Benefits: You have learned to interpret text at a rapid rate. You can read a single page of text as a full-round action.
    This applies even to text read with comprehend languages, or through the use of the Decipher Script spell.

    Requirements: Perform (comedy/mime/oratory) 5
    Benefits: As a Standard Action, you may attempt to enrage a single melee opponent. If your opponent fails its Will save (DC = your Perform check), the enraged opponent must focus all his/her attacks on you, ignoring all others, until it makes the save (or at least must include you, when casting multiple-targets spells & effects) or you're disabled/helpless/pinned/dead for whatever reason.
    The enraged opponent fights recklessly (see post #3).
    A target can only be taunted (whether successful or not) once per encounter.
    By taking a -5 penalty on your Perform check, you can also provoke an opponent to attack a target it is unfriendly with.
    By taking a -10 penalty on your Perform check, you can provoke it to attack a target it is indifferent towards.
    By taking a -20 penalty on your Perform check, you can provoke it to attack a target it is friendly towards.
    Note: This feat replaces Goad (CAdv; p.109).

    Touch Spell
    Benefits: You can cast a ranged spell as a more powerful touch spell.
    Any spell with a Close, Medium, or Long range can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC. Touch Spell does not augment a spell’s level.

    Requirements: Con 15+
    Benefits: Your increased vitality and attentiveness grant you the following benefits:
    - You need only half as much sleep as a normal person of your race would
    - You can push yourself up to twice as long between sleep, but then you require normal sleep time.
    - The penalty on listen checks while sleeping is reduced to -5 instead of -10.
    - You're not staggered when you sleep is interrupted.


  10. - Top - End - #10
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Classes Intro


    Classes Intro

    There are countless ways of addressing classes and an infinite amount of self made classes out there.

    Given PrCs make it absolutely impossible to maintain any sane level of character balance, I tend to stand firmly against the notion.
    That’s why I tried to concoct a cocktail of classes that, along with the suggested above rules , will allow one to role just about any character that comes to mind, but without effortlessly beating others at their own game.

    I will propose 6 base classes, which will provide the base mechanics for classes:
    - Warrior
    - Rogue
    - Priest
    - Mage
    - Druid
    - Warlock

    I will also propose 4 hybrid classes, each of which also bringing a lot of new stuff to the gaming table:
    - Bard
    - Witch
    - Hexblade
    - Spellthief

    Regrettably, some character concepts are just beyond the reach of the above classes.
    Therefore, I will also propose 5 specialized classes:
    - Monk
    - Soulknife
    - Dragonfury Disciple
    - Disciple of the Weirding Ways
    - Time Bender

    Note: It is not mandatory for this list to be closed and final, but a new class should be more or less balanced with the other classes in power & versatility and should bring something entirely new to the gaming table. I put a lot of thought on allowing any character concept I could conjure to mind, but if one finds this list lacking, then additions are ok.

    Spellcasters and Multiclassing:

    Characters with a magical ability gain a special benefit when multiclassing.
    For every two levels that a character has in classes without spellcasting, he increases his spellcasting ability in each class that does advance spellcasting.
    This increases his Tolerance, spells known, and caster level as if he had gained a level in his chosen spellcasting class.
    This increase is limited by 1/2 the number of levels he has in each class of his spellcasting classes.
    Also, any class features other than spellcasting are completely unaffected by this increase.
    For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but that doesn't grant him Minor School Esoterica.
    If he gained two more Warrior levels, his spellcasting ability would not increase, because 2 synergy levels are more than 1/2 of 3 Mage levels.
    Special: Invoking behave just as spellcasting when it comes to multiclassing (as per the details above).

    Writer's Note:

    False Assumption: Spellcasting by default is more powerful level-per-level than all other features of any one class you’d choose.

    Assumption Is False Because: Spellcasting is actually the worst possible thing to multiclass. When a warrior takes a level in Rogue, he directly benefits from all of the Rogue's combat abilities. Taking a level in rogue makes him better at being a warrior, thanks to sneak attack and other abilities. This is true of essentially all noncaster classes and class features, because they all operate under the same system.

    When a spellcaster takes a level in Warrior (or vice-versa), that isn't true.
    A spellcaster gains zero benefit for his core mechanic when he takes a level in any other class. It just doesn't help his casting at all.
    See, everyone except spellcasters already gains multiclassing benefits. Casters are the only ones that don't! This is the origin of the Mystic Theurge problem, but it runs deeper than that. The only playable gishes in D&D have been complicated prestige class shenanigans builds that retain a great deal of casting - noncaster X / Wizard X has never been reasonably viable.

    Tolerance when multiclassing 2 or more classes with spellcasting:
    Given that Tolerance = [main spellcasting ability score] + [caster-level] + [Con-mod]...
    1. Use a single unified pool.
    2. Take the best [main spellcasting ability score]
    3. Stack all effective CLs ?
    This results in a bit of spell-output loss compared to the core theurge (uses separate pools), but it is offsetted quite nicely with class features and actually makes multiclassing a dilemma.

    Feats for multiclassing 2 or more spellcasting classes:
    Magical Synthesis [General]
    Requirements: 2 levels in two different classes that promote spellcasting.
    Benefit: Choose two magical classes you possess. You treat levels in each of your chosen classes as levels in classes that don't promote spellcasting, in regards to each other.
    When gaining levels in either of your chosen classes, you increase your spellcasting ability with the other class as if your class doesn't promote spellcasting.
    Special: This feat applies to invoking just as much as it applies to spellcasting.
    Trinity Mystic [General]
    You have learned how to flawlessly synergize all three primary sources of spellcasting: arcane, divine and nature.
    Requirements: 2 levels in Druid, Priest and Mage (Wizard in specific - see the Mage class below), Magical Synthesis feat.
    Benefits: For each level you have in all three primary spellcasting classes, you increase your spellcasting ability by 1 level in each of them.
    This would make a Pries 3 / Druid 3 / Mage 3 count as Pries 3(6) / Druid 3(6) / Mage 3(6) for spellcasting purposes.
    Special: Unlike Magical Synthesis, this feat does not take invoking into accounts. It's purely designed to harmoniously unite the three primary spellcasting methods into one, using their extensive common denominator.
    Writer's Note: Due to power compromise and high mental-ability requirements, I'd characterize this feat as more suitable for NPCs (but if a player wishes to be one - I see no problem in letting them).

    Resolving the Elusive Multiclassing Balancing Point
    Taking a momentary glance at what a 20th level character could look like, let's examine the following options:
    - Dual-Caster: L.10(15)/L.10(15), L.12(16)/L.8(12) or L.14(17)/L.6(9).
    - Trinity-Caster: L.14(17)/L.3(6)/L.3(6), L.12(16)/L.4(8)/L.4(8), L.10(15)/L.5(10)/L.5(10) or L.8(14)/L.6(12)/L.6(12).
    - Gish: Combatant 12/Caster 8(12) seems like the optimum here (BAB +16, 6th level spells).
    This seems to me like a reasonable balancing point between single-classed and multi-classed spellcasters.
    This balance (trading raw power for versatility) seems to be solidly maintained from 4th level and all the way to 20th.

    Spell-Invocation Combo Feats:
    Note: Not much to say here, these feats mount spell effects onto EB or essences onto spells.
    Spellblast [General] 
    Requirements: 2 eldritch essences, 1 ranged-touch spell, 1 spell that target (a) specific opponent(s), able to cast 2nd level spells
    Benefits: Instead of modifying your EB with eldritch essence, you can mount it with a spell.
    Spells that can be carried by an EB via this feat include:
     - Ranged-Touch spells 
     - Spells that target (a) specific opponent(s). An EB must hit its target for the spell to take effect.
    If you have the means of converting spell-levels into other effects (e.g. via Draconic Breath feat (CA)) – these effects may be mounted onto your EB as well.
    Eldritch Spellweave  [General]
    Requirements: 2 eldritch essences, 1 touch spell, 1 ranged-touch spell, 1 spell that targets a specific target, able to cast 2nd level spells
    Benefits: You can apply eldritch essence to any spell that affects a target or that requires a melee/ranged touch attack.
    An eldritch essence can be mounted onto spells of a level equal to (or greater than) its level-equivalency.
    If the essence requires a saving throw, use the normal save DC for that essence.
    Damage alteration essences can be applied only to spells that deal damage (you can't add brimstone blast to Charm Monster).
    Special: Essence-carrying spells (via Spellblast) cannot be mounted onto EB.
    Greatreach Spellblast  [General]
    Requirements: Spellblast, Eldritch Spellweave, 1 AoE spell, 3 eldritch essences, an AoE blast shape (e.g. Eldritch Cone), able to cast 3rd level spells
    Benefits: This feat extends the scope of Spellblast to encompass touch spells and AoE spells.
    Special: AoE effects can only be mounted onto an EB modified by an AoE blast shape.
    Widespread Eldritch Spellweave  [General]
    Requirements: Eldritch Spellweave, Greatreach Spellblast
    Benefits: You may now apply eldritch essence to AoE spells as well. All targets in the AoE are affected by the essence(s) you apply. You may also apply essence to auto-hit spells, but is the spell allows a save and the target makes the save, the essence doesn't take effect.

    "…but I wanna play a Duskblade "

    Contemplating gishes, one thing that remains missing is the ability to mix sword and spell.
    The rules thus far don't offer options to mimic the Duskblade's ability to channel spells through his melee attacks.
    With this thought in mind, it also popped to mind that I never liked the asymmetry of arcane warriors vs. divine warriors.
    Therefore, I've decided to rename Arcane Strike feat ("Spellstrike") and change it to apply to spellcasting in general, and to introduce new feats to mimic the Duskblade's Arcane Channeling and take it even further.

    Spellstrike [GENERAL]
    Requirements: BAB +4, 3rd SL spells
    (Example: W2/M4(5))
    Benefits: As a swift action that does not provoke AoOs, you can channel the spell energy of a single spell into your melee attacks (weapon/unarmed/natural), thrown weapons, or missiles.
    For each SL you trade, you gain a +1 bonus on all your attack rolls for 1 round, as well as extra damage equal to 1d4 points.

    Spell Channeling (single attack) [GENERAL]
    Requirements: BAB +6, 4th SL spells, Spellstrike (Arcane Strike)
    (Example: W4/M5(7))
    Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to deliver a touch spell through your melee attack, or a ranged-touch spell through a ranged attack.
    The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
    The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
    If the touch-attack misses, the spell is expended with no effect.

    Combat Spell [GENERAL]
    Requirements: BAB +8, Spell Channeling
    Benefits: You may use a move, standard or full round action – that doesn't provoke AoOs – to make a single melee or ranged attack and cast a single spell on yourself.
    The spell must have a casting time no greater than the action you choose to take (i.e. swift / standard / full round respectively – the first is available starting at BAB +11).
    The spell takes effect either before or immediately after you have made your attack.
    Spells cast in this manner never require vocal component and your attack serves as the spell's somatic component (if needed).
    You cannot cast spells this way if they require material components, unless you possess the Eschew Materials feat and may apply it to the desired spell.
    Special: Regardless of the action you use to execute this feat, you may only do so once per round.
    Special: You may not apply Combat Spell and Spell Channeling in the same round.

    Greater Spell Channeling (full attack) [GENERAL]
    Requirements: BAB +8, 5th SL spells, Spell Channeling
    (Example: W4/M8(10))
    Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver a touch or ranged-touch spell through all your attacks.
    The spell must have a casting time of standard action or less.
    The spell takes effect on a successful touch attack – even if the normal attack roll misses and deals no physical damage.
    The spell affects each target you hit in melee combat that round, but each target may be affected only once.

    Spell Channeling Flurry (multi-spell) [GENERAL]
    Requirements: BAB +10, 6th SL spells, Greater Spell Channeling
    (Example: W6/M8(11))
    Benefits: You may use a full attack action – that doesn't provoke AoOs – to deliver multiple touch or ranged-touch spells through your attacks.
    The spells must each have a casting time of standard action or less.
    The spells take effect on a successful touch attack – even if the normal attack rolls miss and deal no physical damage.
    Each physical attack is mounted with a different spell, and each target may be affected only once.

    Epic Level Characters:

    Epic Stats:
    Once BAB reaches +20, it advances at a rate of +1 per 2 levels, regardless of class.
    Once saves reach +12, they advance at a rate of +1 per 3 levels, regardless of class.

    Epic-Level Spellcasting:
    Spellcasters that have gained their 21st class level gain a new spell level (regardless of the level that had granted them their highest pre-epic spell level).
    Beyond level 21, access to new spell levels is gained at the normal rate as it did pre-epic:
    - Each odd level for Priest / Mage / Druid.
    - At levels 24/27/30... for Bard and Witch's primary circle.
    - At levels 25/29/33... for Spellthief and Witch's secondary circle.
    Epic spell levels don't grant access to new spells. Their sole purpose is for heightened spells and metamagic.
    This rule ignores invocations, since there's no strain toll on invocations and there is no meta-invocation category of feats or powers.

    Epic-Level Invokers:
    Starting at level 21, a warlock/DFD may take an extra Grand invocation via Extra Invocation feat.
    Starting at level 21, a hexblade/witch gains access to Grand invocations and may take an extra Grand invocation via Extra Invocation feat starting at level 27.
    This is as far as using invocations progresses.

    Other Class Features:
    All other class features continue to accumulate and progress at their normal pre-epic rate (if and when relevant).

    Epic Magic:
    Immortals, demigods and divine & exalted beings all use the same magic that mortals do.
    Only the gods have access to magic that surpasses the reach of mortals.
    In this set of house rules, there’s no attempt to figure the powers of deities, but if one wishes to contemplate the things only gods can do, then the following list could serve as a decent place to start from:
    - Bestow upon (or deprive of) a mortal access to divine spells.
    - Create species.
    - Manipulate souls.
    - Detect / hide from other deities.
    - Hear prayers of followers – priests in particular.
    - Plane-scale divination.
    - Create/change/move heavenly body.
    - Create/change/move demi-plane.
    - Create/change/recharge magical gear instantly.
    - Mass perfect cure.
    - Permanently and irrevocably transform one mortal being into something else.


  11. - Top - End - #11
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Warrior

    Class: Warrior



    I consider fixing the Fighter - in a manner that will be effective and attractive throughout 20 levels - to be the hardest 3.5 homebrew task.
    In my view, a viable Fighter fix needs to uphold all of the following criteria:
    - Build Versatility: the ability to be any kind of martial archetype.
    - Perpetual Viability: the ability to be effective with any kind of combat style he chooses to adopt.
    - Alternative strategies: the ability to be effective with several combat styles.
    - Efficiency: Not waste feats on the obvious.
    - Survivability: being less susceptible to a wide array of influences.
    - On-The-Fly Versatility: the ability to pick the right tools of warfare according to the need of the moment.
    - Combat Tactics I: The ability to analyze and control the battlefield better than other characters that are not as martially inclined.
    - Combat Tactics II: Combat decisions other than “I attack it”.
    - Recovery: the ability to reduce conditions or even thwart them when strategically feasible.
    - Battlefield Mobility: the ability to move about the battlefield better than most others.
    - Action Economy: the ability to take more combat actions than most others.
    - Grit: the ability to suffer less from conditions than other, without resorting to immunities.
    - Battlefield Clarity: the ability to recognize falsehood and focus on the real target.
    - WBL Independence: the ability to be viable on your own, because magical gear helps everybody.
    - Minding His Own Business: not stepping on the toes of others.
    - Being suitable for 3.5 newbies and veterans alike.

    As far as I've encountered, this is the only Fighter fix that upholds all of the above.

    Hit Die: d10

    Table: The Warrior
    Saves Special
    Level BAB F R W Class Abilities Combat Edge Weapons Expertise
    Warcraft, Combat Training, Bonus Feat
    3 Weapons
    Bonus Feat, Physical Prowess (1 , +1)
    Warcraft, Combat Focus (Maintain / Expend)
    Bonus Feat, Combat Adaptation (1)
    Warcraft, Ever Vigilant (Maintain)
    4 Weapons
    Bonus Feat, Physical Prowess (2 , +2)
    Warcraft, Second Wind (Expend)
    Bonus Feat, Combat Adaptation (2)
    Warcraft, Tide of Battle (Expend)
    5 Weapons
    Bonus Feat, Physical Prowess (3 , +3)
    Warcraft, Veteran's Grit (Maintain)
    Bonus Feat, Combat Adaptation (3)
    Warcraft, Action without Thought (Maintain / Expend)
    6 Weapons
    Bonus Feat, Physical Prowess (4 , +4)
    Warcraft, Battleshaper (Expend)
    Bonus Feat, Combat Adaptation (4)
    Warcraft, Find the Mark (Expend)
    7 Weapons
    Bonus Feat, Physical Prowess (5 , +5)
    Warcraft, Combat Supremacy (Maintain)
    Bonus Feat, Combat Adaptation (5)

    Class Features:

    Class skills: Balance, Climb, Craft, Diplomacy, Handle Animals, Heal, Hide, Intimidate, Jump, Knowledge (dungeoneering / geography / history / local / nobility and royalty), Listen, Move Silently, Profession, Ride, Sense Motive, Spot, Survival and Swim.
    Skill points per level: 4 + Int-mod

    Weapons and armor proficiencies: Warriors are proficient with all simple and martial weapons . They’re also proficient with medium armor and shields. Also, for each 3 Warrior levels, a warrior gains a bonus proficiency with an exotic weapon of his choice.

    Alternative Equipment Packages:
    - A warrior may trade one Weapon Expertise (see below) for gaining heavy armor and tower shield proficiency.
    - A warrior may trade medium armor, shield and buckler proficiency for any single combat feat he could normally take at 1st level, plus having Sleight of Hand, Tumble and Use Rope as class skills.

    Warcraft (Ex)

    Throughout his career, a warrior's training grants him access to many combat advantages that most other characters cannot grasp.
    At every odd level, the warrior chooses one warcraft from any warcraft that he qualifies for (of his level or lower).
    These abilities are taken from the more martially inclined official classes as shown in the table below.
    In addition to the core abilities, there are many new warcrafts that have no parallel official class feature.

    Source Class Associated Feature Minimum Level + Other Requirements[/center] Notes & Extras
    Rage 1 See below
    Uncanny Dodge 3
    Im. Uncanny Dodge 7
    Tireless Rage 9, Rage
    Steely Resolve (+ Furious Counterstrike) 1 Matches the Crusader's according to class level
    Zealous Surge 3 Works once between rests (because it's not beneficial enough to warrant rest)
    Mettle 5
    Bulwark of defense 3
    Shield Ally 7
    Improved Shield Ally 11, Shield Ally
    Evasion 9
    Acrobatic Charge 7
    Other Warcrafts
    Engage 1 See below
    Pack Mule 1 See below
    Combat Threat 3 See below
    Evaluate Combat Gear 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking] 4 ranks each See below
    Discern Battle 5, Track See below
    Maneuvers Expertise 5 See below
    Assess the Enemy 7 See below
    Fearless Rage 7, Rage The warrior is immune to fear while raging
    Ironhide Rage 7, Rage During rage, you gain DR 2/-. This value increases by +2 for each 3 levels past 7th
    Lunging Strike 7 See below
    Skillful Attack 7 See below
    Combat Threat Excellence 11, Combat Threat See below
    Maneuvers Mastery 11, Maneuvers Expertise See below
    Resilient Rage 11, Ironhide Rage Your rage derived DR now also counts as energy resistance vs. all energy types
    Skillful Onslaught 13, Skillful Attack See below
    Improved Mettle 15, Mettle Same as Improved Evasion, but applied to effects that provoke Fort/Will saves
    Deathless Frenzy 17, Tireless Rage See below
    Combat Threat Supremacy 19, Combat Threat Excellence See below
    Improved Evasion 19, Evasion Same as the core Monk's 9th level ability of the same name
    Warlord Warcrafts
    Tactical Leader 1 See below
    Battlefield Commander 3 See below
    Compelling Oratory 5, Battlefield Commander See below
    Renewed Effort 7, Compelling Oratory See below
    Rallying Cry (swift oratory) 7, Compelling Oratory See below
    Demoralizing Presence 11, Rallying Cry (swift oratory) See below
    Rallying Cry (negate conditions) 11, Rallying Cry (swift oratory) See below
    Daunting Presence 13 See below
    Rallying Cry (immunity to conditions) 13, negate conditions See below
    Supreme Commander 15 See below

    Warcrafts that Emulate Core Features

    Rage keeps working as given by RAW - including the increased #uses by level - one more use per 4 Warrior levels.
    Rage now comes with 2 extra changes:
    1. During rage, a character's movement is increases by 10'. This affects all of the character's movement modes.
    2. Rage means Brawn over Skill. Rage cancels out all Combat Edge benefits to the warrior's weapons of choice (via Weapons Expertise). Instead, for each time that Combat Edge benefits increase above +1, Rage-based Str increase is elevated by another +2 (meaning base Str increase of +2, plus twice Combat Edge modifier).

    Other Warcrafts

    Assess the Enemy
    You have battled against a multitude of foes, and learned to identify them quickly. Your level counts as the number of ranks in any Knowledge skill for the purpose of identifying creatures to gain strategic advantage and in planning for a large battle (Heroes of Battle), and a warrior always counts as trained in any such knowledge check. This does not apply to any other aspect of Knowledge and does not stack with actual ranks in any of the various Knowledge skills.

    Combat Threat
    Whenever a creature within the warrior's threatened area "ignores" the warrior during its combat turn (doesn't target him with an attack, combat maneuver, special ability or a spell), that creature provokes an AoO from the warrior.

    Combat Threat Excellence
    Whenever a creature within the warrior's threatened area directs any offensive action vs. an opponent other than the warrior, that creature provokes an AoO from the warrior and loses its Dex-bonus to AC for that AoO.

    Combat Threat Supremacy
    The warrior can slay his foes with awe-inspiring ease. Whenever the warrior makes an AoO, it is treated as if against a helpless foe (Coup de Grace).

    Deathless Frenzy
    The warrior's adrenaline keeps him going when others would fall.
    So long as the warrior is raging, he cannot be dazed, disabled, paralyzed, petrified, staggered, stunned, unconscious or killed by HP loss.
    Once the rage ends, the warrior is subjected to any of these effects that he was subjected to while raging.

    Discern Battle
    The warrior may study a site where creatures did battle and learn about what took place there with amazing accuracy and uncanny insight. This ability requires 10 minutes and may be used on one corpse or 10' radius area at a time. Using this ability on a corpse is similar to the Speak With Dead spell except that the effect can only provide answers to questions related to the fighting that took place immediately before the creature's death (the ability fails if the warrior tries to use it on a creature that did not die from violence). Using this ability on an area is similar to the Stone Tell spell except that the effect cannot reveal information about anything covered or concealed in the area and only reveals information about the most recent violence done in the area.

    Choose an enemy in your threat range. You assume a position to hinder them.
    As long as you attack your chosen enemy at least once in a given combat round, that enemy takes a penalty on attack rolls equal to your Combat Edge score when attacking anyone else but you.

    Evaluate Combat Gear
    Your Warrior class level counts as Appraise ranks for the purpose of estimating the market value of any combat equipment (weapons, armors and ammunition) - including magical gear.
    Once per item, regard 1/2 your Warrior level as caster level for the purpose of benefiting from Identify spell. This, however, is not applicable for all magical enhancements, but only for enhancements that are directly associated with combat. So, if for instance a warrior with this ability would gain a flaming spear that can make you fly 3 times a day, he'd only have a chance of revealing the flaming capability. The warrior may be adequately trained at figuring combat associated runes, but anything else is total gibberish to him.

    Lunging Strike
    The warrior has adopted wide stances that allow him to extend his reach with all weapons (including unarmed strike) by 5’.

    Maneuvers Expertise
    Once per round, the warrior can substitute any normal attack with one of the following combat maneuvers that normally requires a standard action to execute:
    - Aid Another (only within his threat area)
    - Bull Rush
    - Escape Grapple
    In addition, the warrior may execute the following maneuvers as an attack action, even if not possessing the appropriate "Improved <MANEUVER NAME>" feat.
    - Disarm
    - Feint
    - Sunder
    - Trip
    The warrior uses the attack bonus he would normally use for this Maneuver.
    Note that one cannot Bull-Rush more than 5’ as an attack action.

    Maneuvers Mastery
    The warrior can now substitute any attack (including AoOs, by expending an immediate action) with a combat maneuver that normally requires a standard action to execute (see Maneuvers Expertise).
    Special: Grappling cannot be initiated via an AoO.

    Pack Mule
    You have become used to long journeys with a heavy pack and the use of a wide variety of weaponry and equipment.
    This grants you 3 equipment associated benefits.
    1. You suffer no penalties for carrying medium load.
    2. You add your Con-mod to your Str-score when determining your loads. This ability does not affect your "lift over head", "lift off ground", or "push/drag" weight (note that this increase is in effect only to the point where heavy load is still below the value of "lift over head").
    3. You may retrieve stored items without provoking AoOs.

    Skillful Attack
    The warrior may use any of the following skills once per round, as part of a single melee attack: Bluff, Handle Animal, Intimidate and Jump.
    He may use any of the following skills once per round as part of a single ranged attack: Balance, Listen, Ride and Spot.

    Skillful Onslaught
    The warrior can now make multiple uses of Skillful Attack in a single round and is only limited by the number of his attacks per round (including any and all additional attacks).

    Warlord Warcrafts

    Tactical Leader
    The warrior excels at teamwork.
    The warrior gains teamwork benefits (HoB, p.115), which he can train others within 2-days training periods instead of 1-week periods.
    The number of teamwork benefits the warrior gains equals 3 + the total number of Warlord Warcrafts the warrior has taken (including this one).
    Furthermore, The warrior always succeeds at Aid Another attempts.

    Battlefield Commander
    The warrior is a genius at providing quick combat tips.
    As a move action, the warrior can choose between several Warrior benefits and grant the chosen benefit to a single ally until the beginning of his next turn.
    In all cases, the ally must be within [60' + 10' per 2 Warrior levels] and must be able to see and hear the warrior.
    In all cases, the ally counts as a warrior with as many levels as his BAB, capped by the warrior's class level.

    - The warrior can grant an ally all his Combat Edge bonuses to a single weapon or shield.
    For this benefit to take effect, the ally must be:
    1. Wielding a weapon/shield that the warrior has Weapons Expertise with.
    2. Proficient with the weapon he's wielding.

    - The warrior may also grant an ally the use of one of his known feats.
    For this benefit to take effect, the ally must meet all the feat's prerequisites.

    - The warrior may also grant an ally one of his Physical Prowess.

    With practice, a warrior learns how to bestow these benefits more rapidly. Starting 4 levels after Battlefield Commander is first taken, the warrior may grant its benefits as a swift action.

    Compelling Oratory
    Requirements: Battlefield Commander
    A veteran warlord draws confidence from his men and knows how to project that confidence back at them.
    3 + Cha-mod times per day, while you are not in combat, you may give a rousing speech to your allies, inspiring them and convincing them that you will succeed at whatever task you must perform. Each allied creature who can see and/or hear you is cured of Fatigued condition (or has Exhaustion reduced to Fatigued) and gains a number of temporary hit points equal to your Warrior level + your Cha-bonus. These temporary hit points remain until they are expended, or until that ally falls asleep.
    After making a Compelling Oratory, the warrior becomes immune to fear until the effect wears off.

    Renewed Effort
    Requirements: Compelling Oratory
    As a standard action that doesn’t provoke AoOs, you may grant an ally (self not included) a renewed saving throw, augmented by the warrior’s Combat Edge modifier, to thwart an ongoing temporary physical effect or a mental effect. An ally must be able to hear the warrior in order to benefit from Renewed Effort.
    Renewed Effort may only be applied once per effect.

    Rallying Cry (swift oratory)
    Requirements: Compelling Oratory
    Once per round, when the warrior hits a common enemy in combat during his turn, he may give off a loud battle cry that lift his allies' spirit as a free action.
    This is an alternative means of utilizing the benefits of Compelling Oratory.
    Alternatively, the warrior may activate this ability as a move action, without the need to hit an opponent.

    Demoralizing Presence
    Requirements: Battlefield Commander, Rallying Cry (swift oratory), Intimidate 12 ranks.
    The warlord's presence on the battlefield is so potent that his enemies can't help but notice.
    All enemies who enter the warrior's range of Battlefield Commander must make a successful level check as if the warrior has targeted each of them separately with a Demoralize attempt. Creatures of equal or higher CR than the warrior's class level automatically succeed on this particular saving throw.
    A creature that makes its save becomes immune to that warlord’s Demoralizing Presence for the next 24 hours.

    Rallying Cry (negate conditions)
    Requirements: Rallying Cry (swift oratory)
    From this point on, whenever the warrior issues a Rallying Cry, conditions associated with sleep, charm & fear are removed from all allies (self-included, in case the warrior is shaken) within the AoE of Battlefield Commander.

    Daunting Presence
    Requirements: Demoralizing Presence
    Any opponent who has become demoralized due to the warlord's Demoralizing Presence must make a successful Will save vs. DC 10 + 1/2 the warrior's class level + his Cha-bonus. Opponents that fail their save become Fatigued. Opponents who are already Fatigued suffer -2 Str & Dex ability damage.

    Rallying Cry (immunity to conditions)
    Requirements: Rallying Cry (negate conditions)
    All allies also become immune to sleep, charm & fear until the end of the encounter.

    Supreme Commander
    Requirements: Tactical Leader, Rallying Cry (negate conditions)
    The warlord has becomes an absolute master of the battlefield.
    1. The Warlord's battlefield coverage increases to 100' + 20' per level (via inhuman voice and enhanced eyesight & hearing).
    2. The warrior and his allies gain Indomitable Soul as bonus feat, even if they would not normally qualify for taking it.

    Note: A warrior may, instead of taking a Warcraft, decide to take 1 bonus combat feat and 1 combat associated skill trick (beyond the normal skill-tricks limit). In all cases, he must meet all the prerequisites, alleviated by Combat Training.

    Combat Training (Ex)
    For the purposes of qualifying for "Fighter feats" (gained by either class progression or character progression), you treat your ability scores as though they were 2 points higher than they actually are at 1st level.
    At level 6 and each 5 class-levels thereafter, this bonus increases by +1 (max +5 at level 16).
    Furthermore, once per day, a warrior may spend 10 minutes training with a specific weapon he’s not proficient with and gain proficiency with that specific weapon (doesn't apply to other weapons of the same type). This temporary Weapons Expertise (see below) is lost in 2 cases:
    - More than 1 day per warrior level has passes since the last time the warrior has trained with the weapon and it was not used in battle.
    - The warrior has completed an hour of training with another weapon for the purpose of gaining temporary proficiency.

    Bonus Feat (Ex)
    Same as the core Fighter.
    A warrior automatically qualifies for any Fighter ACF that requires a feat trade. Furthermore, a warrior is not bound to taking an ACF exactly at the stated level. Once the stated level is gained, the said ACF is available from there on.

    Combat Edge
    Many of the Warrior's abilities provide the indicated values as bonuses to attack, damage, opposed rolls and other aspects (read on).
    Writer's Note:

    This feature comes instead of all Weapon Focus tree feats (except for Weapon Focus itself).
    Since those feats are tagged Fighter-only feats and since I'm aiming for built-in advantage, I consider this a massive improvement, since now feats will not be wasted on stat-improvements that are instead gained automatically.

    Weapons Expertise
    A warrior starts his career with 3 weapons with which he gains combat advantage over others. Any weapon a warrior chooses for Weapons Expertise gains the indicated bonuses in the Combat Edge column to attack rolls, damage scores and opposed checks (trip, sunder, disarm etc). These bonuses are doubled for all cases that are relevant for Ever Vigilant (see below). At the indicated levels, a warrior may select additional weapons that gain this bonus. Melee weapons benefiting from Combat Edge also gain half the modifier as shield AC bonus.
    For the purpose of qualifying for feats and anything else that might be relevant, a warrior counts as having Weapon Focus with all weapons that he's chosen for Weapons Expertise.
    Special: Weapons associated with one of a warrior's weapons of choice (belong to the same weapon group a-la UA) gain 1/2 Combat Edge bonuses, rounded down.
    Special: A warrior can - instead of a weapon - choose to specialize in the use of a particular shield size, granting it all the bonuses as per weapons (now Sword&Board can actually count for something). A warrior may decide to wield 2 shields, however, in such case, the modifiers of Combat Edge are counted only for one of the shields. (dual-shield-wielding is too cumbetsome to allo double-benefit).
    Special: Weapons Expertise may be traded for gaining proficiency with 2 exotic weapons of the warrior’s choice.

    Physical Prowess (Ex)
    Choose one prowess from the listed below. You gain +1 to all checks detailed for the specified prowess.
    At 6th level and every 4 levels thereafter, you get to choose an additional prowess and the bonus to all possesses you possess scales by a cumulative +1.
    Applied Force: Strength checks to break or burst items, as well as all Sunder checks.
    Honed Defenses: Select one saving throw. You add your Combat Prowess bonus to this saving throw.
    Routine Wariness: All initiative checks.
    Skills of War: All opposed combat associated skill checks (Bluff, Listen, Sense Motive, Sleight of Hand, Spot, Tumble…) and ability-based checks.
    Survival Training: All ability checks and skill checks associated with survival, such as Balance checks made to avoid falling when balancing or moving through rough terrain, avoiding nonlethal damage from a forced march, resisting drowning etc.

    Combat Focus and its derivatives (Ex)

    Combat Focus (Maintain/Expend)
    Starting at 3rd level, a warrior gains enhanced combat readiness and combat-oriented frame of mind.
    Combat Focus activates automatically the instance a warrior is aware of immediate danger.
    Combat Focus lingers for the entire encounter, unless the warrior expends it or loses it due to conditions. Any condition that disables the warrior, totally prevents him from taking willful action or hampers his determination (e.g. fascinated, panicked, paralyzed... etc) also causes him to lose his Combat Focus.
    As long as Combat Focus is active, the warrior gains his Combat Edge bonus to all saves.
    A warrior can enter and leave Combat Focus outside of combat as a free action, for a total of [5 rounds + 1 round / level] within a given 10 minutes period (you can't remain constantly on your toes).
    Also, as a swift/immediate action, a warrior can voluntarily end his focus to gain a bonus to a single d20 roll (save, attack roll, ability check, level check, etc) equal to 1/2 his class level. He may choose to do so after learning the result, possibly changing a failed result into a successful one.
    If Combat Focus is lost due to conditions, it returns at the beginning of the warrior's next combat-turn to come after the last of them has ended. If it is expended voluntarily during the warrior's turn, it is regained automatically at the beginning of the warrior's next turn. If it is expended voluntarily as an immediate action, it is regained automatically once the warrior's next turn has ended.
    As a warrior gains levels, new benefits are gained that are based on this feature. These benefits either derive from Combat Focus' maintained state or by expending it to traverse obstacles that would cripple others or perform tasks that are beyond the capabilities of others.

    Ever Vigilant (Maintain)
    Starting at 5th level, while benefiting from Combat Focus, the warrior gains his Combat Edge score as bonus to the following:
    - Listen & Spot checks
    - Attack rolls when making AoOs and when attacking targets that are flanked, flatfooted or lose their Dex-bonus to AC for any other reason.

    Second Wind (Expend)
    Starting at 7th level, by expending his Combat Focus as a free action, the warrior can heal as many HP as he'd gain with a full night's rest and remove any and all of the following effects: confused, temporarily crippled (hampred movement), dazed, dazzled, exhausted, fatigued, nauseated, shaken, sickened, slowed and stunned. This applies only to damage and conditions sustained during the current encounter. Once the encounter is over, the damage/conditions cannot be negated with this ability.

    Tide of Battle (Expend)
    By 9th level, the warrior has learned to flawlessly place himself where he is most needed in combat or at the end of a charge.
    As an immediate action, he may expend his Combat Focus to take a 5'-step. This is in addition to any other movement he takes during his turn, even another 5'-step.
    As a swift action, he may expend his Combat Focus to take a single move action (except when spending his entire combat-turn running).
    Also, the warrior may act as if he had readied an action, by expending his Combat Focus as an immediate action, subject to the normal rules for readied actions.

    Veteran's Grit (Maintain)

    An 11th level warrior is a hard target to take down and even harder to take out of a situation.
    During Combat Focus, the warrior gains Fast Healing 3.
    Furthermore, As long as the warrior benefits from Combat Focus, even after succumbing to attacks, spell effects or supernatural abilities that cause conditions, the warrior is able to partially or totally shrug them off.
    When he's subjected to one of the following conditions, replace his condition with the condition one cell to the right on the table.

    Condition Becomes... Becomes... Becomes... Becomes
    Cowering Panicked Frightened Shaken None
    Paralyzed Stunned Dazed Dazzled None
    Blown away Knocked Down Checked None
    Fascinated Dazed Dazzled None
    Blinded Dazzled None
    Nauseated Sickened None
    Exhausted Fatigued None
    Slowed Entangled None
    Ability Drained Ability Damaged None
    Note: Veteran's Grit takes effect for existing conditions as well as conditions suffered during Combat Focus, but no condition is affected more than once.
    Special: Veteran's Grit applies to conditions forced upon the warrior by others. It doesn't apply to self-imposed conditions (such as Fatigued condition taken when exiting Rage).

    Action Without Thought (Maintain/Expend)
    While benefiting from Combat Focus, if a 13th level warrior is subject to a Mind-Afflicting effect, the effect is delayed for 1 round per Warrior level, or until it's expended (whichever comes first). He can choose to end his Combat Focus as an immediate action to thwart a single mind-afflicting effect altogether. Multiple effects cannot be delayed via Action Without Thought, but while an effect is delayed, the warrior knows of its nature and may choose to succumb to it and focus on a new effect, hoping his gamble was worthwhile and the latter is more severe.

    Battleshaper (Expend)
    A 15th level warriors gain an extra swift or immediate action every combat round (meaning, in a single combat round you can either take 2 immediate actions, 2 swift actions, or 1 immediate action and 1 swift action).
    Each round, you have the option of performing one of the following:
    - You can trade an immediate action and your Combat Focus to gain an extra move action.
    - You can trade a swift action and your Combat Focus to gain an extra standard action.

    Find the Mark (expend)
    A 17th level warrior's combat-rich background grants him insight of the best ways to attack in order to find the chink in his target's armor.
    As a swift action, the warrior can expend his Combat Focus to gain his Combat Edge bonus on all attack & damage scores until the beginning of his next turn. Alternatively, he can make but a single attack as a standard action, but resolve it as a touch attack.

    Combat Supremacy (Maintain/Regain)
    A 19th-level warrior, except for actively expending Combat Focus or losing it due to conditions, is in a constant state of Combat Focus.
    Furthermore, once per encounter, if the warrior voluntarily ends his Combat Focus, he may regain it as a free action - but no sooner than when the action that triggered the expenditure of Combat Focus is completed.
    In addition, during Combat Focus, the warrior enjoys 3 benefits:
    - As long as the warrior is on his feet (or otherwise when his movement is unhindered), he's never surprised, never flat-footed, and cannot be flanked.
    - The warrior never provokes AoOs for attacking, performing a combat maneuver or moving unhindered. This ability is not in effect when confronting an opponent that exceeds his Warrior level by 4 levels or more (if such thing ever happens).
    - Any attack against the warrior provokes an AoO, unless the attacker is another warrior of level-19 or higher.

    Combat Adaptation (Ex)

    Starting at 4th level, a warrior starts gaining access to combat tricks beyond his training.
    The warrior may spend a swift action to gain access to a combat feat to which he meets the prerequisites for 1 round per Con-bonus (minimum 1). To take a feat in such manner, a warrior must have seen it in action at some point in the past.
    The warrior may spend a swift action later on during the encounter to replace a chosen feat with another.
    At 8th level, a warrior may simultaneously benefit from two feats to which he meets the prerequisites, but must spend separate swift actions to gain them when the need arises. A warrior may even take a temporary feat that has another temporary feat as prereq, as long as he takes them in the appropriate order.
    For each 4 levels above 8th, a warrior may simultaneously benefit from one additional feat, as noted above.
    The total pool size of such instantly available feats equals [3 + Warrior class level + Int-mod].
    Renewal & Replacement: Certain conditions allow a warrior to swap feats in the pool in favor of other feats.
    - Whenever a warrior selects a feat from the pool via feat slot, he immediately gains a new feet of his choice to put into the pool.
    - A warrior may replace a single feat in the pool via 8 hours of training.
    - When leveling, a warrior may replace a single feat in the pool.
    - Somewhat meta-gaming, but at the beginning of every gamin session, the player may tell the DM he's replacing a single feat in the pool.
    Warcrafts: Whenever the pool size increases, instead of adding a feat, the warrior may replace an existing feat with a warcraft - essentially trading 2 feats for gaining a warcraft.
    Just like feats, warcrafts may also be retrained.
    Harnessing a warcraft requires a standard action and an investment of 2 adaptation points.
    Starting at 12th level, a warrior may spend a full round action to completely re-select all of his Combat Adaptations.

    // ==================================================

    A final touch for the big picture . . .

    Here's the best guide I know of for maximizing what one can do with the core Fighter and feats.
    If it's good enough for the core Fighter, it would be just as useful with my Warrior.

    And to allow warriors the option of self-sufficiency vs. “hard targets”, a handful of new feats is required:

    Crom’s Hammer
    You call upon the blessings of the god of war to imbue your weapon with whatever metallic property you require.
    Requirements: Combat Edge +2, Craft (weaponsmith) 2, Knowledge (religion) 2, Pierce Magical Protection, worshiper of the god of war.
    Benefits: As a move action that doesn’t provoke AoOs, you make your weapon count as either adamantine, cold iron or silver for the remainder of the encounter. You may repeat the ritual to imbue your weapon with multiple effects.

    Dispelling Strike
    Requirements: Combat Edge +4, Mage Slayer, Pierce Magical Protection.
    Benefits: As a standard action, you can make s single attack with one of your favorite weapons against a target creature, object or area that's affected by magical effect(s). If your attack hits, you deal damage as normal (when relevant) and the target is affected by Dispel Magic as if by a caster of a level equal to your Warrior level.
    Each time you use this power, you take -1 Con ability burn

    Dust of the Damned
    You have learned an ancient battle ritual that taps into otherworldly forces and allows you to strike true against incorporeal opponents by reciting a long-forgotten war chant as you fight. This feat was originally created in ancient times, to allow warrior heroes to do battle against Ghosts. The end result turned out to be effective against all incorporeal opponents.
    Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: As a standard action that provokes AoOs, you may recite the chant you have learned. For the remainder of the encounter, your weapon is enhanced with the Ghost Touch property.
    Each time you use this power, you take -2 Con ability burn

    Force Breaking Strike
    Your unique combat observation, offensive training and heavy experience in dealing with spellcasters grant you insight to find seemingly nonexistent vulnerabilities in continuous force effects.
    Requirements: Warrior level 17th, Spellcraft 4 ranks, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: By spending your extra swift action, you may augment your 'Find the Mark' option to make your attack count as Disintegrate spell for the purpose of dispelling a continuous force effect.
    Each time you use this power, you take -3 Con ability burn

    Breach All Barriers
    This is the point where the warrior becomes a neigh unstoppable force.
    Requirements: Spellcraft 7 ranks, Force Breaking Strike
    Benefits: You may issue a Force Breaking Strike as a full round action to shatter any magical barrier in a single blow. This does not make you immune to any backlash that barrier might carry (e.g. Prismatic Wall).

    Incite Rage
    Requirements: Cha 19, Tireless Rage Warcraft, Battlefield Commander warcraft.
    Benefits: When you enter a rage, you can incite rage in any or all allies within 60' (any ally who doesn’t wish to become enraged is unaffected).
    An ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as you remain raging.
    The rage of affected allies lasts a number of rounds equal to 3 + their Con-mod, regardless of whether they remain within 60' of you.
    This is otherwise identical to normal Rage (including the fatigue at its end).

  12. - Top - End - #12
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Rogue

    Class: Rogue



    The concept of the Rogue is one that I like – a lot. It stands for the support guy that uses subtlety and his wits rather than direct brute force.
    My problem with the core Rogue is that it’s actually quite boring and not Rogue-ish enough.
    It has ten class features that basically amount to one and the designers didn’t take it far enough as the party’s skillmonkey.
    The core Rogue also carries a lot of baggage from earlier editions.

    So, given that it’s long overdue for this archetype to gain some love and respect, here’s how I think it should be designed.

    Hit Die: d8

    Table: The Rogue
    Level BAB F R W Special
    1st +0 +0 +2 +0 Improvisation, Rogue's Expertise (1st), Rogue's Knack
    2nd +1 +0 +3 +0 Special Ability, Skill Savvy
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Skill Savvy
    7th +5 +2 +5 +2 Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Skillful Intuition
    11th +8 +3 +7 +3 Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Rogue's Expertise (3rd)
    14th +10 +4 +9 +4 Special Ability, Skill Savvy
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Skill Savvy
    19th +14 +6 +11 +6 Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Natural Skill-Trickster

    Class Features

    Class Skills and Skill Points: Same as the core Rogue, plus the Rogue also has Knowledge (dungeoneering) as class skill.

    Weapons and armor proficiencies: Rogues are proficient with all Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor and buckler.

    Improvisation (Ex)
    Rogues have a keen ability to adapt to nearly any situation.
    A rogue has a number of Improvisation points equal to twice his class level.
    A rogue's improvisation pool automatically resets at the beginning of each encounter.
    Whenever a rogue makes a d20 roll, he may choose to spend so many Improvisation points to gain an equal bonus to his roll.
    Improvisation can never grant a bonus to any single roll higher than 1/2 the rogue's class level rounded up.
    Improvisation may be used once per round at most.
    Improvisation may not be applied vs. opponents that gain the advantage of surprised vs. the rogue, or of which the rogue is unaware.

    Rogue's Expertise (Ex)
    Rogues are the kind of people that often get themselves into a lot of trouble. To survive out in the streets, they need to either outmaneuver the people they offend, get in and out of places where they cannot be chased, become undetectable, or fast-talk their way out of trouble.
    At the beginning of his career, and again at levels 7 / 13 / 19, a rogue chooses one of four fields of expertise. This choice grants the rogue 4 automatic ranks in 4 specific skills. In addition, the rogue gains a specific associated special ability. If upon taking an expertise, one of its skills is to result in more ranks than the maximum allowed by the character's level, the excess ranks are instead to be invested in other skills as the rogue sees fit.
    The 4 expertise are:
    - Skills: Balance, Climb, Jump and Tumble.
    - Associated Ability: Acrobatic Skill Mastery: The rogue may take 10 on all Balance, Climb, Jump and Tumble checks, even when rushed or distracted.
    - Skills: Disable Device, Escape Artist, Search and Sleight of Hand
    - Associated Ability: Quickfingers. As given for the Dungeonscape Rogue ACF of the same name.
    - Skills: Bluff, Diplomacy, Intimidate and Sense Motive
    - Associated Ability: Innuendo. The rogue gains all benefits described for the Beguiler in the “Dead Levels II” article. All benefits are gained to maximum effect from the get-go.
    - Skills: Hide, Listen, Move Silently and Spot
    - Associated Ability: Surprise Attack. During a surprise round, opponents are always considered flatfooted to you, even if they have already acted. You are never flatfooted after you act - even when attacked by someone with this ability.

    Writer's Note:

    I never liked the Trapfinding feature, because it makes no sense whatsoever. According to the core rules, someone with 15 ranks, skill focus and skill mastery in both Disable Device & Search could not deal with traps that a 1st level rogue with but a single rank in Disable Device could. This extra baggage should never have been carried along to 3e from its predecessors - and now there's no reason to. Anyone can deal with traps, but only rogues can do so masterfully.

    Rogue's Knack (Ex)
    When making any skill check, a rogue may use ½ his rogue level (rounded up) in place of the number of ranks he has in that skill. A rogue cannot use this ability on a skill that cannot be used untrained if he has no ranks in it.
    Furthermore, a rogue's regular skill-tricks-limit is increased to 1/class level.

    Special Ability (Ex)

    Throughout their adventuring career, rogues develop special talents that aid their stealth, agility, survivability and offensive prowess.

    Bonus Feat
    Instead of choosing a special ability, a rogue may choose any feat to which he qualifies for from the following list:
    Acrobatic Strike, Adaptive Flanker, Combat Acrobat, Cunning Evasion, Dash, Deadeye Shot, Dodge, Elusive Target, Fade into Violence, Flick of the Wrist, Hindering Opportunist, Mobility, Point Blank Shot, Quick Draw, Run, Stalwart Defense, TWF and Vexing Flanker.

    Acrobatic Stride
    Requirements: BAB +4.
    The rogue can run or charge in situations where others cannot.
    He may run or charge over difficult terrain that normally slows movement or allies blocking his path.
    This ability enables him to run down steep stairs, leap down from a balcony, or tumble over tables to get to his target.
    Depending on the circumstance, he may still need to make appropriate checks (e.g. Jump or Tumble checks) to successfully move over the terrain.
    In addition, when running or charging, the rogue may make any number of up to 45-degrees direction shifts and a single 90-degrees direction shift, so long as the final 10' (if he wishes to execute a Charge attack) are taken in a straight line.

    Requirements: TWF feat, BAB +6.
    The Rogue reduces penalties for two weapon fighting by 2. An Ambidextrous Two Weapon Fighter's main hand and offhand deal normal Strength damage.

    Bleeding Attack
    Requirements: SA.
    A rogue with this ability can cause living opponents to bleed a number of HP/round equal to SA-dice sacrificed until the bleeding is stopped.
    Bludgeoning weapons cannot be used to render an opponent bleeding.
    Bleeding can be stopped with a DC 15 Heal check (retries allowed), a cure spell or 1d4 rounds after the target doesn’t take strenuous actions (any action that would make someone with 0 HP start losing HP).
    Multiple bleeding attacks stack.

    Brace for impact
    Requirements: Base Ref saves +6.
    As an immediate action, the rogue can "move with the punch", cutting dealt damage from an attack by 1/2 and moving away to an adjacent location.

    Requirements: Having taken "Stalker" as primary Rogue's Knack, Rogue level 6, Knowledge (nature) 4, Knowledge (dungeoneering) 4
    Benefits: When you hide/sneak, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, you can flank creatures that have the all-around vision special quality.
    Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can't be flanked.
    Note: I know about the feat of the same name (LoM, p.179). I just think that nullifying all those powerful monster abilities by just anyone with no prereqs is way too easy.

    Dual Strike
    Requirements: BAB +4, TWF feat.
    Dual Strike allows the Rogue to strike with his offhand weapon in addition to his main hand weapon as part of a charge or a standard action.

    Requirements: BAB +6.
    A Duelist gains +1 to Hit, +2 to Damage and +2 Shield bonus to AC when fighting with only one weapon and having his offhand free.
    This ability can be chosen multiple times, its effects stack.
    A rogue may select this special ability once per 4 Rogue levels at most.

    Requirements: Base Ref +3.
    As given for the core Rogue.

    Fast Stealth
    Requirements: Hide & Move Silently 9 ranks.
    As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
    Even while running, the penalties diminish by 5

    Flank Everywhere
    Requirements: Sudden Strike.
    You are considered flanking an enemy if both you and an ally are threatening your foe in melee, regardless of his position.
    Your ally doesn’t count as flanking (unless he’s actually flanking of course).
    Even while running, stealth check penalties diminish by 5.

    Fluid Attack
    Requirements: BAB + 6.
    Make a 5'-step for free after every attack during the rogue’s turn, not counting offhand attacks.

    Hide in Plain Sight
    Requirements: Bluff 6 ranks, Hide 12 ranks, Move Silently 9 ranks.
    As long as the rogue is not running, he takes no penalties to his Hide & Move Silently checks.
    Even while running, the penalties diminish by 5

    Improved Evasion
    Requirements: Evasion and base Ref +7.
    As given for the core Rogue.

    Improved Flanking
    Requirements: BAB +4.
    When flanking an opponent, the rogue gains a +4 bonus on attacks instead of a +2 bonus on attacks.
    Other characters flanking with the rogue don’t gain this increased bonus.
    Improved Flanking stacks with other forms of flanking bonuses.

    Improved Sneak Attack
    Requirements: Rogue level 6.
    The rogue adds 1d6 to his SA damage.
    This ability can be chosen multiple times, limited to 1/6th Rogue level. Its effects stack.

    Improved Uncanny Dodge
    Requirements: Uncanny Dodge and base Ref +6.
    As given for the core Rogue.

    Ledge Walker
    Requirements: Balance 7 ranks.
    The rogue may move up to his speed along narrow surfaces without penalty and without provoking AoOs.

    Poison Use
    Requirements: Dex 15.
    As given for the official Assassin PrC.

    Shadow Strike
    You accurately strike even those you cannot clearly see.
    You can deal SA damage against targets with concealment (but not total concealment).

    Skill Mastery
    Requirements: 10 ranks in each of the selected skill.
    As given for the core Rogue.

    Slippery Mind
    Requirements: Base Will +3.
    As given for the core Rogue.

    Slow Reactions
    Requirements: SA
    The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.

    Requirements: SA, Far Shot feat
    Make ranged SAs within a weapon’s 2nd range increment.

    Requirements: BAB +6.
    As given for the core Rogue.

    Trap Spotter
    Requirements: Rogue's Expertise: Burglar
    Benefit: Whenever a rogue with this talent comes within 10’ of a trap, he receives an immediate Search skill check to notice the trap.
    This check should be made in secret by the DM.

    Uncanny Dodge
    Requirements: Base Ref +4.
    As given for the core Rogue.

    Wounding Strike
    Requirements: SA
    Sacrifice SA dice for causing ability damage at a rate of 1 point per d6. The target is entitled to Fort saves to negate the damage. The DC equals 10 + ½ Rogue level + the rogue’s Int-bonus.

    Skill Savvy (Ex)
    The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
    At 2nd level and every even Rogue level thereafter, a rogue gains a bonus skill-trick to which he qualifies. These bonus skill tricks don't cost the rogue any skill-points expenditure and don’t count against the usual limit of skill tricks a character may take.
    At levels 4/8/12/16 a rogue is able to use any skill-trick he knows 2/3/4/5 times (respectively) per encounter each, including using the same trick multiple times in a row.
    At 20th level the rogue may use any skill trick he knows an unlimited number of times per encounter.

    Sneak Attack (AKA “SA”) (Ex)
    Starting at 3rd level, a rogue’s attack deals extra damage any time his target would be denied their Dex-bonus to AC (whether the target actually has a Dex-bonus or not), when the rogue flanks his target or when a creature provokes an AoO from the rogue (generally referred to as "unable to properly defend themselves").
    SA damage equals 1d6 plus 1d6 per 3 Rogue levels.
    SA damage is not multiplied on critical hits.
    SA deals 1/2 damage to opponents that are immune to critical hist (i.e. creatures with no discernible anatomies, such as undead, plants, constructs, oozes, elementels, etc), except for swarms, gaseous and incorporeal creatures, which completely ignore SA damage (this one is a result of the following discussion).
    A rogue must be able to see the target well enough to pick out a vital spot. A rogue cannot sneak attack while striking a creature with concealment.
    Melee SA is applicable with light and finesseable weapons only, while carrying no more than light load (writer’s note: I want to promote the notion that rogues travel light and are generally less conspicuous).
    Ranged attacks can count as SA only if the target is at close range (within the weapon’s range increment).
    With a sap (blackjack) or an unarmed strike, a rogue can make a SA that deals nonlethal damage instead of lethal damage. Nonlethal SA damage is also applicable with weapons that deal lethal damage, taking the usual -4 penalty.
    SA is inapplicable unless an attack does bludgeoning/slashing/piercing damage, meaning area/drain/splash/elemental damages are inapplicable for SA (those are diametric opposites of precision).
    5 ranks in Heal add an additional 1d6 to SA damage against the rogue’s Heal-related group of creatures.
    At 3rd level, only the first attack against an opponent counts as SA (see Sudden Strike later on).
    Special: SA dice can count as improvisation points instead of damage dice. SA Improvisation points allow an extra d20-Improvisation-modifier (there are other uses for Improvisation detailed below) vs. your SA target and must be utilized before the beginning of your next turn. This special usage of Improvisation allows the rogue to lower the target's next attack roll, damage score, skill check, saving throw or power/spell DCs.

    Cunning Breach (Ex)
    Starting at 5th level, a rogue’s broad knowledge allows him to study an opponent and gain a brief flash of insight to breach their defenses.
    By spending 2 improvisation points as a free action, the rogue can ignore a single target’s SR and DR for 1 round.

    Sudden Strike (Ex)
    Starting at 9th level, every attack a rogue makes against opponents that are unable to properly defend themselves is a SA.
    When making a SA, the rogue gains a +2 attack bonus (+4 vs. unwary targets).
    When a rogue is unobserved (invisibility/total concealment/...), a successful SA made as a full round action counts as Coup de Grace. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.

    Skillful Intuition (Ex)
    A 10th level rogue learns how to use his abilities in unorthodox ways. He may use his Dex-mod instead of his Str-mod for all Str based Class Skills, and may use his Int-mod instead of his Wis-mod for all Wis based Class Skills.

    Insightful Surge (Ex)
    An 11th level rogue can call upon the wealth of his experience and knowledge to gain a burst of speed when it is needed the most. By spending 3 improvisation points the rogue or an ally within 45' can take an extra standard action during a round.
    A rogue may only use this ability once per round but he may use it even when it isn't his turn.

    Death Blow (Ex)
    Starting at 15th level, a rogue may perform Coup de Grace attempts as a standard action against opponents that are unable to properly defend themselves (which is also a SA).

    Cunning Brilliance (Ex)
    At 17th level, a rogue becomes the ultimate jack of all trades. His sharp mind and keen sense of his surroundings allow him to duplicate almost any ability he witnesses.
    Three times per day, by spending 3 improvisation points as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Rogue level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Rogue level. Improved (Ex) abilities (such as Improved Shield Ally) require 6 improvisation points. Features with double improvements (e.g. Tireless Rage) require 9 uses.
    For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.

    Natural Skill-Trickster (Ex)
    From this point and on, the rogue needs not spend skill points to learn a skill trick. He also regains all skill points previously invested into skill-tricks (if any).

    Rogue Variant: Jester

    To be a Jester is to see the joke in every tragedy. For them, life's a party, and most poor bastards are not invited.
    They live hard, play hard, and laugh hard knowing that at any moment their life might be cut short by an uncaring world.
    A jester is a rogue that trades significant combat prowess for manipulation and trickery.
    Jesters may play at being buffoons, but each is a student of life and of people, and they understand not only what makes people laugh, but what makes them cry.
    As adventurers, they often appreciate baubles and magical trinkets as much as anyone else, but their main goal is to have fun. When fighting enemies, their sense of humor takes a macabre and dark turn, becoming cruel and vicious to better demoralize their foe.
    As followers of the Laughing God Who Has No Temples, they are generally disrespectful atheists who wander the world looking for excitement and amusement, righting wrongs or committing crimes as the mood takes them.

    Alignment: Any Chaotic

    Table: The Jester
    Level BAB F R W Special Replaced Rogue Feature(s)
    1st +0 +0 +2 +0 Laugh It Off, Bag of Tricks, Harlequin's Mask, Taunt Improvisation, Rogue's Expertise (1st), Rogue's Knack
    2nd +1 +0 +3 +0 Special Ability, Skill Savvy
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cruel Comment Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Skill Savvy
    7th +5 +2 +5 +2 Punchline Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Killer Clown Skillful Intuition
    11th +8 +3 +7 +3 Last Trick Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Jack-in-the-Box King (3rd) Rogue's Expertise
    14th +10 +4 +9 +4 Special Ability, Skill Savvy
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Annoy the Gods Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Skill Savvy
    19th +14 +6 +11 +6 Grandmaster of Comedy Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Eternal Trickster Natural Skill-Trickster

    Laugh It Off (Ex)
    Fate protects fools and little children, and Jesters certainly adopt the role of fools.
    A Jester add his Cha-bonus as a morale bonus to his saves (once over), capped by 1/2 his Jester level, rounded up.
    Furthermore, a jester's fatalistic and sarcastic view of life renders him immune to Fear, Charm, Confusion & Insanity effects of all kinds.

    Bag of Tricks
    Jesters start their career with 4 bonus ranks in Bluff, Craft (trapmaking), Disguise, Intimidate, Perform (comedy) & Sleight of Hand.

    Harlequin's Mask (Ex)
    As long as a Jester's face is painted, masked, or adorned in the manner of a harlequin or other comedic figure, he gains +2 to all Bluff, Disguise, Intimidate & Perform (comedy) checks, as well as well as Feint checks.
    This bonus increases to +3/+4/+5 at levels 7/13/19 respectively.

    Jesters start their career with Taunt as bonus feat (see post #9), even without meeting the prerequisites.

    Cruel Comment (Ex)
    At 5th level, the Jester has learned to say extremely funny but hurtful things about others.
    As a swift action, the Jester can make a Bluff check opposed by the target's [d20 + level + Wis-bonus] check.
    If the target fails loses, it suffers a -4 to attack rolls, saves, and all other d20 checks until 3 rounds have passed.
    A target may not be targeted by Cruel Comment more than once per encounter, and this ability may be used only once every other round.
    Cruel Comment is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.

    Punchline (Sp)
    At 8th level, a jester may attempt to cause a taunted target to start laughing hysterically out of sheer frustration.
    Goading someone in this manner functions exactly like hideous laughter spell.
    Punchline is a language-dependent compulsion effect. The jester may overcome language barrier by using sound imitations, pantomime or other rudimentary comedic techniques. This reduces the DC of this power by -2.

    Killer Clown (Su)
    At 10th level, so long as he meets the requirements of his Harlequin's Mask ability, the Jester can make a special Intimidate check as a move action.
    If successful, this check causes the enemy to suffer the panicked condition for one round per Jester level.
    The victim is allowed a new saving throw each round to break the effect.
    This is a mind-affecting fear effect.

    Last Trick (Ex)
    At 11th level, the Jester can turn even his death into a joke.
    Any time the Jester is killed or knocked unconscious, he gains one "last-effort" standard action.

    Jack-in-the-Box King (Sp)
    Twice per day, a 13th level Jester may use fabricate or major creation as a spell-like ability, but only if he is constructing weapons or traps.

    Annoy the Gods (Su)
    As world-class pranksters, Jesters must learn to avoid the curses and transformations of enemies with a sense of humor.
    Any time a 17th level Jester has spent at least one round as the victim of an effect that could be removed by a break enchantment effect, the effect is removed.

    Grandmaster of Comedy (Ex)
    A 19th level jester masters such legendary display of comedy that it could lead to the demise of an entire army.
    Once per 24 hours, the jester can spend a standard action to deliver the effect of a hideous laughter spell vs. all opponents at up to medium range and having line of sight with the jester.
    Opponents that make the save realize that the joke is on them and must make another save or becomes victims of Cruel Comment. When performing to entertain an audience, the jester may exclude this secondary effect.

    Eternal Trickster (Su)
    At 20th level, the Jester can become a personification of The Laughing God Who Has No Temples.
    While meeting the requirements of his Harlequin's Mask ability, he does not age and is under the effect of a mind blank.

  13. - Top - End - #13
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Priest

    Class: Priest



    One thing that has bothered me about clerics for the longest time, was that in terms of game mechanics, they’re virtually identical despite serving vastly different deities. You could have a cleric of Pelor, a cleric of Vecna, and a cleric of Hextor and the only readily notable difference would be the color of their garments and the shape of their holy symbol.
    To that, add solid inherent combat capabilities, heavy armor and buffs galore, and it's plain to see why this class needs a massive overhaul.

    Alignment: Must be within one step of their deity’s.

    Hit Die: d6

    Table: The Priest
    Level BAB F R W Special
    1st +0 +2 +0 +2 Channeling, Deity’s Domains, Domain of Choice, Spell Talisman
    2nd +1 +3 +0 +3 Divine Gift
    3rd +1 +3 +1 +3 Turn or Rebuke Undead
    4th +2 +4 +1 +4 Divine Gift
    5th +2 +4 +1 +4 Divine Resilience
    6th +3 +5 +2 +5 Divine Gift
    7th +3 +5 +2 +5 Bonus Domain
    8th +4 +6 +2 +6 Divine Gift
    9th +4 +6 +3 +6 Atonement
    10th +5 +7 +3 +7 Divine Gift
    11th +5 +7 +3 +7 Rising Church (followers)
    12th +6 +8 +4 +8 Divine Gift
    13th +6 +8 +4 +8 Bonus Domain
    14th +7 +9 +4 +9 Divine Gift
    15th +7 +9 +5 +9 Ghostbane Blessing
    16th +8 +10 +5 +10 Divine Gift
    17th +8 +10 +5 +10 Divine Cohort
    18th +9 +11 +6 +11 Divine Gift
    19th +9 +11 +6 +11 Bonus Domain
    20th +10 +12 +6 +12 Divine Gift, Divine Ascension

    Class Features:

    Class Skills: Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion, the plains), Profession, Sense Motive and Spellcraft.
    Skill Points Per Level: 4 + Int-mod

    Weapons and armor proficiencies: Priests are proficient with all Simple Light and 1-H weapons, with all Simple range weapons, as well as with their deity’s signature weapon(s). They’re also proficient with medium armor and light shield.

    Good-aligned priests channel positive energy, while evil-aligned priests channel negative energy. Neutral priests much choose whether to channel positive or negative energy. This choice determines which spell list they use and whether they turn or rebukes undead.
    Spells: A priest casts divine spells, which are drawn from the appropriate priest spell list – Positive Energy or Negative Energy – based on which energy type he channels (see below). Priests’ spellcasting is Cha-based.
    Special: Given that:
    1. The Priest has a fixed spell list.
    2. Domain spells often overlap with the core list.
    3. In some cases (read on), a priest doesn’t have access to certain spells.
    Whenever (2) or (3) occur, a priest may choose another spell from the core Cleric’s spells (including from SC) instead.

    Priest Spells

    Spoiler: Positive Energy Spell List

    0 Level Priest (+) Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Cure Minor Wounds: Cures 1 point of damage.
    Detect Magic: Detects spells and magic items within 60 ft.
    Light: Object shines like a torch.
    Purify Food and Drink: Purifies 1 cu. ft./level of food or water.
    Read Magic: Read scrolls and spellbooks.

    1st Level Priest (+) Spells
    Bless: Allies gain +1 on attack rolls and saves against fear.
    Bless Water (M): Makes holy water.
    Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Shield of Faith: Aura grants +2 or higher deflection bonus.

    2nd Level Priest (+) Spells
    Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10).
    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Consecrate (M): Fills area with positive energy, making undead weaker.
    Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
    Spiritual Weapon: Magic weapon attacks on its own.

    3rd Level Priest (+) Spells
    Create Food and Water: Feeds three humans (or one horse)/level.
    Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
    Dispel Magic: Cancels spells and magical effects.
    Prayer: Allies +1 bonus on most rolls, enemies -1 penalty.
    Searing Light: Ray deals 1d8/two levels damage, more against undead.

    4th Level Priest (+) Spells
    Death Ward: Grants immunity to death spells and negative energy effects.
    Dismissal: Forces a creature to return to native plane.
    Divination (M): Provides useful advice for specific proposed actions.
    Imbue with Spell Ability: Transfer spells to subject.
    Restoration: Restores level and ability score drains.

    5th Level Priest (+) Spells
    Commune (X): Deity answers one yes-or-no question/level.
    Disrupting Weapon: Melee weapon destroys undead.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Hallow (M): Designates location as holy.
    Raise Dead (M): Restores life to subject who died as long as one day/level ago.

    6th Level Priest (+) Spells
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Dispel Magic, Greater: As dispel magic, but up to +20 on check.
    Heal: Cures 10 points/level of damage, all diseases and mental conditions.
    Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.

    7th Level Priest (+) Spells
    Control Weather: Changes weather in local area.
    Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
    Holy Word: Kills, paralyzes, blinds, or deafens nongood subjects.
    Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).
    Resurrection (M): Fully restore dead subject.

    8th Level Priest (+) Spells
    Antimagic Field: Negates magic within 10 ft.
    Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Discern Location: Reveals exact location of creature or object.
    Earthquake: Intense tremor shakes 80-ft.-radius.
    Holy Aura (F): +4 to AC, +4 resistance, and SR 25 against evil spells.

    9th Level Priest (+) Spells
    Heal, Mass: As heal, but with several subjects.
    Heavenly Host SC: Summon heavenly assistants.
    Miracle (X): Requests a deity’s intercession.
    Storm of Vengeance: Storm rains acid, lightning, and hail.
    True Resurrection (M): As resurrection, plus remains aren’t needed.

    Spoiler: Negative Energy Spell List

    0 Level Priest (-) Spells (Orisons)
    Create Water: Creates 2 gallons/level of pure water.
    Daze: Humanoid creature of 4 HD or less loses next action.
    Detect Magic: Detects spells and magic items within 60 ft.
    Inflict Minor Wounds: Touch attack, 1 point of damage.
    Light: Object shines like a torch.
    Read Magic: Read scrolls and spellbooks.

    1st Level Priest (-) Spells
    Bane: Enemies take -1 on attack rolls and saves against fear.
    Curse Water (M): Makes unholy water.
    Inflict Light Wounds: Touch deals 1d8 damage +1/level (max +5).
    Protection from Chaos/Evil/Good/Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
    Shield of Faith: Aura grants +2 or higher deflection bonus.

    2nd Level Priest (-) Spells
    Align Weapon: Weapon becomes good, evil, lawful, or chaotic.
    Spiritual Weapon: Magic weapon attacks on its own.
    Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    Desecrate (M): Fills area with negative energy, making undead stronger.
    Inflict Moderate Wounds: Touch attack, 2d8 damage +1/level (max +10).

    3rd Level Priest (-) Spells
    Animate Dead (M): Creates undead skeletons and zombies.
    Bestow Curse: -6 to an ability score; -4 on attack rolls, saves, and checks; or 50% chance of losing each action.
    Contagion: Infects subject with chosen disease.
    Dispel Magic: Cancels spells and magical effects.
    Inflict Serious Wounds: Touch attack, 3d8 damage +1/level (max +15).

    4th Level Priest (-) Spells
    Death Ward: Grants immunity to death spells and negative energy effects.
    Dismissal: Forces a creature to return to native plane.
    Divination (M): Provides useful advice for specific proposed actions.
    Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    Restoration: Restores level and ability score drains.

    5th Level Priest (-) Spells
    Commune (X): Deity answers one yes-or-no question/level.
    Flame Strike: Smite foes with divine fire (1d6/level damage).
    Raise Dead (M): Restores life to subject who died as long as one day/level ago.
    Slay Living: Touch attack kills subject.
    Unhallow (M): Designates location as unholy

    6th Level Priest (-) Spells
    Banishment: Banishes 2 HD/level of extraplanar creatures.
    Blade Barrier: Wall of blades deals 1d6/level damage.
    Create Undead: Create ghouls, ghasts, mummies, or mohrgs.
    Dispel Magic, Greater: As dispel magic, but up to +20 on check.
    Harm: Deals 10 points/level damage to target.

    7th Level Priest (-) Spells
    Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.
    Control Weather: Changes weather in local area.
    Destruction (F): Kills subject and destroys remains.
    Dictum or Word of Chaos: Kills, paralyzes, slows, or deafens non (lawful or Chaotic) subjects.
    Resurrection (M): Fully restore dead subject.

    8th Level Priest (-) Spells
    Cloak of Chaos or Shield of Law (F): +4 to AC, +4 resistance, and SR 25 against lawful spells.
    Create Greater Undead (M): Create shadows, wraiths, spectres, or devourers.
    • Discern Location:[/b] Reveals exact location of creature or object.
    Earthquake: Intense tremor shakes 80-ft.-radius.
    Unholy Aura (F): +4 to AC, +4 resistance, and SR 25 against good spells.

    9th Level Priest (-) Spells
    Energy Drain: Subject gains 2d4 negative levels.
    Hellish Horde SC: Summon hellish assistants.
    Implosion: Kills one creature/round.
    Storm of Vengeance: Storm rains acid, lightning, and hail.
    True Resurrection (M): As resurrection, plus remains aren’t needed.

    A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him. A priest selects 3 domains — 2 normally granted by his deity, and an extra domain that must be “approved” by his deity, and thus must not conflict with his deity’s tenet. A priest of Pelor couldn’t pick the Death domain, for instance, but Strength is acceptable.

    Spell Talisman
    Once per day, at the culmination of his daily prayer for spells, a priest can store divine spells directly into his holy symbol. He can have up to [1 + 1/2-class-level + Wis-mod] spell-levels stored in this manner and have them activated as a silent move action, by firmly presenting his holy symbol.

    Divine Gift
    At 2nd level, and every subsequent even-numbered level, a priest may chose one priest spell from the core Cleric spell list and add it to his spell list. The chosen spell must be of a level he could normally cast.
    ACF: Gift of Arcana: If you revere a deity that strongly represents magic (e.g. Boccob, Mystra, Wee Jas etc) and you have taken the Magic domain, then whenever you gain Divine Gift as a class feature, instead of choosing a divine spell, you may selects a spell from the Mage spell list that is at most one level lower than the highest-level Priest spell you can cast. You gain this as a bonus spell known. The spell is treated as one level higher than its true level for all purposes.

    Turn or Rebuke Undead (Su)
    Beginning at 3rd level, a priest, regardless of alignment, has the power to affect undead creatures by channeling the power of his faith through his holy (or unholy) symbol. Priests who channel positive energy turn undead, and those who channel negative energy rebuke undead.
    A priest may attempt to turn undead a number of times per day equal to 3 + his Charisma modifier. A priest with 5 or more ranks in Knowledge (religion) gets a +2 bonus on turning checks against undead.

    Spoiler: Revised Turn/Rebuke Rules

    Turning Undead
    All undead within 60' must make a Will save, with a DC of 10 + 1/2 Priest level + Charisma modifier. They gain a bonus on this save equal to their Turn Resistance. On a failure, they are turned, with varying effects based on how many hit dice they have relative to the priest’s level + Cha-mod:

    Hit Die Effect
    1/2 level or fewer Instantly destroyed
    (1/2 level +1) to level Panicked for 1d4 rounds, and frightened for 1 minute
    (Level + 1) to (level + Cha-bonus) Frightened for 1d4 rounds and shaken for 1 minute
    (level + Cha-bonus + 1) or higher shaken for 1d4 rounds

    Rebuking Undead
    Rebuking Undead works identically to turning undead, but creatures that would be destroyed are instead dominated. At any one time, a priest may command any number of undead whose total Hit Dice do not exceed his level. He may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones.

    Priests who channel opposite energies may attempt to counter each other's turn or rebuke attempts. Doing so works just like casting dispel magic, using their Priest level + charisma modifier in place of CL check. Priests may attempt to break each other's control over turned or rebuked undead in the same manner.

    ACF: Blast the Infidels
    Instead of undead, the character’s turning power affects Humanoid, Monstrous Humanoid, Fey and Giant types. To be affected, a target creature has to be of opposing alignment (all extreme alignments - LG, CG, LE, CE - are opposed to TN) or faith (deities in conflict with patron deity, or opposing philosophy).

    ACF: Rebuke Dragons [Knowledge (arcane) 2, must revere a draconic deity]
    You gain Draconic as bonus language and the ability to rebuke or command dragons (DrM, p 14).
    Special: Standard priests and Clerics (variant Priest - see below) may select this ACF, but other Priest variants may not.

    Divine Resilience (Ex)
    Priests’ dealings with divine powers strengthens their physical resilience vs. corrupting effects.
    A 5th level priest gains a +4 sacred/profane bonus to resist all corrupting effects (poison, disease (magical & mundane), ability drain/damage, Energy Drain etc).

    Atonement (Sp)
    Beginning at 9th level, a priest may use atonement once per week as a spell-like ability. The casting time is reduced to 5 rounds, and he does not need to provide the focus or pay an XP cost. If the XP cost would normally be mandated, the subject must undertake a quest or some other sort of penance on behalf of the deity before the benefits of the atonement spell take effect.

    Rising Church
    At 11th level, a priest gains the benefits of the Leadership feat, with the following exceptions:
    His leadership score is equal to his Priest level plus his inherent charisma modifier (i.e. before any temporary bonuses or magic items), and he receives twice as many followers as normal.
    However, instead of a single cohort of the given level, the priest gains 3 cohorts of up to ½ the given level.
    At 12th level, the number of followers is doubled, at 13th it triples and so on.
    The number of cohorts increases by 1 with each 3 levels passed 11th.

    Ghostbane Blessing (Su)
    A 15th level priest’s meddling with the divine grants him power over creatures out of this world.
    The priest can augment the nature of his Turn/Rebuke Undead power to aid fight off incorporeal horrors.
    Instead of turning undead, the priest grants all allies within 60’ line of effect (self included) the ability to see ethereal creatures and objects (such as ghosts) as easily as if they were material.
    In addition, all allies’ physical attacks and donned armor gain the Ghost-Touch property.
    This effect lasts 1 minute.

    Divine Cohort (Ex)
    At 17th level, a priest's deity sends him a group of three powerful outsiders to serve him. These beings are not dominated or otherwise magically compelled— they serve the priest loyally and will aid him in combat, but they will not obey commands which are self-destructive or radically opposed to their nature. If slain, a replacement arrives 1d6 days later. The type of servant depends on the deity's alignment.
    Deities who are neutral on one alignment axis (Good-Evil or Law-Chaos) must pick one or the other-- a NG deity could dispatch a cohort of Couatls or Lillends, while a CN god could grant a cohort of Lillends or Vrocks. A true neutral deity simply picks one of the four options. All cohorts must be of the same type-- a neutral god won't "mix-and-match" from among the available options.
    • Lawful Good— Couatls
    • Chaotic Good— Lillends
    • Lawful Evil— Erinyes
    • Chaotic Evil— Vrocks

    Divine Ascension (Ex)
    At 20th level, a priest is ready to sit at his god’s right-hand side. His type changes to Outsider (native) and he gains 60’ darkvision (or 30’ increase – whichever’s greater, up to 120’) and immunity to sleep, poison, disease and paralysis.

    Priest Variants

    Not all priests gain rank within their order.
    Not all priests belong to an order.
    Not all priests revere a deity.
    Some priests follow their own moral compass and set of rules.

    Each Variant Priest shares many traits and qualities with the standard Priest, and trades some of them to gain others.

    Spoiler: Cleric (War Priest)

    • Spell Talisman
    • Access to 3 domains of choice.
    • Atonement
    • Spellcasting progression and strain toll degrade and set to match that of the Witch’s primary circle (see below).

    Class skills: Jump, Handle Animal, Ride and Swim
    Domains: Selection of any 2 domains from: Community, Destruction, Glory, Strength and War. When Bonus Domain feature is gained, choose from the remaining domains.
    HD: d8
    • Med BAB
    • Heavy armor proficiency
    Righteous Might: Righteous Might is removed from the spell list, and instead may be activated as a swift action once per day at 9th + once more per 3 levels thereafter.

    Note: Not all deities have war priests (DM’s discretion).

    Spoiler: Divine Trickster

    Requirements: Must revere a deity associated with thieving & trickery, must take Trickery and Luck domains

    • Good Fort Save (becomes poor)
    • Medium armor
    • Shield Proficiency
    • Spell Talisman
    • Divine Resilience
    • Bonus Domains
    • Rising Church
    • Divine Cohort

    • Good Ref Save
    Class Skills: the following skills are added as class skills: Balance, Bluff, Climb, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Listen, Move Silently, Search, Spot, Tumble and Use Rope.
    Skill points per level: 6 + Int-mod
    Level 5: Sneak Attack (as the Rogue ability)
    Levels 7, 11, 17, 19: Choose one of the Rogue’s special abilities to which the divine trickster qualifies via class levels & features.
    Level 13: Sudden Strike (as the Rogue ability)

    Spoiler: Druid

    Writer's comment: This is not how I envision the Druid (post #15). However, it's an alternative for players/DMs who might find it more appropriate to regard the Druid as a divine caster and fold it into the Priest class.
    Note: Notice that going for this solution kills Trinity Mystic feat, and forces using the alternative Witchcraft rules (see the Witch class; post #18), which is not necessarily a bad thing.

    • 3 Domains of choice
    • Scribe Scroll
    • Spell Talisman
    • All spells that are not shared by both positive and negative channeling
    • Turn/Rebuke undead
    • Atonement
    • Rising Church
    • Ghostbane Blessing
    • Divine Cohort
    • Divine Ascension

    • Auto progress of Knowledge (nature)
    Level 1: Nature Sense*, Wild Empathy
    Level 1: You start with Animal & Plant domains.
    Level 1: choose 2 other domains from: Air, Earth, Fire, Water & Weather. Choose from the remaining three at levels 7, 13 & 19. Fill the missing known spells from the Druid list and/or core Cleric spells that are not alignment-associated (player's choice).
    Level 2/4/6/8/10/12/14/16/18/20: Instead of Divine Gift, you may (but are not compelled to) gain a Drift, as specified for the Geomancer PrC (CDiv), gaining access to higher drift stages every 4 levels passed 2nd.
    Level 3: Rebuke Animals & Plant-Creatures
    Level 9: Wild Shape (Animal ; Medium, Small) *
    Level 11: Wild Shape (Large) *
    Level 15: Wild Shape (Vermin) *
    Level 17: Wild Shape (Plant ; Tiny) *
    Level 20: One with the Green*

    * Taken from this codex' Druid class.

    Spoiler: Elemental Adept

    Requirements: Knowledge (the planes) 4

    • 3 Domains of choice
    • Spell Talisman
    • Turn/Rebuke undead
    • Atonement
    • Rising Church
    • Divine Cohort
    • Divine Ascension
    • Reveres the elements rather than a deity, therefore doesn’t have access to spells related to holy/unholy, undead or spirits (i.e. no Bless Water, Consecrate/Desecrate, Spiritual Weapon, Speak with Dead, Hallow/Unhallow, Commune, Raise Dead, Create/Control Undead, Soul Bind, etc).

    Automatic Languages: Aquan, Auran, Ignan and Terran
    • Starts with all 4 elemental domains (Air, Earth, Fire and Water)
    • May select any spell with the Air, Earth, Fire or Water descriptor (from any list of any official full-caster base class) via Divine Gift or as replacement for banned spells.
    • Elemental resistance equal to the elemental adept’s class level + Cha-bonus.
    Class Skills: Knowledge (Geography / nature / the planes), Survival, Swim.
    Level 3: Flaming/Frost/Shock Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
    Level 9: Plane Shift – travel & return – 1 / day per 5 levels.
    Level 11: Flaming/Icy/Shocking burst Weapon (may switch element once / round as a swift action), with melee weapons, projectiles and unarmed strikes. This extends to include acid damage.
    Level 17: Elemental Transformation (Ex): The elemental adept’s type changes to elemental (native), granting him all the immunities of elementals. Furthermore, the elemental adept no longer needs to eat, drink or breathe. As a standard action, the elemental adept may transform (Su), at will, to (or from) an actual elemental of HD equal to his elemental adept class level. Any spell or power that would drive an elemental to its native plane, instead forces an elemental adept out of true elemental form. An elemental adept in true elemental form may not be turned or rebuked. In true elemental form, an elemental adept loses the ability to cast spells, talk or activate magical devices, and loses access to (or the benefits of) all carried equipment.
    Level 20: Elemental Lord: Once per day, the elemental adept may cast Elemental Swarm or Summon Elemental Monolith as a spell like ability.

    Spoiler: Exorcist

    • 1st level bonus domain
    • Turn or Rebuke Undead
    • Divine Resilience
    • Rising Church
    • Divine Cohort

    Automatic Languages: Abyssal, Celestial and Infernal
    Class Skills: Decipher Script, Knowledge (history / the planes), Lucid Dreaming and Spellcraft.
    Spells: Consecrate, Speak with Dead, Dispel Evil and Raise Dead.
    Level 3: Turn Spirits * (The energies of this power do not heal the living)
    Level 3: Detect Spirits * (see the Spirit Shaman (CDiv))
    Level 5: Immune to fear, charm & possession
    Level 11: Exorcism (see the Spirit Shaman (CDiv)). Each attempt costs 1 use of Turn Spirits. An Exorcist can bypass this cost if he has the target immobilized and conducts a ritual that takes [10min + 1min/HD of the possessing spirit].
    Level 17: Retributive Possession

    Note: The term “Spirit” includes any of the following:
    • All incorporeal undead & outsiders
    • All fey
    • All elementals
    • Creatures in astral form or with astral bodies (but not creatures physically present on the Astral plane)
    • All creatures with the spirit subtype - including spirits that are possessing another being.
    • Spiritfolk and Telthors (see Unapproachable East)
    • Spirit creatures created by spells like Dream Sight and Wood Wose (see CDiv, chapter 7)

    Retributive Possession (Su)
    Whenever an incorporeal spirit attempts to possess the Exorcist, he’s entitled to a save vs. possession (even though he’s immune to possession). If successful, the spirit is trapped within his body, where it is harmless. He can retain in this manner a number of spirits whose total HD does not surpass twice his Priest level, and no single spirit can exceed his own HD.
    The Exorcist can affect the spirit trapped within him with appropriate spells.
    Alternatively, the Exorcist can send the creature into an object of his choosing by touching it, which comes to life as the Animate Object spell, but is permanent until the spirit succeeds on an opposed class level check ([d20 + HD + Cha-mod] vs. [10 + Exorcist’s class-level + Cha-mod]). It may attempt an opposed check once every 24 hours, with a cumulative -1 penalty per failure. The HD of the animated object cannot exceed the possessing spirit. It can be driven into any object within that limitation. The Exorcist may release the spirit at any time.

    Spoiler: Healer

    Requirements: Heal 4. Domains: Must channel positive energy; Must take the Healing domain at 1st level.

    • Spell Talisman
    • Medium armor
    • Shields
    • Divine Gift – all of them
    • Rising Church
    • Divine Cohort

    HD: d8
    Level 1: Lay On Hands
    Level 1: Healer's Intuition
    Level 2+: Mercy
    Level 11: Reach Healing
    Level 17: Beacon of Healing
    Level 20: Shallow Grave

    Lay On Hands (Su)
    A Healer's most iconic feature is his ability - beyond spells - to effortlessly cure wounds.
    A Healer can use this ability a number of times per day equal to [Wis-mod + 1/2 Healer class level (round fractions up)].
    With one use of this ability, a Healer can heal [Wis-mod (min 1) * class-level] HP.
    Using this ability is a standard action, unless the Healer targets himself, in which case it is a swift action.
    Alternatively, a Healer can use this healing power to deal damage to undead creatures. Using lay on hands in this way is a part of a successful melee touch attack and doesn't provoke AoOs. Undead do not receive a saving throw against this damage.

    Healer's Intuition (Su)
    The Healer has a knack for telling if something is wrong with those he views. He can feel the conditions and spells that afflict them.
    A Healer who sees a living being can spend a move action and discern all conditions and negative effects currently afflicting the target, as well as the penalty's type (natural, extraordinary ability, spell, or supernatural ability).

    Mercy (Su)
    With level progression, a Healer learns how to use his Lay On Hands ability to remove conditions.
    At the levels specified below, a Healer may remove any one or more of the conditions associated with the indicated level, by subtracting a number of healing points noted in parenthesis per effect.
    A Healer may simultaneously remove as many conditions as he sees fit, provided he trades enough healing points.

    Level	Conditions
    2 (5)	Dazzled, Shaken, Sickened
    4 (10)	Deafened, Fatigued, Frightened
    6 (15)	Blinded, Dazed, Panicked
    8 (20)	Cursed, Diseased, Poisoned
    10 (25)	Cowering, Exhausted, Nauseated
    12 (30)	Stunned, Paralyzed, Ability-Drained
    14 (35)	Dying, Unconscious
    16 (40)	Petrified, Polymorphed
    18 (45)	Dead (effect as Raise Dead)

    Reach Healing (Su)
    At 11th level, you gain the Reach Spell feat as a bonus feat. If you already have this feat, you may choose another metamagic feat that you qualify for in its place. In addition, a number of times per day equal to your Wis-bonus, you may apply Reach Spell to any Conjuration (Healing) spell that you cast without modifying the SL of the spell.

    Beacon of Healing (Su)
    Starting at 18th level, a healer may use Lay On Hands at medium range and heal multiple targets via Lay On Hands.

    Shallow Grave (Su)
    Starting at level 18, once per day as a free action, you can prevent an ally within 5’ per level from dying or falling unconscious for [Wis-mod + 1 / 5 levels] rounds. The ally can continue to act normally during the duration of Shallow Grave, but immediately dies at the end of your turn when the effect expires (if the ally would be dead already without Shallow Grave), unless receiving healing before that.

    Spoiler: Oracle

    Requirements: Must take the Oracle domain (SC) as your domain of choice

    • Medium armor
    • Shield Proficiency
    • 3 Turn or Rebuke Undead
    • 5 Divine Resilience
    • 9 Atonement
    • 11 Rising Church
    • 15 Ghostbane Blessing
    • 17 Divine Cohort

    Class Skills: Appraise, Decipher Script, all Knowledge skills, Lucid Dreaming and Speak Language.
    Skill Points: 2 extra skill points per level, to be spent on any of the above.
    Lore (Ex): Thanks to long hours of study, an oracle has a wide range of stray knowledge. This ability is identical to the Bard's Bardic Knowledge class feature, using the priest's class level in place of Bard level.
    Additional Spells: Add the following spells to the priest's class spell list: 0—message; 1st—identify; 2nd—fox's cunning; 3rd—tongues (reduced from 4th level); 4th—detect scrying; 5th—Zone of Revelation (SC); 6th—analyze dweomer; 7th—sequester; 8th—vision; 9th—foresight.
    Level 1: Random Visions, Power Divination
    Level 3: Sixth Sense
    Level 5: Evasion
    Level 9: Uncanny Dodge
    Level 11: Blind Sense
    Level 15: Quick Warning
    Level 17: Blind Sight

    Random Visions (Su)
    An oracle can grant a glimpse of the future to a creature touched.
    Granting a vision takes 1 minute, during which time the oracle and the target must remain in contact with one another.
    At the end of this time, the subject and the oracle both receive a brief image of the future, usually no more than 1 year into the future.
    This is only one possible version of the future, making such visions unreliable at best.
    Most visions are slanted toward the alignment of the oracle that granted them. For example, the visions granted by a chaotic evil oracle often show scenes of death and destruction, while those of a Neutral good oracle tend to be of joyous events or occasions.
    A creature cannot be subject to another vision until the current vision has either come to pass or been prevented.
    An oracle cannot use this ability on himself.
    Note: Every once in a while, an oracle gains a vision about a total stranger. These visions are the most difficult to undo.

    Power Divination (Su)
    Oracles gain +1 CL to all Divination and Oracle domain spells. This stacks with the Oracle domain’s granted power.
    At 7th level and every 6 levels thereafter, this bonus increases by +1.

    Sixth Sense (Ex)
    The oracle now adds his Wisdom bonus to his initiative rolls and Ref saves, and is never surprised.

    Quick Warning (Su)
    The oracle is able to mentally warn his allies of impending danger. All allies within 60’ of the oracle gain Evasion and Uncanny Dodge.
    This ability only functions if the oracle is conscious and able to communicate with his allies.

    Extra Stuff on Domains

    New Domains:

    Granted Powers: permanent Nondetection effect
    Spells: Pass Without Trace(1), Invisibility(2), Undetectable Alignment(3), Nondetection(4), Mind Mask*(5), Veil(6), Phase Door(7), Screen(8), Etherealness(9)

    Granted Powers: Immune to disease
    Spells: Ray of Enfeeblement (1), Blindness/Deafness(2), Contagion(3), Sterilize*(4), Feeblemind(5), Pox(6) (BoVD, p.101), Insanity(7), Befoul(8) (BoVD, p.85), Energy Drain(9)

    Granted Powers: once per day, as a free action, you may prevent an opponent from attacking you. Will save vs. DC [10 + ½ CL + CHA-mod] negates
    Spells: Sanctuary(1), Touch Me Not(2) (BoEF, p.116), Dispel Magic(3), Globe of Invulnerability(4), Mass Sanctuary(5) (BoEF, p.115), Repulsion(6), Sequester(7), Mind Blank(8), Peace Aura(9) (BoEF, p.112)
    Special: A priest can never choose both Denial and Pleasure domains.

    Granted Powers: you cast all your domain spells with + 2 to your CL
    Spells: Analyze Fertility(1) (BoEF, p.99), Block the Seed(2) (BoEF, p.101), Moon's Blood*(3), Ehlonna's Blessing*(4), Fertility*(5), Compatibility*(6), Gender Switch*(7), Parthenogenesis*(8), Mass Fertility*(9)

    Granted Powers: +2 to domain spells' DC and +2 to save vs. spells with the light descriptor
    Spells: Faerie Fire(1), Scorching Ray(2), Daylight(3), Rainbow Pattern(4), True Seeing(5), Disintegrate(6), Prismatic Spray(7), Scintillating Pattern(8), Prismatic Sphere(9)

    Granted Powers: you gain +2 to save against all sex associated spells. Furthermore, any sex associated spell gains +2 to its DC
    Spells: Grope(1) (BoEF, p.106), Disrobe(2) (BoEF, p.103), Orgasmic Vibrations(3) (BoEF, p.112), Mirror Talk(4) (BoEF, p.111), Seduction(5) (BoEF, p.115), Hedonist's Delight(6) (BoEF, p.107), Mirror Walk(7) (BoEF, p.111), Mass Orgasmic Vibrations(8) (BoEF, p.112), Rapture*(9)
    Special: A priest can never choose both Denial and Pleasure domains.

    Granted Powers: Sonic resistance 5 and +2 on saves versus sound/sonic based effects
    Spells: Ventriloquism(1), Sound Burst(2), Sculpt Sound(3), Shout(4), Song of Discord(5), Sympathetic Vibration(6), Word of Recall(7), Greater Shout(8), Wail of the Banshee(9)

    Granted Powers: +2 to initiative and Lightning Reflexes as bonus feat
    Spells: Bleach(1), Invisibility(2), Blink(3), Dimension Door(4), Swift Etherealness(5) (PHB II, p.113), Antimagic Field(6), Banishment(7), Mind Blank(8), Time Stop(9)

    * See details below

    New Domain Spells:

    Note: Due to posting space restrictions, I'm providing short descriptions. If someone finds lacking details, please let me know. In general, unless noted otherwise, Range=touch (Duration is easily deducible).

    Mind Mask(5): A minor Mind Blank you might say. The spell prevents information gathering and Scrying by any spell effect of level 7 or lower.

    Sterilize(4): This spell makes a target that fails its Fort save becomes totally sterile, unable to impregnate or become pregnant. Only Fertility and Mass Fertility can undo this spell's effect.

    Moon's Blood(3): This kills a fetus instantly, dissolving it and terminating pregnancy in a torrent of blood within 1 minute (Fort negates).
    Ehlonna's Blessing(4): Cast during labor, this spell ensures that a mother touched and her offspring survive childbirth and that the delivery is quick and relatively painless.
    Fertility(5) : This spell makes the target's genitals fertile / receptive, even if the target is after menopause or physical mutilation, and for 1 hour / CL ensures that, with copulation, conception will take place. This spell is especially in demand for creatures with very low natural fertility (e.g. elves, dragons, etc).
    Compatibility(6): Compatibility allows 2 subjects normally not cross-fertile to interbreed for 1 hour / CL. If their species are basically similar (humanoid), there is no saving throw. If there are extreme differences, both subjects are allowed a saving throw vs. spells to negate the effect. The mother is then able to carry the offspring to term. See the Orcs of Thar gazetteer for information on crossbreeding.
    Gender Switch(7): A touched subject that fails its Fort save has its gender reversed (male into female and vice versa). The result is not magical and never wears off unless this spell is used once again.
    Parthenogenesis(8): This spell impregnates a touched female with an offspring identical to herself (or as closely resembling as possible, if the offspring is a male. There's 7% for 2 offspring and 1% for a trio (check if male or female for each) but no more than that.
    Mass Fertility(9): Same as Fertility , but the spell targets all creatures within 30'.

    Rapture(9): Any and all negative conditions placed upon all targets of the caster's choice within short range are instantly removed. For this spell, a negative condition is any undesired condition that's removable or avoidable with Dispel Magic, Remove Curse, Freedom of Movement, Break Enchantment, Heal, Greater Restoration, Regenerate and Mind Blank. Rapture affects up to 1 ally per WIS-bonus.

    Changes to Core Domains:

    • Animal: Also grants Wild Empathy.

    • Luck: 9th level spell is Foresight. Miracle is a personal request to a deity. It can never be domain-associated (especially due to the existence of Arcane Disciple feat).

    • Trickery: Also grants +2 to save vs. any magical falsehood.

    • War: 4th level spell is Black Tentacles (replaces Divine Power which was removed).

  14. - Top - End - #14
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Mage

    Class: Mage



    The core Wizard is quite an oddball. It’s considered to be the most powerful base class of all.
    The thing is that it’s not the class at all. There are just too many not-so-well-thought-out spells that enable a wizard to trump others too easily if s/he just manages to execute them. Add several feats and magical items that allow the Wizard to shatter the action economy on top of that and you get a clear picture of the real problem with the Wizard class. A poorly designed wizard is by far the weakest character in a group, whereas a properly optimized one is by far the strongest character in a group (and some PrCs, like Icantatrix or Initiate of the Seven Fold Veil, are just begging for you to take them).

    Just about the same goes for the Sorcerer.

    Now, given that all official arcane spellcasters are generally categorized as “Mage”, and given my approach of assigning each method of spellcasting to a specific base spellcaster, I find the name “Mage” more than appropriate for the base class that does arcane magic.

    So, from here, I’ve decided to use spell schools to wrap multiple classes into a single class.
    I’ve also found it appropriate to make daily memorization more realistic and to make sure that stealing/destroying one’s spellbook doesn’t function as a shutdown switch.

    And as far as class name goes, basically, “Mage” is synonymous with Magus / Spellbinder / Wizard. They’re all legitimate names for a member of this class.
    Yes, I can hear it now… “wait a minute, what happened to the Sorcerer”.
    Well, the Sorcerer was always regarded as the one with innate magical capabilities. Many, yours truly included, regard the concept of the Warlock as the Sorcerer-should’ve-been. Therefore, as far as I’m concerned, “Sorcerer” is synonymous with “Warlock”.

    Hit Die: d4

    Table: The Mage
    Level BAB F R W Special
    1st +0 +0 +0 +2 Scribe Scroll
    2nd +1 +0 +0 +3 Bonus Feat
    3rd +1 +1 +1 +3
    4th +2 +1 +1 +4 Minor School Esoterica *
    5th +2 +1 +1 +4
    6th +3 +2 +2 +5 Spellpower
    7th +3 +2 +2 +5
    8th +4 +2 +2 +6 Bonus Feat
    9th +4 +3 +3 +6
    10th +5 +3 +3 +7 Moderate School Esoterica *
    11th +5 +3 +3 +7
    12th +6 +4 +4 +8 Fabricate Focus
    13th +6 +4 +4 +8
    14th +7 +4 +4 +9 Bonus Feat
    15th +7 +5 +5 +9
    16th +8 +5 +5 +10 Major School Esoterica *
    17th +8 +5 +5 +10
    18th +9 +6 +6 +11 Arcane Apotheosis
    19th +9 +6 +6 +11
    20th +10 +6 +6 +12 Bonus Feat

    * Taken from the Master Specialist PrC (CM, p.70), with minor tweaks here & there.

    Class Features:

    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
    Skill Points Per Level: : 2 + Int modifier.

    Weapons and armor proficiencies: Mages are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all. Armor of any type interferes with a mage’s movements, which can cause his spells with somatic components to fail.

    Mage Spellcasting

    Mages are specialists. A mage chooses one of the eight primary spell schools. This is her specialization school. A mage then chooses 4 spell schools that are forever beyond her reach, with a special clause that Conjuration & Transmutation schools each count as 2 schools, and when either (Conjuration / Transmutation) is chosen as specialization school, a mage must select 5 banned schools. OTOH, when either Conjuration or Transmutation is chosen as a prohibited school, it counts as if she had selected 2 prohibited schools (so, in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools).
    A mage has one additional spell permanently memorized from each spell level she has access to. These spells must be taken from the mage’s school of specialization.
    A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
    A mage pays only half the time and cost for copying spells of her specialization school to her spellbook.
    Special: A mage may choose not to specialize, but the vast majority don't take this option, because it comes with a significant reduction in power and an overall decreased number of known spells (see the Wizard ACF below).

    All mages have the spell Read Magic permanently memorized, even if Divination is among their prohibited schools.
    All mages also have the spell Prestidigitation permanently memorized – the one spell that teaches a mage the basic principles of arcane magic.
    The Mage-Spells list encompasses all arcane spells from all officially published WotC materials, without distinction of the official arcane classes those spells are originally restricted to (e.g. Sorcerer only or Wizard only).

    A mage records her spells in spellbooks. She studies them continuously, going through them whenever she has the time.

    A mage begins play with a spellbook containing all 0-level Mage spells, except those from her prohibited schools, plus 3 1st-level spells of her choice.
    A mage also selects a number of additional 1st-level spells equal to her Int-bonus to add to her spellbook.
    Every time a mage gains a level, she adds 2 Mage spells of her choice (up to the maximum SL she can cast) to her spellbook.
    At any time, a mage can also add spells found in other mages' spellbooks to hers, or gain new ones via research.

    Every mage has a small repertoire of spells (taken from the spells recorded in her spellbook(s)) that she knows innately and has permanently memorized, without the need for “going back to the pages”. These spells are available to the mage on-the-fly.

    Mage Spells-Permanently-Memorized
    Level	0th	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    1st	2	1	-	-	-	-	-	-	-	-
    2nd	3	1	-	-	-	-	-	-	-	-
    3rd	3	2	1	-	-	-	-	-	-	-
    4th	4	2	1	-	-	-	-	-	-	-
    5th	4	2	2	1	-	-	-	-	-	-
    6th	5	2	2	1	-	-	-	-	-	-
    7th	5	3	2	2	1	-	-	-	-	-
    8th	6	3	2	2	1	-	-	-	-	-
    9th	6	3	3	2	2	1	-	-	-	-
    10th	7	3	3	2	2	1	-	-	-	-
    11th	7	3	3	3	2	2	1	-	-	-
    12th	8	3	3	3	2	2	1	-	-	-
    13th	8	3	3	3	3	2	2	1	-	-
    14th	9	3	3	3	3	2	2	1	-	-
    15th	9	4	3	3	3	3	2	2	1	-
    16th	9	4	3	3	3	3	2	2	1	-
    17th	9	4	4	3	3	3	3	2	2	1
    18th	9	4	4	3	3	3	3	2	2	1
    19th	9	4	4	4	3	3	3	3	2	2
    20th	9	4	4	4	3	3	3	3	2	2
    A mage may temporarily memorize a certain amount of spells each day.
    The total number of spell levels a mage can temporarily memorize equals twice the mage’s class level plus her Int-bonus.
    Two zero-level spells count as one 1st level spell for this purpose.
    At each even level, a mage may replace one of her permanently memorized spells with another, taking the new spell from her spellbook.

    A mage may also cast spells from an open spellbook.
    It takes 1 round per SL of preparations and twice as long to cast spells from an open spellbook.
    Spells from other books cannot be cast by a mage until she’s successfully copied them to her book(s).

    Scribe Scroll
    All mages may Scribe Scrolls, starting at 1st level.

    Bonus Feat
    At 2nd level, and again at levels 8, 14 and 20, a mage gains a bonus feat.
    This may be any feat that’s associated with spells or spellcasting in any way.
    The mage must meet all of the chosen feat’s requirements for taking it.

    Minor School Esoterica (Ex)
    At 4th level, your focus on your chosen school opens your mind to new possibilities and grants you the first taste of unique skills.
    You gain an ability from those below based on your chosen school.
    Abjuration: You gain a competence bonus on dispel checks equal to 1/3 your CL.
    Conjuration: Any creature you summon or call appears with extra hit points equal to your CL.
    Divination: Divination spells you cast that have a duration of concentration remain in effect for a number of extra rounds equal to 1/2 your Mage level after you cease concentrating. You can cast other spells and otherwise act normally during this duration.
    Enchantment: Targets of your charm spells do not gain a bonus on their saves due to being currently threatened or attacked by you or your allies. In addition, subjects of your compulsion spells do not get a bonus on saves due to being forced to take an action against their natures.
    Evocation: When casting a damaging evocation spell, damage is dealt as if your level was x 1.5 your actual CL.
    Illusion: The save DCs of your illusion spells that have a saving throw entry of “Will disbelief” increase by 2.
    Necromancy: When you cast a necromancy spell, undead allies within 60' gain turn resistance and a bonus on saves equal to ½ your CL for a number of rounds equal to your CL.
    Transmutation: When a transmutation spell you have cast is successfully dispelled, it remains in effect for 1 round and then ends as normal for dispelling. If a creature is responsible for the dispelling effect, it knows that the spell has been dispelled but is functioning for another round.

    Spellpower (Ex)
    Upon reaching 6th level, your understanding of your school of specialization deepens.
    You add +1 to your CL and spell DC whenever you cast a spell of your chosen school.
    At 12th level and again at 18th, the above bonuses increase to +2 and +3 respectively.
    Spellpower does not stack with Spell Focus or Spell Penetration feats – those still exist to allow secondary focus.

    Moderate School Esoterica (Ex)
    At 10th level, your long study of your chosen school leads to a breakthrough.
    You gain an ability from those below based on your chosen school. Each ability is triggered automatically when you cast a spell from your chosen school and lasts for a number of rounds equal to the spell's level.
    Abjuration: If you are subject to a spell that has a partial or half effect on a successful save, you suffer no adverse effect if you successfully save.
    Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
    Divination: You gain Uncanny Dodge (PHB 50) for the duration of the spell.
    Enchantment: You can immediately reroll any failed Will save against an enchantment or mind-affecting spell or ability; you must accept the result of the second roll.
    Evocation: You gain resistance 20 to any one energy type that matches a descriptor used by the spell you just cast.
    Illusion: You gain concealment.
    Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
    Transmutation: You can immediately reroll any failed Fortitude save against a transmutation spell or ability; you must accept the result of the second roll.

    Fabricate Focus (Su)
    12th level mages are able to transcend even the need for spell foci.
    Extra spell energy is drawn – +1 strain cost per SL – to create a quazi-real focus that vanishes after spell discharge.
    If a spell requires a focus that’s consumed by the casting of the spell, a mage may not fabricate a focus for that spell.

    Major School Esoterica (Ex)
    At 16th level, your knowledge of your chosen school reaches its peak.
    You gain an ability from those below based on your chosen school; each one can be used three times per day.
    Abjuration: When casting an abjuration spell that normally has a range of personal, you can instead choose to cast it as a touch spell that affects a single creature. When casting an abjuration spell that is an emanation centered on you, you can instead choose to cast it as a touch spell that emanates from the touched creature.
    Conjuration: You can cast a conjuration spell with a casting time of 1 standard action as a swift action.
    Divination: When you cast a divination spell, you also gain true seeing (as the spell) for 5 rounds.
    Enchantment: Any creature that successfully saves against one of your enchantment spells must save again 1 round later (as if you had cast the spell again) with a +5 bonus on the save.
    Evocation: Any creature that fails its save against one of your evocation spells takes damage again 1 round later equal to half the damage it took when you cast the spell.
    Illusion: You can cast any illusion spell as a stilled and silent spell (as per the Still Spell and Silent Spell feats) without an increase in caster level.
    Necromancy: When you cast a necromancy spell, undead allies within 60' gain fast healing 10 for 5 rounds.
    Transmutation: When a creature successfully saves against a transmutation spell you cast, it takes damage equal to the level of the spell.

    Arcane Apotheosis (Ex)
    You may spend 10min in a special ritual to fuse arcane weaving into your own body.
    You may prepare specific spells for discharge as a free action.
    You can store as many SL as your CL + Int-mod.
    Such prepared spells may be invoked even within Antimagic and Dead Magic Zones (but not prepared within them).
    Spells that are prepared in such manner require constant effort to maintain on the Mage’s side. As long as they’re in effect, their strain toll cannot be replenished. Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
    While this ability is unquestionably a great boon, it can also be very dangerous. If the Mage is struck by Spellfire (see the "New Feats" spoiler) while charged with arcane power, a chain-reaction causes all the stored SLs to discharge and add to the damage the Mage takes (no save).

    Arcane Feats

    Arcane Breach
    Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
    Benefits: Spells don’t work within Antimagic. This does not mean that once fully activated, they’ll function within one.
    However, for you, one spell is an exception: Mage’s Disjunction.
    Prepared via Arcane Apotheosis, Disjunction can cause an Antimagic that surrounds you to collapse.

    Arcane Slash
    Requirements: able to cast 3rd level arcane spells, Spellstrike, Weapon Focus with any 1-handed or 2-handed slashing weapon
    Benefits: As a standard action that doesn’t provoke AoOs, you’re able to slice through the air, creating a 120' line (5' wide) of disruptive discharge that deals [1d6/SL + 1/CL + the weapon’s base damage].
    thare’s no save. The discharge is too fast to allow reaction and affects all within the AoE. However, targets that can see you and are able to move as an immediate action (via feats or features) are allowed to do so to avoid the AoE.

    Arcane Webweaving
    Requirements: Mage 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
    Benefits: You have gained an understanding of the rudiments of the war weaving craft.
    You can thread together unseen strands of life force to connect willing allies in a magically resonant network known as an Arcane Webweave.
    With a silent act of concentration (DC 15, may take 10), you can connect a number of allies equal to your Int-bonus.
    Creatures must be within 30’ to have their life force woven into a Webweave, and they must be living creatures.
    Webweave lasts for 24 hours or until you weave a new one.
    You’re always connected to your own Webweave, and you don’t count against the limit of allies that can be connected.
    The advantages of Webweaving:
    - One Spell for All: Once you have woven a Webweave, you can send your spells across the life-force strands to your allies. Although you cast but a single spell, you can have it affect every creature in your Webweave as if the group were a single creature.
    - Selective Boon: You can exclude specific creatures connected to a Webweave from a spell if you like (e.g if one of them gets charmed or dominated, you wouldn’t want to make things easier for them to kill you).
    Constraints & Limitations:
    - Level Cap: The maximum level of a spell you can cast into a Webweave equals 1/3 your CL rounded down.
    - Typical behavior: A Webweave doesn’t change the range of a spell (e.g. when you cast bull’s strength, you must touch each Webweaving ally you wish to affect).
    - Beneficial effects: Only spells with the “harmless” designation in their saving throw entry or ones requiring willing targets can be cast into a Webweave. In addition, spells with a range of personal cannot be cast through a Webweave.
    - Post-discharge distribution: If the spell requires decision-making on your part, you must make the same decision for everyone the spell is meant to affect. For instance, if you cast Protection from Elements, the same element selection applies to all recipients.
    - Weabweaving allies are not spell-conduits: You can’t affect objects with spells cast into your Webweave, even if those objects are held by your allies (for instance, you can’t use Webweaving to apply touch-range enhancements to weapons held by others).

    Discharge Spell Siphon
    Requirements: able to cast at least 1 arcane force damage spell of 5th level or higher
    Benefits: By first storing a siphoned spell into an item and unraveling its magic, you’re able to cause the item to detonate at your command. The siphoned spell may be detonated from immediately up to a number of rounds equal to your Int-bonus. The detonated spell causes splash damage in a 10' radius equal to Xd6 in damage, where X equals the stored spells level.

    Enlarged Webweave
    Requirements: Mage 12, Spellcraft 15, Arcane Webweaving, Widen Spell
    Benefits: You can stretch your magic across your Webweave beyond normal distances. Spells you cast through a Webweave have their range category increased:
    - You can now cast spells with range “personal” as touch spells through your Webweave.
    - touch spells become close range.
    - close-range spells become medium range.
    - medium-range spells become long range.
    - Long-range spells stretch as far as your line of sight goes.
    - Spells with fixed ranges other than “touch” have their range doubled.

    Immediate Spell
    Benefits: You may cast a swift action spell as an immediate action.
    This raises the spell's level by +2.

    Mastery of the Elements
    Requirements: see below
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per element type (acid, cold, electric and fire) - Each of which of 4th SL or higher.

    Quiescent Weaving
    Requirements: 9th Maga level, Spellcraft 12 ranks , Arcane Webweaving
    Benefits: You have learned how to weave spells into your Arcane Webweave for later use.
    The maximum number of spells you can store into your Weabweave equals 1/6 you CL.
    Quiescent weaving enables you to prepare beneficial spells you know your allies will need in a crisis. You can release the quiescent spells right away at the beginning of a fight, as a move action, then commence with more offensive spellcasting.
    To make a quiescent weave, you must designate the Webweave as the target for the spell as you cast it (regardless of what the spell’s normal target is). The spell is now woven into the Webweave in a dormant state; it doesn’t use up its duration or affect targets in any way.
    When you release the spells in your quiescent weaving, they all instantly discharge together, and take effect in the order they were cast.

    Seeking Spell
    Benefits: You may alter any ranged touch attack spell so that you take no penalty to your attack roll when firing at a target engaged in melee.
    If your seeking-spell misses due to concealment or partial cover, you can reroll your miss-chance percentile roll one time to see if you actually hit.
    A seeking spell counts as one level higher than the spell's actual level.

    Spell Continuity
    Requirements: Spellstrike, Still Spell, CL 8th
    Benefits: You have learned how to maintain a steady flow of magic between yourself and a foe you've successfully targeted with Spellstrike for 1 round.
    Within the next combat round, if your target did not make any kind of teleportation and you're not threatened, you can Still-Spell target it with any spell that may target a single opponent (including touch attacks) at no extra strain cost, making an automatic successful hit.
    Special: A Mage possessing this feat knows when he's been marked for Spell Continuity.

    Spell Shaping
    Benefits: This feat provides the benefits specified for the Archmage's feature of the same name.
    To qualify for this feat, one must know at least one evocation spell per “AoE type” (touch, ranged touch, line, cone, spread, burst and chained/ricochet), and at least one evocation spell from each 1st through 7th SLs.

    Spell Tokenizer
    Requirements: Int 13+, 5th Mage level
    Benefits: Drawing from your enhanced studies of Prestidigitation, you've learned how to effortlessly alter the color, sound, smell, and look of spells as you cast them. These changes do not alter the outcome of spells in any way, however they do make it more difficult for another Mage to identify a spell as it is being cast, which raises the DC of this task by 10 (by 5 for anyone that took this feat).

    Requirements: Spellstrike, Spell Shaping, Mastery of the Elements
    Benefits: This feat is quite similar to the Archmage's Arcane Fire feature, but deals 1d10 per SL plus 1d10 per Int-mod, and without taking class level into account.

    Suppressible Spell
    Benefits: You may make any spell that is dismissible by the caster into a suppressible spell. When you would dismiss the spell, you may choose to have the spell suppressed instead.
    While all effects of a suppressed spell cease as if it had been dismissed, the spell's duration continues to be counted. While suppressed, the spell is not ended by any action you or the target creature takes that would normally do so. For example, a character under the effects of a suppressed invisibility spell can attack without ending the spell.
    At any time before the spell's duration fully expires, you may reinstate the spell. Doing so requires the same type of action as casting the spell in the first place, including any verbal or somatic components needed.
    You must be within the spell's range from the area, object, or creature that was the original target of the spell in order to suppress or reinstate the spell effect.
    If the spell affects multiple creatures or objects, you may selectively suppress or reinstate the spell's effects on each of the targets currently within range.
    There is no limit to the number of times a spell may be suppressed or reinstated during the spell's duration, even if the duration has been made permanent with the permanency spell.
    A suppressible spell counts as one level higher than the spell's actual level.

    Counterspell Feats

    Preliminary Note: Counterspell feats are in no way limited to mages, it's just that mages are stereotypically more associated than other casters with the image of counterspelling (plus there's no more room in the Feats entry and I wanted to cover the issue in one place)

    Counterspelling Mechanics Adaptation: You must know (permanently memorized) and identify the spell. The strain toll is as if casting a spell of equal level

    Improved Counterspell (PHB-I)
    Benefits: You don't have to know the spell, but then you block the effect that targets you directly rather than disrupt another caster's spellcasting.

    Dampen Spell (PHB-II)
    Requirements: Improved Counterspell
    Benefits: As described in PHB-II, but subject to the counterspell rules above.

    Deflect Ray (new feat)
    Requirements: Able to cast 4th-level spells, Improved Counterspell
    Benefits: When counterspelling magical ray attacks, you can redirect it back at the caster or at anyone else within the ray's remaining range.

    Reactive Counterspell (MoF/PGtF)
    Requirements: Able to cast 5th -level spells, Combat Reflexes, Dampen Spell
    Benefits: Counterspell as an immediate action.

    True Counterspell (new feat)
    Requirements: Able to cast 7th-level spells, Deflect Ray, Reactive Counterspell
    Benefits: When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.

    Mage ACF: Wizard

    Some mages just insist on delving into all arcane schools.
    Balancing all arcane schools is particularly difficult and this comes with a price.

    Wizards don't get extra known spells from a school of focus, since they don't have one.
    Wizards lose Minor/Moderate/Major School Esoterica and Spellpower class features.
    Wizards take a -1 penalty* to their CL for all schools. This counts for all game statistics except Spells Known & Tolerance.
    Wizards take a -1 penalty* to all spell DCs.

    * A wizard that has taken Trinity Mystic feat (see "Spellcasters and Multiclassing" - post #10) no longer suffers CL or DC penalties.

    Mage ACF: Bonded Item

    This ACF is designed to enable the "mage and her signature staff of power" archetype, Harry-Potter-themed casting and many more.

    Bonded Items are magically linked to their masters.
    A bonded item grows in power as the mage advances in levels
    A bonded item retains its appearance and original functions (including any existing magical powers).

    A mage may only ever be bonded with one item at a time.

    The decision of casting spell via bonded item must be made upon taking 1st Mage level – by spending an HD-granted feat or burning (retraining) an existing feat that doesn't serve as prerequisite for other feats.
    The mage loses her class related bonus feats (levels 2/8/14/20) and instead her Bonded Item increases in power every time such feat is traded (see below).

    Items that are the subject of an arcane bond must fall into one of the following categories:
    - Amulet
    - Ring
    - Wand
    - Weapon, including Staff (Weapons acquired at 1st level are not made of any special material)
    These items are always of masterwork quality.

    If the item is an amulet or ring, it must be worn to have effect (and occupies the ring or neck slot accordingly)
    Wands and weapons must be held in one hand.

    The mage's bonded item serves as a spell focus for all of her spells. If a spell's description mentions a focus component, the mage's bonded item replaces it – unless the mentioned focus takes active part in the spell effect itself (e.g. Trap the Soul), in which case the mage cannot use her bonded item as focus.
    Using her bonded item to cast spells, the mage gains a +1 CL boost.
    Casting spells without using her bonded item, the mage takes a -2 CL penalty, and must make a concentration check or lose the spell (DC = 20 + SL).

    If a bonded item's owner dies, or the item is replaced, the item reverts to being an ordinary masterwork item of the appropriate type.
    If a bonded item is damaged, it is restored to full hit points the next time the mage completes a full night's rest with the item in her possession. If the item of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per mage level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item (if any).

    A mage can magically enhance her bonded item.
    If the bonded item is enhanced for usability via charges, it loses its abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded item properties.
    The magic properties of a bonded item, including any magic abilities added to the item, only function for the mage who owns it.
    A mage can designate an existing magic item as her bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

    A Bonded Item gains powers as its master gains levels according to the table given below:

    Mage Level	Item Characteristics	Far-Bonding
    1st		Durability		Sense Item
    2nd		Bonded Focus 		Call item (30'; speed 30')
    8th		Bonded Potency		Call item (line of sight; speed 60')
    14th		Bonded Resistance	Call item (same plane; as Teleport Object)
    20th		Bonded Boon		Call item (any of the known planes / reconstruction)

    Bonded Item Statistics:

    Durability (Su)
    The potent arcane energies within a Bonded Item render it extremely resistant to harm.
    A Bonded Item gains hardness as well as HP equal to +1 per Mage level. This stacks with any other effect that makes an item more durable, such as Hardening spell effect.
    When unattended, it is treated as an attended item and uses the mage's saving throws (if and when they're better than its own).

    Sense Item (Su)
    The mage is always aware of the exact direction and distance to her Bonded Item and is automatically aware of any attempt to pickpocket the item from her through the Sleight of Hand skill, although magic that obscures divinations can disrupt this awareness.

    Bonded Focus (Su)
    If the bonded item is an amulet or a ring, it grants a stacking +2 bonus on Concentration checks made to cast arcane spells when casting on the defensive or while Grappled.
    If it is a wand or a weapon, it counts as +1/+2/+3/+4 weapon at levels 2/8/14/20 respectively (with wand counting as improvised weapon), and the mage gains her Int-mod vs. attempts to Disarm or Sunder her bonded item.

    Call Item (Sp)
    As a standard action, the mage can make her Bonded Item fly to her presence, as long as it is within 30', although if the item is in the possession of another creature, that creature may make a Ref save vs. DC [10 + ½ mage level + Int-mod] to negate the effect. The item appears properly equipped on the mage if there is space for it, or on the ground in her square if not.
    When the mage reaches 8th level, she can call the item, provided is it is anywhere within her line of sight and the item flies faster to her.
    Starting at 14th level, she can summon it from any distances so long as it is on the same plane.
    Starting at 20th level, she can call it even from other planes of existence and even reform the item whole in her hands when called if it has been destroyed or disjoined.
    Effects that ward against teleportation or planar travel may prevent Call Item from working as expected.

    Bonded Potency (Su)
    Bonded item grants a stacking +2 bonus on CL checks made to overcome a creature’s SR.

    Bonded Resistance (Su)
    Bonded item grants the mage SR as the spell of the same name (12 + arcane CL).

    Bonded Boon (Su)
    Using her bonded item, the mage may cast one additional spell per day without paying the tolerance toll.

    A Mage’s Library & Laboratory (optional)

    This optional rule is for those who seek the added thematic value of the “researcher’s” lib & lab and the real feel of research.
    It has a drawback of being a resource & time consuming factor, but with the right investment, it can increase the chances of spell research and item creation quite substantially.
    (The details given below are irrelevant to the two spells acquired automatically with each level progression)

    - Spell research requires [1 day per SL] and costs 500gp per day.

    - To research 1st level spells, a Mage requires 4000 gp worth of library content. Each additional SLrequires +2000gp more (9th level spells require a library worth 20000 gp).
    Furthermore, a Mage must establish a laboratory worth 40% of the required library value to enjoy its benefits to the fullest.
    For each 2000gp beyond the minimum requirement (and proportional lab value), a Mage receives a +1 crcumstance bonus to all her spell-research related Spellcraft checks and +3% to all her item creation percentage checks.

  15. - Top - End - #15
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Druid

    Class: Druid



    The core Druid is too powerful. No player with a bit of game mileage really questions this claim.
    The problem doesn’t lie in the class stepping on other classes’ toes as much as simply being too much keyed toward battlefield dominance.
    First, BAB should be dropped to poor progression (at least when having access to spells). Druids in the original sense (the Celtic priests of the land) shouldn’t be especially combative; solving your problems with summoning or weather control or the like seems more in-flavor than rivaling rogues in martial combat.
    Second, while Animal Companion & Wild Shape need some serious toning down, I actually find the Druid lacking in truly encompassing the stuff that’s required to being the one dominant figure over all things associated with nature.
    When it comes to things related to nature, a druid should at least be able to provide all basic level-appropriate options. It’s more of a “what” question and less of “how much”, so I significantly enriched the class’ scope of features.

    Hit Die: d6

    Alignment: Any Neutral

    Equipment Restrictions: Druids are prohibited from using metal combat gear at all.

    Table: The Druid
    Level BAB F R W Special
    1st +0 +2 +0 +2 Nature Sense, Wild Empathy, Animal Companion, Track
    2nd +1 +3 +0 +3 Create Infusion
    3rd +1 +3 +1 +3 Defender of Nature, Speak with Animals
    4th +2 +4 +1 +4 Nature's Remedy
    5th +2 (+3) +4 +1 +4 Wild Shape (Animal ; Medium, Small)
    6th +3 (+4) +5 +2 +5 Wild Dominion
    7th +3 (+5) +5 +2 +5 Wild Shape (Large)
    8th +4 (+6) +6 +2 +6 Honed Senses
    9th +4 (+6) +6 +3 +6 Wild Shape (Vermin)
    10th +5 (+7) +7 +3 +7 Avenger of Nature, A Thousand Faces
    11th +5 (+8) +7 +3 +7 Wild Shape (Plant ; Tiny)
    12th +6 (+9) +8 +4 +8 Extraordinary Wild Shape
    13th +6 (+9) +8 +4 +8 Wild Shape (Swarm)
    14th +7 (+10) +9 +4 +9 Mastery of Self
    15th +7 (+11) +9 +5 +9 Wild Shape (Elemental)
    16th +8 (+12) +10 +5 +10 Voices of World
    17th +8 (+12) +10 +5 +10 One with the Green
    18th +9 (+13) +11 +6 +11 Wild Shape (Huge)
    19th +9 (+14) +11 +6 +11 Resident of the Elemental Planes
    20th +10 (+15) +12 +6 +12 Essence of Eternity

    Class Features:

    Class Skills and Skill Points: Same as the core Druid, plus Climb, Hide, Knowledge (the planes) and Move Silently as class skills.

    Weapons and armor proficiencies: Druids are proficient with all Simple weapons that don’t contain metal parts (or with adequate substitutions). They’re also proficient with medium armor and shields.

    Druid Spells

    All druids have the spells noted below as known spells.
    In addition, all druids know the Summon Nature’s Ally line.
    A druid also knows an additional number of 0-level spells equal to his Wis-bonus.
    Furthermore, whenever a druid gains a level (including 1st level), he may select a single spell from any of the levels available to him and gain this spell as a known spell.
    At 2nd level and each level thereafter, a druid may also retrain a single spell he’d previously selected and replace it with another Druid spell of equal or lower level.

    0-Level Druid Spells (Orisons)
    • Create Water: Creates 2 gallons/level of pure water.
    • Detect Poison: Detects poison in one creature or object.
    • Know Direction: You discern north.
    • Light: Object shines like a torch.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Purify Food and Drink: Purifies 1 cu. ft./level of food or water.

    1st-Level Druid Spells
    • Charm Animal: Makes one animal your friend.
    • Detect Animals or Plants: Detects kinds of animals or plants.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Entangle: Plants entangle everyone in 40-ft.-radius.
    • Obscuring Mist: Fog surrounds you.
    • Shillelagh: Cudgel or quarterstaff becomes +1 weapon and deals damage as if two sizes larger.

    2nd-Level Druid Spells
    • Fog Cloud: Fog obscures vision.
    • Gust of Wind: Blows away or knocks down smaller creatures.
    • Hold Animal: Paralyzes one animal for 1 round/level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Warp Wood: Bends wood (shaft, handle, door, plank).
    • Wood Shape: Rearranges wooden objects to suit you.

    3rd-Level Druid Spells
    • Meld into Stone: You and your gear merge with stone.
    • Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
    • Quench: Extinguishes nonmagical fires or one magic item.
    • Remove Disease: Cures all diseases affecting subject.
    • Speak with Plants: You can talk to normal plants and plant creatures.
    • Water Breathing: Subjects can breathe underwater.

    4th-Level Druid Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Control Water: Raises or lowers bodies of water.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Summon Elementite Swarm (SpC): Summon an elementite swarm to follow your commands.

    5th-Level Druid Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Commune with Nature: Learn about terrain for 1 mile/level.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Wall of Thorns: Thorns damage anyone who tries to pass.

    6th-Level Druid Spells
    • Liveoak: Oak becomes a treant guardian.
    • Move Earth: Digs trenches and builds hills.
    • Phantom Stag (SpC): Magic stag appears for 1 hour/level.
    • Stone Tell: Talk to natural or worked stone.
    • Summon Greater Elemental (SpC): Summon a greater elemental to follow your commands.
    • Transport via Plants: Move instantly from one plant to another of the same kind.

    7th-Level Druid Spells
    • Changestaff: Your staff becomes a treant on command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Transmute Metal to Wood: Metal within 40 ft. becomes wood.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Druid Spells
    • Animal Shapes: One ally/level polymorphs into chosen animal.
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Whirlwind: Cyclone deals damage and can pick up creatures.
    • Unyielding Roots (SpC): Creature grows roots that keep it stationary and heal it every round.

    9th-Level Druid Spells
    • Elemental Swarm: Summons multiple elementals.
    • Nature’s Avatar (SpC): Animal gains +10 on attack rolls and damage rolls, haste, and 1d8 hp/level.
    • Shambler: Summons 1d4+2 shambling mounds to fight for you.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.

    Nature Sense (Ex)
    Every druid is particularly at home in his native surroundings, gaining Terrain Mastery as given for the Horizon Walker.
    At 2nd level and each level thereafter, a druid gains Terrain Mastery in another terrain. Planar terrain mastery may not be taken before a druid has gained terrain mastery in all non-planar terrains. Also, a druid may not choose terrain mastery for a plain where he’d never visited before (meaning this benefit might be skipped at various levels).
    In addition, the druid gains half his level (rounded up) on all Knowledge (geography) & Survival checks in any of his chosen terrains and is always considered trained in such checks.
    Non-aquatic druids may choose Aquatic terrain as soon as 5th level, which also grants them extraordinary water breathing capabilities.
    Starting at 9th level, or one level after a druid has gained mastery in all 8 terrains of the material prime (whichever comes later), a druid gains 1 bonus rank per level in Knowledge (the planes) - limited by the druid's normal character level limit. At level 15 and on, a druid's ranks in Knowledge (the planes) determine the strength of the elementals he can Wild-Shape into (see the "Wild Shape and alteration" spoiler in post #4).
    Whenever a druid is in one of his favored terrains, he can move unhindered through any sort of naturally created difficult terrain. Areas that have been magically manipulated to impede motion still affect him normally though.
    If he is in his favored terrain, he may also choose not to leave any trail (making him impossible to track).
    Furthermore, the Druid's knowledge of the terrain and its natural denizens grants him +4 to save against any special attacks they might have (Ex, Su or Sp).
    A druid in one of his favored terrains knows all the signs of the wilderness. He never gets lost. He can easily live off the land in comfort, and can provide for companions. The druid can take 10 on any Survival check, even when in immediate danger and distracted. If the druid is not in immediate danger and distracted, he can take 20 even if the check has a penalty for failure.

    Wild Empathy (Ex)
    This ability works as given for the core Druid.

    Animal Companion

    A 1st level druid gains Wild Cohort as bonus feat (see the Modified Feats spoiler – bottom-most inner spoiler).
    Unlike others who take this feat, druids share an empathic link with their animal companion, out to a distance of up to 1 mile. The druid cannot see through the animal companion’s eyes, but they can communicate empathically.
    Because of the limited nature of the link, only general emotional content can be communicated.
    This also enhances the companion’s intelligence as time goes by, granting it Int-score 3 at 1st level. With each advancement step on the cohort’s table thereafter, its Int increases by +1 (to a maximum Int score of 9). This elevated Int negates the need to make Handle Animal checks when directing the wild cohort.
    While empathically linked, the druid knows the direction and distance of his companion.

    Starting at 9th level, a druid’s connection with his animal companion(s) improves. This maximum distance increases to a number of miles equal to the druid’s Wis-bonus. In addition, when within one mile of his companion, the druid can “borrow” the animal’s senses, allowing him to see through its eyes, use its ears, and so on. Doing so requires him to either willfully ignore the input from his own senses or take a -5 penalty to all rolls due to distraction.

    Druids gain Track as bonus feat.

    Create Infusion

    "This forest is our home. We derive Strength from its roots. You do not, unless we say so."

    What Is an Infusion?
    An infusion is a druidic spell, stored within a specially treated plant (herb, root, fruit, vegetable, mushroom, bud etc). It works like a scroll. The process of preparing an infusion takes 1 day per spell-level (30min for 0-level effects) and the costs are as given in MotW.
    A spell successfully activated from an infusion works like a spell cast in the normal way by the creator at the time of creation.

    To activate the spell, the user must consume the infusion (a standard action that provokes AoOs). This makes infusions ideal for a druid; he can hide several of them for later consumption, thus gaining access to spell effects while in wild Shape.
    A successful attack against the user forces a Concentration check (DC 10 + damage dealt). Failure means the character cannot eat the infusion in that round. If desired, an attacker may direct the AoO against the infusion rather than the character, destroying it on a successful hit.
    An infusion cannot be administered by force or to an unconscious creature.

    Who can use it and when?
    An infusion usually works only for druids.
    The druid that created an infusion can use it with automatic success. A druid that happens to stumble upon an infusion must first make a level check (class-level + d20) vs. DC [15 + spell level] to identify one as such and what it does.
    A druid that can use a given infusion can let go of it, making it available for everyone’s use for the next 3 consecutive rounds. Alternatively, a druid can hand over an infusion, permanently (until use, of course) attuning the recipient to it.
    Otherwise, the infusion acts as an ingestive poison. The user must make a Fort save (DC 10 + one-half of the infusion's CL) or take 1d3 Con damage and become nauseated. A second saving throw at the same DC and with the same consequence for failure must be made 1 minute later.

    Defender of Nature (Ex)
    A 3rd level druid has an all-encompassing disdain for creatures which pervert nature's order.
    Starting at 3rd level, a druid may add his Wis-bonus to attack and damage rolls against aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa). This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.

    Speak with Animals (Sp)
    Starting at 3rd level, once per day per Wis-bonus, a druid may use Speak with Animals as a SLA.

    Nature's Remedy (Ex)
    A 5th level druid’s body forever changes, learning to fight off foreign agents.
    The druid becomes immune to all biological poisons and diseases.
    Starting at 10th level, the druid’s body can purge poisons and diseases of non-biological sources, including magical afflictions.

    Wild Shape (Su)

    At 5th level, a druid gains the ability to wild shape.
    This functions as described for the core Druid, with the following exceptions:

    The druid gains access to creature types and sizes as given in the table above.
    For each available creature type, a druid may choose one creature per allowed size and add it to the druid’s repertoire of available creatures for wild shaping. A 5th level druid thus has 2 animals which he can change into: a single medium animal and a single small animal (leopard & octopus, for instance). The same druid, upon reaching 12th level, may change into 4 different animals, 4 vermin and 4 plant-based monsters.
    Elemental Form allows a druid to transform into all elementals of any of the 4 elements and of any allowed size.
    Once per each even level past 5th, a druid may lose a specific creature in favor of gaining another of the same size and category in its place (shark instead of lion, for instance). This option of replacement is not carried from level to level, meaning if you don’t use it you lose it.

    A druid may assume wild shape a daily total of 1 hour per [Druid level], but must be broken down to 1-hour increments.
    A druid may also shift between forms without reverting to his original form, but each such shift is particularly taxing and reduces the hourly total by 1 for that day.

    In normal (usually humanoid) form, a druid has poor (1/2) BAB. Upon assuming wild shape, the druid’s BAB is elevated to medium (3/4).
    When assuming wild shape, a druid loses access to spellcasting, as well as all supernatural and spell-like abilities.

    Wild Shape & Spellcasting: No such thing. Natural Spell feat is banned. The Druid has other means (namely Infusions) of gaining some spell benefits.

    Special: In some rare cases, where a plan-based race takes on Druid levels, the order of creature-types available via Wild Shape is different.
    - At 5th level, the character gains access to Plant-typed forms.
    - Animal-typed creatures become available at 7th level.
    - Large forms become available at 9th level.
    - Vermin-typed creatures become available at 11th level.

    Wild Dominion (Su)
    A 6th level druid can rebuke animals in a similar way to how an evil priest of equal level rebukes undead.
    Whenever a druid gains a new creature type (vermin/plant/swarm/elemental – at levels 9/11/13/15 respectively), he may rebuke that type of creatures as well.

    Honed Senses (Ex)
    At 8th level, a druid’s connection with the earth and his surroundings improves.
    The druid gains Scent and Tremor-Sense as described in MM1.

    Avenger of Nature (Ex)
    Starting at 10th level, a druid may add his Wis-bonus twice over to spell save DCs when targeting aberrations, oozes, undead and construct, as well as creatures with the inherent ability to petrify (such as Basilisk, Cockatrice, Gorgon and Medusa).
    In addition, he may add his druid level to all damage rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might deal damage or require an attack roll.

    Extraordinary Wild Shape (Ex)
    When 12th level is achieved, a druid learns how to wild shape as an (Ex) ability.
    Extraordinary Wild Shape doesn't apply to swarms and elementals.

    Mastery of Self (Ex)
    At 14th level, a druid has such perfect control over his own form that he becomes immune to polymorphing, petrification and any form-altering attack. He may choose to allow beneficial spells to affect him, however. Doing so does not take an action.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will it to break the effect and revert to his normal form (similar to how Statue spell works)

    Voices of World (Su)
    A 16th level druid gains unparalleled empathic abilities.
    He may now use Speak With Animals, Speak With Plants, Stone Tell, and Tongues – as by the spell effects of the same names – at will. He may also communicate mentally with any entity that has a language of any sort.
    No matter the resulting form, the druid always retains his consciousness and sense of self, and is aware of the nature of his new form. He needs but will the effect to break and revert to his normal form (similar to how Statue spell works).

    One with the Green (Ex)
    This 17th level feature grants the druid the following benefits:
    - Gains the "Plant" template and no longer needs to eat, sleep or breathe. Instead, he requires only water and sunlight. If he does not receive water or sunlight for a number of days equal to his Con-mod + 3, he begins to starve.
    - Can cast modified Warp Wood spell at will. The wood affected may be alive both before and after reshaping, and if so, continues to grow unharmed.
    - May meld into a tree (or similar plant) of larger size than himself (same as Dryad's ability) for an unlimited duration. Any plant the druid melds with becomes hardened as if affected by Ironwood.
    - By making a DC 15 Concentration check as a swift action, the druid may use living plants as an extension of his own senses. The druid can sense as if in the space of any tree or bush within 60'. You can pick a new tree each round. Sight based spells, spell-like or supernatural effects you manifest can work as if you were seeing with your own eyes and actually standing in the spot of the selected tree.
    - Rooting: The druid may spend 1 minute and root (or unroot) himself to the ground. While rooted to a moist soil and exposed to sunlight, the druid gains fast healing 1.

    Resident of the Elemental Planes (Su)
    By 19th level, a druid has become one with nature.
    The druid may travel (as with Plane Shift spell) to any of the elemental planes and back.
    A druid has a total number of daily uses of this ability equal to his Wis-bonus (minimum 1). As with the spell, he may take additional willing or helpless creatures with him.
    This power includes full elemental adaptation. This particular adaptation wares off the moment a traveler leaves the elemental plane.

    Essence of Eternity (Ex)
    A 20th level druid's physical age reverts to Adult (eliminating any age penalties), he never dies of old age and he becomes totally immune to all corrupting effects, such as ability damage/drain/burn, level loss, magical sensory deprivation etc.
    If the druid is slain, his spirit travels to the material prime (anywhere he knows within his home world), where his body reforms 1 week / character-level later, as if restored via Miracle spell, even if his body had been obliterated.
    From this point and on, a druid can maintain Wild Shape indefinitely.

    Druid Variant: Blighter

    When a druid turns away from the land, the land turns away from him.
    Some ex-druids make peace with this change; others seek to restore the bond.
    A few, however, actually embrace their disconnection from nature and become forces of destruction. These few, called blighters, bring desolation wherever they tread.
    Blighters are druids turned into messengers of death, ruin and pestilence.
    A druid can become a blighter no sooner than level 3 is gained, by abandoning the role of Defender of Nature

    Alignment: any evil or CN

    The Blighter variant possesses all of the Druid's powers and features, except for the following changes.

    Messenger of Death (Ex)
    All blighters possess an inherent +4 bonus vs. negative energy, death effects and ability damage/drain/burn.
    This replaces the Druid's Animal Companion feature.

    Deforestation (Sp)
    A blighter can kill all nonsentient plant life within a radius of 20' per blighter level as a full-round action once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + blighter level + blighter’s Wis modifier) to keep it alive. Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has ahallow spell cast upon it and it is reseeded.
    Deforestation enables a blighter to cast his spells for 24 hours. This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does not empower the character to cast spells.
    This replaces the Druid's Defender of Nature feature.

    Scion of Death (Ex)
    An 8th level blighter becomes inherently immune to negative energy, death effects and ability damage/drain/burn.
    Furthermore, the blighter no longer needs food or water to survive.
    This replaces the Druid's Honed Senses feature.

    Contagious Touch (Sp)
    A 10th level blighter can produce an effect like that of a contagious touch spell once per day.
    He gains 1 / day extra use of this ability for each 2 additional Blighter levels acquired.
    This replaces the Druid's Avenger of Nature feature.

    Wild Shape
    Wildshaping into an animal or vermin applies the Skeletal features detailed for the CDiv Blighter.
    Aberration: Level 11. This replaces Plant wild shape
    Ooze: Level 13. This replaces Swarm wild shape
    Undead: Level 15. This replaces Elemental wild shape). Incorporeal Undead wild shape is obtainable via the expenditure of a general feats

    At 17th level, a blighter has become a true scion of death and gains the Undead Type along with DR 10/Good.
    This replaces the Druid's One with the Green feature.

    Natural Disaster (Sp)
    Once per Week, the Blighter may call down the most destructive forces of nature to wreak havoc on an area.
    This functions as a Storm of Vengeance combined with an earthquake effect within the entire AoE, which occurs on the second round of the effect (while acid is raining from the sky).
    This replaces the Druid's Resident of the Elemental Planes feature.

    Blighter Spells

    Just like regular druids, blighters have their basic spell list.
    Blighters lose the Summon Nature’s Ally line.
    When choosing spells, they have access to all core Druid spells (that aren't tied to animals, plants and nature), spells from the official Blighter not yet in their repertoire and arcane spells from the following schools: Abjuration, Evocation and Necromancy.

    0-Level Blighter Spells (Orisons)
    • Detect Poison: Detects poison in one creature or object.
    • Flare: Dazzles one creature (-1 on attack rolls).
    • Ghost Sound: Figment sounds.
    • Know Direction: You discern north.
    • Naturewatch (SpC): As deathwatch, but on animals and plants.
    • Touch of Fatigue: Touch attack fatigues target.

    1st-Level Blighter Spells
    • Burning Hands: 1d4/level fire damage (max 5d4).
    • Detect Undead: Reveals undead within 60 ft.
    • Endure Elements: Exist comfortably in hot or cold environments.
    • Obscuring Mist: Fog surrounds you.
    • Curse Water: Makes unholy water.
    • Ray of Enfeeblement: Ray deals 1d6 +1 per two levels Str damage.

    2nd-Level Blighter Spells
    • Chill Metal: Cold metal damages those who touch it.
    • Darkness: 20-ft. radius of supernatural shadow.
    • Death Knell: Kills dying creature; you gain 1d8 temporary hp, +2 to Str, and +1 level.
    • Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.
    • Desecrate M: Fills area with negative energy, making undead stronger.
    • Produce Flame: 1d6 damage +1/level, touch or thrown.

    3rd-Level Blighter Spells
    • Contagion: Infects subject with chosen disease.
    • Deeper Darkness: Object sheds supernatural shadow in 60-ft. radius.
    • Meld into Stone: You and your gear merge with stone.
    • Poison: Touch deals 1d10 Con damage, repeats in 1 min.
    • Stinking Cloud: Nauseating vapors, 1 round/level.
    • Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp.

    4th-Level Blighter Spells
    • Air Walk: Subject treads on air as if solid (climb at 45-degree angle).
    • Blight: Withers one plant or deals 1d6/level damage to plant creature.
    • Dispel Magic: Cancels spells and magical effects.
    • Flame Strike: Smite foes with divine fire (1d6/level damage).
    • Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.
    • Rusting Grasp: Your touch corrodes iron and alloys.

    5th-Level Blighter Spells
    • Baleful Polymorph: Transforms subject into harmless animal.
    • Call Lightning Storm: As call lightning, but 5d6 damage per bolt.
    • Create Undead: Creates ghouls, ghasts, mummies, or mohrgs.
    • Control Winds: Change wind direction and speed.
    • Death Ward: Grants immunity to all death spells and negative energy effects.
    • Waves of Fatigue: Several targets become fatigued.

    6th-Level Blighter Spells
    • Acid Fog: Fog deals acid damage.
    • Finger of Death: Kills one subject.
    • Harm: Deals 10 points/level damage to target.
    • Move Earth: Digs trenches and builds hills.
    • Call Nightmare (BoVD): Calls a Nightmare from the Lower Planes to serve you for 1 week. Instead of a harvested soul, a blighter may offer a live sacrifice and slaughter it during the casting of the spell.
    • Stone Tell: Talk to natural or worked stone.

    7th-Level Blighter Spells
    • Control Undead: Undead don’t attack you while under your command.
    • Control Weather: Changes weather in local area.
    • Creeping Doom: Swarms of centipedes attack at your command.
    • Fire Storm: Deals 1d6/level fire damage.
    • Plane Shift: As many as eight subjects travel to another plane.
    • Wind Walk: You and your allies turn vaporous and travel fast.

    8th-Level Blighter Spells
    • Control Plants: Control actions of one or more plant creatures.
    • Earthquake: Intense tremor shakes 80-ft.-radius.
    • Horrid Wilting: Deals 1d6/level damage within 30 ft.
    • Repel Metal or Stone: Pushes away metal and stone.
    • Waves of Exhaustion: Several targets become exhausted.
    • Whirlwind: Cyclone deals damage and can pick up creatures.

    9th-Level Blighter Spells
    • Elemental Swarm: Summons multiple elementals.
    • Foresight: “Sixth sense” warns of impending danger.
    • Implosion: Kills one creature/round.
    • Storm of Vengeance: Storm rains acid, lightning, and hail.
    • Transmute Rock to Lava (SpC): Transforms one 10-ft. cube with subsequent fire damage and effects.
    • Tsunami (SpC): Massive wave deals 1d6 damage/level.

    Wild Shape Feats

    Type Expansion:

    Magical Beast Wild Shape [General]
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Magical Beast to the repertoire of form-types available to you.
    Special: This feat doesn not grant any of the (Su) abilities of magical beats. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Dragon Wild Shape [General]
    Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10, Assume Supernatural Ability: breath weapon
    Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
    Special: This feat can only ever be taken once.
    Special: Since most Wild Shape forms a Druid can assume don't possess breath weapon, the druid would most probably need to retrain another feat (for the breath weapon) along with the taking of this feat.
    Special: Since dragon size varies from tiny to colossal for all dragon races, you may wild shape into your chosen dragon's form of any size in the [tiny...colossal] range that's available to you. Wild shaping into a dragon does not elevate the druid's BAB from average to 1:1, and the druid suffers the normal restrictions and penalties of Assume Supernatural Ability.
    Special: A druid cannot wild shape into Dragon form without applying Assume Supernatural Ability (breath weapon).

    Size Expansion:

    Diminutive Wild Shape [General]
    Requirements: Tiny-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Diminutive size category.

    Fine Wild Shape [General]
    Requirements: Diminutive-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Fine size category.

    Gargantuan Wild Shape [General]
    Requirements: Huge-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Gargantuan size category.

    Colossal Wild Shape [General]
    Requirements: Gargantuan-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Colossal size category.

    Note: Wild Shape feats cannot be retrained.

  16. - Top - End - #16
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Warlock

    Class: Warlock



    Looking at the core Warlock, it's quite obvious that this class is underpowered and offers a very narrow array of options, per build.
    That’s what happens until 12th level – that’s where without some DM supervision a warlock can wield his “one class feature to rule them all” and easily start amassing magic items to the point where his class abilities hardly event matters anymore.

    This evolution of a previous work of mine is how I find it appropriate to make the Warlock versatile and fun throughout its pre-epic career.

    Oh, and just like “Mage” is synonymous with “Magus” / “Spellbinder” / “Wizard”, in my view, so is “Warlock” synonymous with “Sorcerer”.

    Alignment: Any excpt TN.

    Hit Die: d6.

    Table: The Warlock
    Saves Special
    Level BAB F R W Class Abilities Invocations Shapes & Essences
    1st +0 +0 +0 +2 Eldritch Blast, Overcharge
    2nd +1 +0 +0 +3 Eldritch Eyes
    3rd +2 +1 +1 +3 Heritage
    4th +3 +0 +1 +4 Spell Resistance
    5th +3 +1 +1 +4 Fast Healing 1
    6th +4 +2 +2 +5 Spectral Blast
    7th +5 +2 +2 +5 Heritage, Aspect of Power
    8th +6 +2 +2 +6 Energy Resistance 5
    9th +6 +3 +3 +6 Split Blast (2 blasts)
    10th +7 +3 +3 +7 Sustaining Magic (eat, drink, sleep)
    11th +8 +3 +3 +7 Heritage
    12th +9 +4 +4 +8 Dual Essence
    13th +9 +4 +4 +8 Fast Healing 2, Erupting Blast
    14th +10 +4 +4 +9 Penetrating Blast
    15th +11 +5 +5 +9 Heritage
    16th +12 +5 +5 +10 Energy Resistance 10
    17th +12 +5 +5 +10 Split Blast (3 blasts)
    18th +13 +6 +6 +11 Eldritch Resilience
    19th +14 +6 +6 +11 Heritage, Name of Power
    20th +15 +6 +6 +12 Sustaining Magic (breathe, aging)

    1. The Warlock Gains access to Least invocations.
    2. The Warlock Gains access to Lesser invocations.
    3. The Warlock Gains access to Greater invocations.
    4. The Warlock Gains access to Grand invocations.

    Class Features:

    Class Skills: Bluff, Concentration, Craft, Disguise, Intimidate, Jump, Knowledge (arcana), Knowledge (the planes), Knowledge (religion), Profession, Sense Motive, and Use Magic Device.
    Skill Points Per Level: 4 + Int-mod.

    Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They are proficient with light armor
    but not with shields.

    Invocations, Shapes & Essences (Sp)
    A warlock may learn any official invocation from any source book (including Dragonfire Adept's invocations).
    An invocation may be traded for blast shape/essence, but not the other way around.
    A single invocation may be retrained at levels: 3, 5, 8, 10, 13, 15, 18 & 20. This also applies for invocations swapped for shape/essence.
    A single blast shape/essence may be retrained at levels: 4, 6, 7, 9, 11, 12, 14, 16, 17 & 19.
    Shapes & Essences Column: At any given time, a warlock cannot have more essences than [shapes +1] from this, and vice versa. This means that whenever this column shows an even number, the warlock has gained an equal number of shapes and essences. This by no means reflect on the number of shapes/essences a warlock can take instead of invocations. It just ensures that a 9th level warlock already has at least 1 known shape before acquiring Split Blast and at least 2 known essences before acquiring Dual Essence.
    Note: I don’t like the invocation category name “Dark”, because it implies evil orientation, and this remake allows multiple themes.

    Eldritch Blast (Su)
    EB keeps gaining 1d6 every other level past 11th level.
    Also, EB is not an untyped damage.
    Each warlock’s EB can produce three types of damage (one type per application of EB).
    Those three damage types are determined by the warlock’s alignment, which in turn is determined by his heritage.
    This is how it goes:
    - Evil (demonic heritage): Acid/Cold/Negative energy *
    - Good (celestial heritage): Cold/Electric/Positive energy*
    - Chaotic (fey heritage): Electric/Fire/Force*
    - Lawful (infernal heritage): Acid/Fire/Sonic*
    (* This damage type becomes available starting at 10th level)
    When targeting an opponent, a warlock senses any resistance or immunity that his target has against the damage types producible by his EB, thus, without much fuss, unless the warlock has particular reason to be less effective, the most potent damage type is always chosen.
    Note: EB damage counts as an Evocation effect, meaning that while EB cannot be triggered in A-M, once it is triggered, it's not affected by A-M, dispelling screens or SR (but carried essences are affected normally).

    EB Allows iterative attacks. In such case Eldrich Essence invocations apply to all attacks in the full attack, but the same essence applies to all iteratives and only once per target.
    AoE blast shapes are inapplicable for iterative attacks - they always count as your entire attack sequence.

    Overcharge (Su)
    In moments of great need, a warlock can take 1 Con-point damage to increase the damage of a single EB by 1d6. This affects EB directly. This doesn't come at the expense of applying eldritch essence to your EB. At levels 8 and 15, Overcharge increases EB damage by 3d6 / 5d6 respectively.
    Spells, (Sp) and (Su) abilities cannot heal this Con damage. Only good old fashioned bed rest can.

    Eldritch Eyes (Su)
    At 2nd level warlock gains the ability to Detect Magic at will, as the spell, which he can activate or suppress as a swift or immediate action.
    At 9th level, this ability evolves to operate as Arcane Sight.
    At 16th level, this ability evolves for the last time to operate as Greater Arcane Sight.

    A warlock is linked with the primal forces of the world. At 3rd level, one aspect (warlock’s choice) of the warlock's alignment manifests itself in the form of an Outsider Heritage Feat (see the Heritage Feats below).
    If at this point the warlock has no feat from his appropriate heritage, he gains the one with the "1st level only" requirement, otherwise he may select another feat from his heritage to which he qualifies.
    If the warlock has exhausted his heritage feats when gaining this ability, and the other aspect of his alignment is Neutral, he's entitled to a general feat, exclusively used for further enhancing or expanding Warlock powers. Subsequently, if he has another extreme alignment aspect, he may unlock a second heritage path.

    Spell Resistance (Su)
    The warlock gains SR 10 + class level.
    He may will an effect to automatically breach his SR as a free action if he’s aware of the incoming effect.

    Spectral Blast (Sp)
    The Warlock's EB now stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.

    Energy Resistance (Su)
    The warlock's innate resistance is valid against the three types of damage at the warlock’s disposal.

    Aspect of Power (Su)
    The warlock gains a continuous, ever present power of Prestidigitation.

    Starting at 7th level, a warlock may concentrate to produce a mage hand effect or any effect of prestidigitation as the respective spells.
    He may also use arcane mark, dancing lights or ghost sound effects as spell-like abilities, at will.
    In each case his caster level equals his Warlock level.
    The warlock may also use either of the following abilities once per round, as a free action:
    - Distinct Voice: If the warlock wishes, anyone within 100' can hear him, regardless of noise around him, even when whispering.
    - Unnerving Glare: The warlock can make his eyes flash/glow with a chosen color whenever he wishes, and/or permanently be of unnatural color. This grants a +2 circumstance bonus to all Intimidate checks.

    Split Blast (Su)
    At 9th level, a warlock may concentrate a great deal of magical power upon his EB, split that power and use it against different enemies (or groups of enemies).
    As a full-round action, the warlock may choose to split his EB into two blasts, but each deals one less die of damage, has a penalty of -2 to the ranged touch attack roll, and has a caster level reduction of -1. Splitting an EB does not count as a blast shape invocation and thus a warlock may imbue either blasts with blast shape.
    At 17th level, a warlock gains the ability to split his EB into three blasts, but each deals 2 less dice of damage, has a -4 penalty to their ranged touch attack roll, and has a caster level reduction of -2.
    Components of a split blast originate from a single point in space and cannot overlap.

    Sustaining Magic (Su)
    a 10th level warlock no longer needs to eat, drink or sleep. He’s sustained purely by magic.
    At level 20, magic sustains the warlock to such a degree that he no longer needs to breathe and he doesn't age unless disconnected from magic entirely. Moreover, the warlock doesn’t merely ceases to age, he actually becomes younger at the same rate he would advance, to a minimum age of adult. This reversed process does not take away or even prevent age-based increase of mental abilities.
    This benefit is lost whenever the warlock is denied access to magic (Antimagic, dead magic zone etc).

    Dual Essence (Sp)
    The warlock can now simultaneously imbue his EB with 2 essences.

    Erupting Blast (Su)
    EB can be generated without uttering a sound or making any gestures, and can originate from anywhere on the warlock's body (eyes, forehead, chest etc).

    Penetrating Blast
    The warlock's EB now does full damage to objects and bypasses SR and DR automatically. This does not come at the expense of Eldritch Essence or Blast Shape invocations. Note that SR still applies against any essence addendums that require Fort/Will saves (e.g. Frightful / Sickening / Beshadowed / Bewitching / Noxious / Utterdark Blast).

    Eldritch Resilience (Su)
    Your fast healing becomes Regeneration 5.
    Furthermore, you ignore the first time you're hit with energy drain or ability damage in a given combat round.

    Name of Power (Su)
    The warlock becomes aware when anyone on the same world (planet) speaks his name (referring specifically to him). He knows when it happens, and learns the name and location of the speaker.
    This ability may be suppressed and renewed as a free action.


    Omitted Invocations:

    Eldritch Glaive (DrM): Not needed, due to EB modifications and the redefinition of Hideous Blow.

    Modified Invocations:

    Brimstone Blast: Anyone damaged must succeed on a Reflex save or catch fire, suffering an additional 1d6 fire damage each round until the flames are extinguished.

    Dark Discorporation: Reduced to Greater invocation category (6th). This invocation's power and practical value were quite overrated.

    Devil's Sight: Also confers "See Invisible". Given invocations are such a valuable asset and given there's so little of them (even under these modifications), it seems that "Devil's Sight" and "See the Unseen" were intentionally created separately to annoy.

    Eldritch Cone: As the normal invocation, except the cone is increased from 30' to 60'.

    Flee the Scene: If the warlock has an active invocation that makes him invisible, he DOES NOT leave a Major Image after he shifts.

    Hideous Blow: Instead of a ranged touch attack, as a swift action, an EB modified by Hideous Blow can be channeled through a melee or range weapon when making an attack or as part of a full attack. Hideous Blow may be discharged on a successful touch or ranged-touch attack - regardless of whether or not the weapon deals any damage.

    Wall of Perilous Flames: As with Disintegrate, if a creature is KILLED by the wall, its remains are completely consumed.

    New Invocations:


    Eldritch Bolt (Lesser; 3rd)
    Your EB is 5' diameter 60' long bolt that hits everything in its path. Unlike lightning, it doesn't ricochet, but it can be blocked by solid matter.

    Eldritch Burst (Lesser; 4th)
    This blast shape invocation turns Your EB into a small burst around you, striking out at everything within 10' + 5' per 5 Invoker levels (friend or foe, alive as well as inanimate). This is not a ray attack, so it requires no ranged touch attack. Any creature in the area of the burst may attempt a Fort save for half damage.

    Eldritch Missiles (Lesser; 3rd)
    This blast shape invocation turns Your EB into an Eldritch Missile blast. Your EB damage can be split to generate multiple blasts. All blasts are discharged at the same time and all targets must be within a 30' sphere.


    Weaponry Blast (least; 2nd level)
    This essence invocation changes the EB damage into bludgeoning/piercing/slashing damage (warlock's choice).

    Phantom Blast (Greater; 5th)
    This eldritch essence invocation turns your EB into a phantom blast. A phantom Blast is, for all intent and purpose, invisible. It cannot be detected by any means and can only be noticed after the fact.

    Phase Blast (lesser; 4th level)
    This eldritch essence invocation causes your EB to phase into the ethereal and bypass all physical obstacles on its way to the target (including carried shield, a closed window, Wall of Force effect etc).

    Radiant Blast (Least; 2nd)
    This eldritch essence invocation allows you to change your eldritch blast into a radiant blast.
    The target of a radiant blast sheds bright light in a 20' radius (and dim light 20' further) for 1 round per CL.
    If the target of a radiant blast is the subject of a spell or effect with the darkness descriptor of up to 2nd SL, the darkness effect is dispelled.
    You may choose not to deal damage with a radiant blast if you desire, leaving only the token effect.

    Shocking Blast (Lesser; 4th)
    Your Eldritch Blast deals electricity damage. If attacking a target in metal armor, you gain a +3 bonus to the attack roll, or the target suffers a -3 penalty to his saving throw (if your blast targets an area of effect). In addition, targets in Plate-Mail / Full-Plate become entangled for one round.


    Cheetah's Sprint (Least; 2nd)
    Activating this invocation grants you speed increase and dodge bonuses to AC.
    For each grade of invocations you have access to, your speed increases by 10' and you gain +1 dodge bonus to AC (maximum of +40' speed increase and +4 dodge AC).
    As a swift action, you may double the bonuses gained by this invocation, but after that round, you gain no bonus to movement from this invocation until have had a chance to rest for at least one full minute.

    Compelling Vision (Greater; 6th)
    You can use dream as the spell with this invocation, except that at any point during the message you may implant a suggestion in your message. A successful Will save negates the suggestion effect and immediately breaks contact between you and the target.

    Dark Grasp (Greater, 6th)
    The warlock creates a massive hand which is seemingly formed from pure darkness or a swarming mass of ghostly insects or bats (optional flavors)
    This invocation functions identically to the Telekinesis spell, except as follows:
    - It takes a full round to activate.
    - It requires concentration to maintain. When maintained, the dark hand occupies one of the warlock’s hands, so he may not perform actions which require fine manipulation or two hands in conjunction with this ability.
    - At the warlock’s discretion, it may deliver 1d6 cold, 1d6 electricity and 1d6 negative energy damage to anyone it successfully manipulates.
    - It is incorporeal and has AC = [10 + ½ CL + Cha-mod]
    - It has HP = [2 * CL]. If reduced to 0 HP, it vanishes and cannot be reformed for the next 8 hours. Otherwise, it regenerates 1 HP per round while maintained.

    Dark Whispers (Grand; 7th)
    The warlock can project his mind and afflict others with overwhelming disorientation and paranoia.
    The warlock designates a victim, who immediately begins hearing insidious, whispering, demanding voices in its head, forcing it to succeed at a Will save vs. DC [10 + 1/2 CL+ Cha-mod) or go insane for a number of rounds equal to the warlock's Cha-mod. While insane, the victim suffers a -6 penalty to Wis and is unable to tell friend from foe, lashing out violently against the nearest available creatures. Victims who pass the will save are immune to further uses of this invocation for 24 hours.
    Dark Whispers has an alternate effect on beings with intelligence scores that are normally immune to mind-affecting abilities - they must succeed at a Will save or the psychic shock of their intimate contact with the Harrowed's beast instead deals them 6d6 points of damage.

    Detect Thoughts (Least; 2nd)
    This invocation works as the arcane spell of the same name. It is always active, ready for the warlock to utilize via concentration.

    Devil's Whispers (Greater; 5th)
    Not really a new invocation, but since it's from Ci, it can easily be neglected, and Suggestion on steroids a really nice ability.

    Expel Outsider (Lesser; 4th)
    When you use this invocation, you attempt to force an extraplanar creature within close range back to its proper plane.
    If the creature fails a Will save, it is forced to return to its original plane. However, if the creature succeeds on its save it can turn the invocation back against you, stunning you for 1 round, unless you make the save vs. the same DC.

    Eyes of the Winged Raptors (Least; 2nd)
    You gain increased visual acuity for 24 hours.
    You gain Low Light Vision, and a +6 bonus to Spot checks.
    Furthermore, all Spot related penalties based on distance apply at 5 times distance increments (e.g. instead of taking a -1 penalty to spot for each 10' distance, you take a -1 penalty to spot for each 50').

    Guiding Spirits (Lesser; 4th)
    You have leaned how to call upon the high spirits of your heritage for guidance.
    By spending a minute in meditation, you can commune with beneficent spirits to determine where the future will lead. The effects of this invocation are identical to the augury spell, except that each time you use the invocation within a 24 hour period, the chance of receiving a meaningful reply drops by a cumulative 20%. Also, unlike the spell, you need not provide material components or a focus.

    Magic Coating (Least; 1st)
    You can use Grease and Sticky Floor RotD, as the spells.

    Make Way (Greater; 5th)
    You can use Forcewave (SC), as the spell, with the following changes:
    - The AoE is 10' + 5' per 5 class levels.
    - The force wave affects everything, not just creatures.
    - Cha is used instead of Str for determining the Bull Rush score.

    Poltergeist (Grand; 8th)
    This invocation bestows upon the warlock the Incorporeal Subtype.
    This invocation lasts for 24 hours and is dismissable.
    Also, a successful targeted Dispel (dispel magic, greater dispel magic & disjunction) terminates the effect of this invocation.

    Size Step (Least; 2nd)
    This invocation allows the warlock to increase/decrease his size, just as if affected by Enlarge/Reduce Person spell.
    Unlike Enlarge/Reduce Person spell, this invocation has Range: Personal and affects non-humanoid as well (Elan/Genasi/Dromite/... etc).
    Size Step can increase the subject's size up to Large or reduce the subject's size down to Small. Warlocks of Tiny size or smaller may only be increases in size and Warlocks of Huge size or larger may only be decreased in size.

    Unbreak (Least; 2nd)
    This invocation functions as given for Make Whole spell.

    Undulant Innards (lesser; 4th)
    The warlock gains Fortification 25% per 5 class levels.

    Word of mind (Lesser; 3rd)
    You emulate the ability of demons and devils and "speak" by thinking instead of using your voice.
    You gain telepathy 100’
    Notice that telepathy doesn’t grant mind reading capabilities. One’s not compelled to reply.
    Word of mind lasts for 24 hours.

    // ------------------------------------------------------------------

    Planar Binding as invocations
    Warlocks can also learn Lesser/Regular/Greater Planar Binding as Lesser/Greater/Grand invocations.
    This would, of course, require an "only one at a time" restriction, but I see having an infernal companion as being very much in keeping with the warlock's design.
    Built into the invocations is a personal protection (equivalent to a Prot. from evil) during the bargaining phase, but bystanders/party members/ etc are there at their own risk.
    Varied degree of success depends on the opposed check. Success means the called creature is bound to the bargain, failure immediately returns the creature, and failure by 5+ simply ends the bargain (and protections) and frees the called creature to act however it cares to.
    Note: Good aligned warlocks can instead learn to invoke the various versions of Planar Ally.

    Necro-Themed Invocations:

    Death’s Command (Least; 2nd)
    You can Command Undead as the spell.

    Phantom Steed (Lesser; 3rd):
    You may use Phantom Steed at-will. You may only have a single stead at a given time.

    Soul Snatch (Greater; 5th)
    You may attempt to snatch the soul of a Helpless or Dying creature, within close range.
    The target may attempt a Fort save to resist the effect (DC: 10 + 1/2 class levels + Cha-mod) or die.
    A snatched soul grants you knowledge of everything the creature thought about 24 hours prior to its death.
    You may hold onto the soul and utilize its link to the afterlife's to make a single Knowledge check with a bonus equal to the creature's CR (or its own Knowledge ranks, whichever is greater) plus your Cha-mod. The result of that check isn't limited by what you or the creature know. Once used in such a manner, the soul is released.

    Awaken Undead (Greater; 6th)
    Use Awaken Undead as the spell. These undead remain completely loyal to you and remain under your command if they were already under your command.

    Restless Dead (Greater; 6th)
    You can Create Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

    Relentless Souls (Dark; 8th)
    You can Create Greater Undead as the spell, this undead crumbles to dust after one minute per CL unless you use the material components. This undead shares your alignment and is under your direct control.

    Undead Legion (Dark; 9th)
    All undead of a specific type under your control within 30' of you become a legion.
    So long as these undead remain within 60' of each other, their total HP become a single pool of HP. These undead remain animated until the entire pool of HP is depleted – at which point all of the undead in the legion crumble to dust.
    If one of these undead leaves this area, it is removed from the legion, it gains HP equal to the number of HP currently in the pool divided by the number of undead currently in the legion, rounded down. If the number is below one, the undead crumbles into a pile of dust.
    An undead legion cannot be turned or rebuked unless the roll is sufficient to affect all undead in the legion. You can only have one legion created at a time in this way.


    Outsider Heritage Feate:

    On very rare occasions, usually due to some cosmic event, creatures are born with an affinity to the denizens of one of the alignment associated planes of existence. Such creatures always possess an alignment aspect corresponding to their heritage and gain the first heritage feat of their heritage.

    Fiendish Heritage (evil)

    Fiendish Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the Lower Planes.
    You gain a +4 bonus on Fort saving throws against poison. You also gain a +1 bonus on saving throws against spells or other effects that target evil aligned creatures or which are exceptionally potent against evil aligned creatures.

    Fiendish Skin
    Requirements: Fiendish Heritage
    Benefits: You gain DR (overcome by good) equal to 1 + the total number of Fiendish Heritage feats you possess (including this one).

    Fiendish Power
    Requirements: Fiendish Heritage, character level 3rd
    Benefits: Your caster level and save DCs for evil spells and invocations increase by 1.

    Fiendish Presence
    Requirements: Fiendish Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

    Fiendish Legacy
    Requirements: Fiendish Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only) and unholy blight. Your caster level equals your character level.

    Celestial Heritage (good)

    Celestial Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the Celestial realms.
    You gain a +3 bonus on saving throws against polymorph and petrifaction effects.

    Celestial Skin
    Requirements: Celestial Heritage
    Benefit: You gain DR (overcome by Evil) equal to 1 + the total number of Celestial Heritage feats you possess (including this one).

    Celestial Power
    Requirements: Celestial Heritage, character level 3rd
    Benefits: Your caster level and save DCs for good spells and invocations increase by 1.

    Celestial Presence
    Requirements: Celestial Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: aid, commune, and detect evil. Your caster level equals your character level.

    Celestial Legacy
    Requirements: Celestial Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (Angelic creatures only), and Holy Smite. Your caster level equals your character level.

    Fey Heritage (chaotic)

    Fey Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the fey realms.
    You gain a +3 bonus on Will saving throws against Illusion effects.

    Fey Power
    Requirements: Fey Heritage
    Benefits: Your caster level and save DCs for Illusion spells and invocations increase by 1.

    Fey Skin
    Requirements: Fey Heritage, character level 3rd
    Benefits: You gain DR (overcome by cold iron) equal to 1 + the total number of Fey Heritage feats you possess (including this one).

    Fey Presence
    Requirements: Fey Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.

    Fey Legacy
    Requirements: Fey Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.

    Infernal Heritage (lawful)

    Infernal Heritage
    Requirements: 1st level only
    Benefits: You are descended from creatures native to the upper realms.
    You gain a +3 bonus on Will saving throws against Enchantment effects.

    Infernal Power
    Requirements: Infernal Heritage
    Benefits: Your caster level and save DCs for Enchantment spells and invocations increase by 1.

    Infernal Skin
    Requirements: Infernal Heritage, character level 3rd
    Benefits: You gain DR (overcome by Chaos) equal to 1 + the number of Infernal Heritage feats you possess (including this one).

    Infernal Presence
    Requirements: Infernal Heritage, character level 6th
    Benefits: You gain the following spell-like abilities, each usable once per day: Charm Monster, Blindness/Deafness, and Disguise Self. Your caster level equals your character level.

    Infernal Legacy
    Requirements: Infernal Heritage, character level 9th
    Benefits: You gain the following spell-like abilities, each usable once per day: Speak with Dead, Order's Wrath, and summon nature's ally V (Lawful creatures only). Your caster level equals your character level.

    Other Feats:

    Dark Transient
    Requirements: Knowledge (the planes) 15, Fell Flight, Flee the Scene, Path of Shadow
    Benefits: You gain the following benefits:
    - Your flight speed (from the fell flight invocation) increases by 30' and its maneuverability increases to perfect.
    - You can self transport great distances with a single thought (as greater teleport). You can also transport other creatures, but if you do, there is a chance of error (as teleport).
    - You can self plane shift with perfect accuracy. You can also transport other creatures, but you then suffer the inaccuracies normally incurred when using the spell.

    Eldritch Reattunement
    Your quest to fully understand the potential of your heritage grants you access to powers usually beyond your practice.
    Requirements: One or more Extra Invocation.
    Benefits: Once every 24hrs, you may temporarily lose access to one of your extra invocations in order to gain access to another invocation of the same level or lower on your class’ list that’s not in your repertoire.
    This process takes [1min / invocation grade] of uninterrupted meditation, can only be done after getting a good night’s sleep and lasts either until the next time you’re fully rested, fall unconscious or (if and when relevant) brought back from the dead.
    Special I: Starting the process of gaining temporary access to an invocation immediately terminates access to the previous one (including the character's original extra invocation).

    Eldritch Reattunement Mastery
    Your quest to fully understand the potential of your heritage grants you unparalleled eldritch versatility.
    Requirements: Extra Invocation: Least, Extra Invocation: Lesser, Extra Invocation: Greater, Eldritch Reattunement.
    Benefits: When reattuning an invocation, you may prolong the process and reattune any number of your extra invocation, summing up the required meditation time.
    Special: This feat qualifies you to spend feats to gain extra invocations of the highest grade you have access to: Grand for Warlock / Wyrm for DFD (see below, post #23).
    Writer's Note: This feat obviously grants a totally different level of flexibility to a character that has it, but to get there, one must spend no less than 5 feats (probably more), meaning a player must trade all of his/her character optimization tools. By the time this feat is accessible, full spellcasters cause the earth to tremble, the skies to rain meteors, creatures of demigod powers to serve them, the dead to return at no penalties and wishes to come true (and to exploit its full potential, at least 1 more feat is required). I’d say this one doesn't even begin to scratch the surface.

    Eldritch Retribution
    Requirements: Combat Reflexes
    Benefits: When someone scores a melee touch attack against you (whether or not actually dealing damage – minor contact is enough), you may discharge EB damage upon your attacker as an immediate action (auto-hit). You cannot modify this assault with essence or shape invocations and you must be aware of the incoming attack in order to retaliate.

    Eldritch Spell Sculpting: minor
    Your expanded knowledge grants you true insight to raw magic.
    Requirements: Extra Invocation: Least, Eldritch Reattunement
    Benefits: You may invoke any cantrip-grade spell (Mage/Priest/Druid) on the fly, as if it were a Lesser invocation.

    Eldritch Spell Sculpting: moderate
    Your insight to raw magic expands.
    Requirements: Extra Invocation: Lesser, Eldritch Spell Sculpting: minor
    Benefits: You may now invoke any 1st-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Greater invocation.

    Eldritch Spell Sculpting: major
    Your insight to raw magic has reaches new heights.
    Requirements: Extra Invocation: Greater, Eldritch Spell Sculpting: moderate
    Benefits: You may now invoke any 2nd-level-grade spell (Mage/Priest/Druid) on the fly, as if it were a Grand invocation.

    Eldritch Spell Sculpting: epic
    Your insight to raw magic has reached its zenith.
    Requirements: Eldritch Spell Sculpting: major, Eldritch Reattunement Mastery, Extra Invocation: Grand/Wyrm
    Benefits: You now have access to any 3rd-level-grade spell (Mage/Priest/Druid) on the fly, as well as any Least invocation.

    Eldritch Sculptor
    Requirements: Spellcraft 11, Eldritch Spear, Hideous Blow, Eldritch Chain, Eldritch Cone, Eldritch Doom]
    Benefits: You control and shape your EB like a master sculptor and can enhance it in one of the following manners:
    - You can use two eldritch blasts per round as a full attack action, rather than the normal limit of one, and apply eldritch essences to both blasts.
    - You gain +2 bonus on attack rolls to hit an opponent with your EB.
    - If you modify your EB with the Eldritch Spear, the range increases to 500'.
    - You can use Hideous Blow as part of an AoO.
    - If you modify your EB with Eldritch Chain, you may start the chain up to 120' away from you and the maximum distance between each target increases to 60'.
    - The range of your Eldritch Cone increases to 120'.
    - The radius of Eldritch Doom increases to 40'.

    Empowered Eldritch Blast
    Requirements: Warlock level 6.
    Benefits: The damage dealt by your eldritch blast increases by 1d6.
    Special: For each 6 Warlock levels beyond 6th (12, 18 etc), you may take this feat one more time, stacking the effect.

    Master of the Elements
    Requirements: Knowledge (the planes) 21, Breath of the Night, Chilling Tentacles, Stony Grasp, Wall of Perilous Flame
    Benefits: You have achieved mastery of the four elements -- air, earth, fire, and water.
    - Once per day, you can summon a single creature from the summon monster I-IX list that is an elemental or has the air, earth, fire, or water subtype. The monster serves you for a number of rounds equal to your CL.
    - Once per day, you can use dominate monster on elementals and creatures with the air, earth, fire and water subtype. This effect lasts for a number of days equal to your Warlock class-level.
    - Your energy resistance against air, earth, fire and water is increased to 20.
    - Elementals and creatures with the air, earth, fire and water subtype view you as one of their kind. These creatures react to you as if their attitude is one step better than the situation otherwise warrants.

    Paragon Visionary
    Requirements: Spellcraft 9, Dark Foresight, Devil's Sight, Voidsense
    Benefits: Your powers of perception are beyond mortal ken.
    - You can see through illusions, magical darkness, shapechangers, and other effects (as true seeing).
    - You are automatically aware of all spells or magical effects you see.
    - Simply by looking at a creature, you can determine if it is a divine or arcane caster, whether it has any spell-like abilities, and the highest spell or spell-like abilities it knows.
    - When you use the Voidsense invocation, you gain Blindsight 60'.
    - You receive a bonus on all Listen, Sense Motive and Spot checks equal to double your Wisdom modifier or +6, whichever is greater.

    Divine Blast Feats:


    Corrupting Blast
    Requirements: Rebuke Undead class feature, Dual Essence Warlock feature, an eldritch essence that requires a saving throw
    Benefits: When mounting an EB with an essence that requires a saving throw, you can spend one of your Rebuke Undead uses as a swift action and modify your EB into a Corrupting Blast (counts as an essence).
    The target of your EB takes a -4 penalty to its saving throw vs. the essence mounted onto the modified EB.

    Healing Blast
    Requirements: Turn Undead class feature, Dual Essence Warlock feature, Radiant Blast essence (see above)
    Benefits: You can spend one of your Turn Undead uses as a swift action and modify your EB into a Healing Blast.
    Your EB heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, healing blast deals damage as normal; against constructs or objects, healing blast has no effect.
    Healing Blast counts as two essences.
    Special: You may choose whether or not your healing blast also behaves like Radiant Blast (makes your target shed light).

  17. - Top - End - #17
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Bard

    Class: Bard



    The core 3.5e Bard is a low-power T3 class (mid/high if drastically optimized with multiple gaming resources, regarding Sublime Chord more as a Sorcerer variant than Bard variant).
    It can be taken to more than one direction.
    It is almost reasonably versatile.

    So why would I wish to homebrew a Bard remake, one might ask?

    Well, my main gripe with all the official classes, Bard not excluded of course, is that to really enjoy a character’s scope of abilities, one needs to turn to several resources for feats, to several other resources for spells, to yet some more resources for items, to another one sometimes for a juicy template, and then to some more resources for PrCs.

    I'm always aiming for out-of-the-box awesomeness.

    Basically, there are just too many Bard-ish features that I find missing.
    - The core Bard has a single class feature (inspire courage) smeared over 4 levels. That’s 3 dead levels more than visually apparent.
    - The core Bard, being the supposedly undisputed master of performance has no special resistance to performance associated powers.
    - The core Bard, combining performance and spells, has no feature that does so in a unique way.
    - The core Bard, being so dependent upon sound, has no inherent means of dealing with magical silence.
    - The core Bard is missing a key element in its features: the ability to befuddle, confound & terrorize his opponents.
    - The core Bard, having fewer spell levels than full spellcasters and no bonus feats, suffers badly on the action economy aspect.
    - The core Bard doesn’t have any inherent ability for significant self empowerment.
    - All special class features either amount to numerical bonuses or are very situational. This is not fun most of the time.

    In terms of concept and role, I view the bard’s place in an adventuring party as Factotum on steroids. A polymath. Someone with a toolbag for almost any situation, and definitely more than a 5th wheel.

    So, the main challenge here is to upgrade the Bard in such manner that would make players see it and say “mannn, this is one awesome class. I want to play this and see it through to level 20”.
    Not because it breaks the game or steps on everyone's toes, but by virtue of always having things to do and that the options are fun and interesting.
    I'm not looking for char-op synergy, but rather more diversity (horizontal upgrade rather than vertical).

    So, without further delay, here are the changes I wish to apply to the core bard.

    Almost all changes amount to additions, so anything not specifically detailed here is to be taken from the core Bard – including stuff that’s not mentioned at all.
    If any contradictions arise between what’s written here and core, what’s written here persists.

    Alignment: No restrictions. I never really understood why they decided that a bard had to be chaotic. Even a mischievous type can be a loyal friend and have a strict CoC. Also, court bards actually were lawful. They served their rulers in many ways beyond entertainment.

    Hit Die: d8

    Table: The Bard
    Level BAB F R W Special
    1st +0 +0 +2 +2 Bardic Music, Bardic Knowledge, Countersong, Fascinate, Inspire Courage, Spells
    2nd +1 +0 +3 +3 Loremaster, Well Versed
    3rd +2 +1 +3 +3 Inspire Competence
    4th +3 +1 +4 +4 Spellsinger, Piety
    5th +3 +1 +4 +4 Bonus Feat, Bolstering Performance
    6th +4 +2 +5 +5 Suggestion
    7th +5 +2 +5 +5 Instill Fear
    8th +6 +2 +6 +6 Break the Silence, Sustaining Tunes
    9th +6 +3 +6 +6 Inspire Greatness
    10th +7 +3 +7 +7 Discord
    11th +8 +3 +7 +7 Bonus Feat, Accelerated Performance
    12th +9 +4 +8 +8 Song of Freedom
    13th +9 +4 +8 +8 Jarring Echoes
    14th +10 +4 +9 +9 Cunning Brilliance, Power in Performance
    15th +11 +5 +9 +9 Inspire Heroics
    16th +12 +5 +10 +10 Song of Timelesness
    17th +12 +5 +10 +10 Bonus Feat, Harmony
    18th +13 +6 +11 +11 Mass Suggestion
    19th +14 +6 +11 +11 Revealing Chime
    20th +15 +6 +12 +12 Mimicking Retort, Deadly Performance

    Class Features

    Class Skills and Skill Points per Level: Same as the core Bard’s. In addition, the following skills are also class skills: Handle Animal, Lucid Dreaming, Ride, Spot and Survival.

    Weapons and armor proficiencies: Bards are proficient with all Simple and Martial Light and 1-Handed weapons. They’re also proficient with light armor and buckler.

    Use the core Bard’s spell list and spells known, but also add the following to the Bard Spells list:
    1st: Detect Snares and Pits
    2nd: Pass Without Trace
    3rd: Remove Curse
    4th: Restoration
    5th: Heal
    6th: Vision

    Bardic Music (Su)
    Bardic Music can be practiced with any selected application of the Perform (…?...) skill, as long as the result is audible in some manner (vocal/instrument/drums/clicking etc).
    Bladesingers (see below) are the only exception to this constraint and may use their specialized combat maneuvers to initiate Bardic Music effects.

    A bard chooses one aspect of the Perform skill that’s valid for Bardic Music. The bard automatically gains maximized ranks in his chosen performance skills with level progression (Reason: no bard in the world will ever take less, so those are always wasted skill points – an unjust penalty).

    All Bardic Music effects linger for 5 rounds after the bard’s performance has ended.

    A bard has a pool of #uses to his Bardic Music ability.
    At 1st level, this pool capacity is 1.
    At 2nd level and every 3 levels thereafter, a bard's Bardic Music pool increases by +1 (2/3/4/5/6/7/8/... at levels 2/5/8/11/14/17/20/... respectively). This number is reset once per hour.
    Writer's Note:

    The idea was to give the Bard a lot more lasting power throughout the day, but not to let a player burn out everything within a single encounter. While this is not a reasonable scenario with the core class and rules, This Bard variant's Bardic Music has a lot more power and versatility, and (as will be evident by reading on and going through the Bardic Music feats) allows a significantly faster burn with level progression. This will make the Bard a lot more useful and interesting to play in the long run, and guarantee that it is not a practical option to just stand and sing throughout entire encounters.

    Inspire Courage (Su)
    Inspire Courage starts by granting +1 bonus. For each 6 levels beyond 1st, this bonus increases by +1 (+2/+3/+4 at levels 7/13/19 respectively).
    In addition, Inspire Courage also has the following cumulative effects when performance commences:
    Bard Level 1: Automatically cancels existing Shaken condition upon all affected allies, and reduces stronger fear conditions by one step (Cowering->Panicked, Panicked->Frightened, Frightened->Shaken).
    Bard Level 7: Automatically cancels existing Frightened condition upon all affected allies, and reduces stronger fear conditions by two step (Cowering->Frightened, Panicked->Shaken).
    Bard Level 13: Automatically cancels existing Panicked condition upon all affected allies, and reduces Panicked condition to Shaken.
    Bard Level 19: Automatically cancels existing Cowering condition upon all affected allies.

    Loremaster (Ex)
    Bards are the renowned sages of the game world.
    On top of Bardic Knowledge, starting at 2nd level, a bard gains a bonus of +1 rank per 2 Bard levels to all knowledge skills given in PHB I (ranks for "Local", "History" and "Nobility & Royalty" Knowledge categories may be assigned to more than a single nation, but the total bonus is still +1 per 2 levels each).

    Well Versed (Ex)
    The bard's rich experience with music and sound grants him high tolerance to associated effects.
    Starting at 2nd level, a bard gains a +4 bonus on saving throws made vs. all voice/music/sonic effects that are associated with enchantment, illusion and compulsion. This, of course, encompasses all Bardic Music derived effects where a save is relevant.

    Spellsinger (Su)
    Starting at 4th level, a bard gains an ability to cast spells while in the middle of performing Bardic Music, by weaving the incantation into the song. By spending one Bardic Music use, he can cast a spell without ending or interrupting an ongoing song. Only spells from the Bard’s list can be cast in this way, not spells gained from other classes.

    Piety (Su)
    A 4th level bard can mimic the Cleric’s Turn Undead ability.
    You may spend 1 use of your Bardic Music as a standard action to affect undead as a cleric of 3 levels below your Bard level.
    You can use this ability a number of times per day equal to 3 + your Cha-bonus (if any).
    You cannot use Piety if you have exhausted your daily uses, even if you have Bardic Music uses left to spend.
    No matter what your alignment, you cannot control undead – your understanding of divine magic is too rudimentary for that.
    This ability cannot in any way substitute true Turn Undead ability as prerequisite for anything.

    Bonus Feat
    At levels 5, 11 and 17, a bard gains a bonus feat.
    Choose any feat that affects Bardic Music in any way or grants a new Bardic Music power.
    You must meet all of the feat’s prerequisites.

    Bolstering Performance (Su)
    At 5th level, while the Bard is under an effect of his Bardic Music, he receives his Cha-bonus as competence bonus to all saving throws.

    Instill Fear (Su)
    A bard of 7th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become Shaken. To be affected, an enemy must be within 30’ and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30' and the bard continues the performance. The performance cannot cause a creature to become Frightened or Panicked, even if the targets are already Shaken from another effect. Instill Fear is a mind-affecting fear effect, and it relies on audible and visual components.
    Starting at 10th level, opponents failing their saves are instead Frightened. On a successful save they’re subject to a second saving throw to avoid being Shaken. The performance cannot cause a creature to become Panicked.
    Starting at 14th level, opponents failing their saves are instead Panicked. On a successful save they’re subject to a second saving throw to avoid being Frightened and a third save to avoid being Shaken. The performance cannot cause a creature to become Cowering.
    Starting at 19th level, opponents failing their saves are instead Cowering. On a successful save they’re subject to a second saving throw to avoid being Panicked. And a third and a forth as noted above.
    All of the above effects allow a save each round to lessen the effect (or negate it altogether if shaken).

    Break the Silence (Su)
    At 8th level, by expending 1 use of his Bardic Music as a part of another action that involves the character’s voice, the bard can breach through Silence spell, or other barriers designed to negate or prevent sound transmission. In order to do so, he must either be affected by the spell or be within the area of influence.
    He may either breach it momentarily (automatic success), or attempt to dispel is as if via Dispel Magic.

    Sustaining Tunes (Su)
    All allies that are affected by any of an 8th level bard’s benign Bardic Music effects (including the bard himself) gain Fast Healing 1. Each 3 levels beyond 8th increase the HP recovery per round by +1 (fast healing 2 at 11th, fast healing 3 at 14th, etc).
    Dying allies also automatically stabilize.

    Discord (Su)
    The bard can use his Bardic Music to cause his enemies to become confused.
    To be affected, an enemy must be able to hear the bard perform and within 60' line of effect. Each enemy receives a Will save (DC 10 + 1/2 Bard level + Cha-bonus) to negate the effect. At the end of an affected creature’s turn, it is allowed a new Will save to overcome the effect.
    Once a target successfully resists the effect, it is immune to Discord for 24 hours.

    Accelerated Performance (Su)
    An 11th level bard's speed and precision increase, allowing him to use Bardic Music as a move action (but still only once per round), or combine Bardic Music with countersong in a single standard action.

    Jarring Echoes (Su)
    A 13th level bard can use his music or poetics to rattle his opponents' senses.
    Each round during the bard's performance, he may choose one target within 60' to be the victim of Jarring Echoes.
    Any action made by the selected target that requires any degree of concentration requires a Concentration check vs. the bard's perform check to avoid failure.
    Actions that do not require concentration suffer -2 to their rolls.
    Actions that normally succeed without any check are unaffected by Jarring Echoes.
    Unlike most other Bardic Music powers, this one terminates immediately when the bard's performance ends. Furthermore, a bard may only affect one target at a time and when the bard switches targets the previous one suffers no further ill effects of Jarring Echoes.

    Cunning Brilliance (Ex)
    Drawing upon a great wealth of stories and insights, through sheer inspiration and latent talent, a 14th level bard is able to augment his actions, enabling him to fill the shoes of his companions or of his beloved heroes when needed most.
    Three times per day, by spending 1 Bardic Music use as a free action, you gain the benefits and drawbacks of one (Ex) ability of another character class at a level no higher than your Bard level minus 5 for 1 minute. You use the ability as if your level in the relevant class equaled your Bard level. Improved (Ex) abilities (such as Im. Evasion or Im. Uncanny Dodge) require 2 Bardic Music uses. Features with double improvements (e.g. Mighty Rage, if and when a bard hits level 25) require 3 uses.
    For example, if you use a monk’s Flurry of Blows ability, you gain all the benefits and drawbacks described under Flurry of Blows (PH 40). You do not gain the benefits of unarmed strike, because that is a separate ability in the Monk’s class description.

    Power in Performance (Su)
    At 14th level, whenever the Bard is under the effects of his Bardic Music, he gains half his Cha-bonus as competence bonus to attack, damage, and AC (dodge).

    Song of Timelessness (Su)
    A bard of 16th level or higher knows the song of timelessness.
    As a standard action, he can envelop a single creature within 60’ in a field of timelessness, provided he has line of effect to the target (PHB, p.176).
    The subject is entitled to a Will save (DC 10 + bard level + Cha-bonus) to negate the effect.
    If the subject fails its save, it is frozen in a shimmering aura of timelessness and can take no actions. However, no force can affect it. Weapons cannot reach it, spells that target it automatically fail, and if the ground it is standing on is somehow taken away, it would not even begin to fall.
    A bard can keep his target frozen in time for as long as he maintains the power by continuing to perform, up to a maximum of 1 minute per level. When he stops performing, the subject immediately returns to normal. As far as the creature is concerned, no time seems to have passed.

    at 17th level, The bard has mastered his art, allowing him to use 2 Bardic Music effects and one countersong as a single standard action.

    Revealing Chime (Su)
    A 19th level bard can enable all allies within 30' (self included) to see things as they truly are.
    All allies are affected by True Seeing that lasts for 10 rounds.

    Mimicking Retort (Sp)
    Once per encounter, after surviving the effects of a spell, assuming he is still able to act in combat, a 20th level bard may make a level check (resolved as a Spellcraft check) against the spell that had just struck him. If he succeeds, he manages to temporarily preserve the effect's energies and may recreate it once (using his own CL and Cha-mod) within the next [3 + Cha-mod] rounds.
    Special: 5 ranks in Spellcraft grant a +2 synergy bonus to all such checks.

    Deadly Performance (Su)
    A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30’. The target receives a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha-bonus) to negate the effect. If a creature’s saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-effecting death effect that relies on audible and visual components.

    Bard Variant: Bladesinger

    Some Elven societies have a special, highly graceful, Bard variant that is somewhat more combat focused.
    Most bladesingers choose the War Chanter role, but this is by no means mandatory.
    On extremely rare occasions, non elves are allowed to practice blasesinging.

    Variant Requirements: Race: Elf, Dex 13+, Cha 13+, Int 13+, Balance 4, Tumble 4.
    Bardic Perform focus: Sing / oratory (player's choice) and dance – both are maximized at no skill points cost.

    Writer’s Notes:

    Reminding all readers that we’re in the homebrew department.
    Given my newly adopted attitude toward PrCs as 3e’s worst invention, I don’t see myself compelled to any loyalty to the CW Bladesinger PrC.
    This is my interpretation of the Bladesinger.

    It took me forever to nail this one right. I finally figured that to keep concurrent with my view of things, I'd have to make the Bladesinger a Bard variant (even though I didn't like the heavy 1st-level prereqs), since:
    - The Bladesinger is supposed to combine sword & spells effectively from the get go, so it was inappropriate as a multiclass.
    - It must be a hybrid class, since it delves into many aspects: sword, spells, skills & song.
    - Its signature features are combat-singing & combat-grace – both extremely Bard-ish.
    - No incarnation of the Bladesinger is able to use the features omitted from the regular Bard (see below), and most of them are still available as spells (if one really finds them hard to give up).

    Now, is it worth it? Well, it's all a matter of personal preference. If you have no problem with being an Elf and are ok with the restrictive build and are patient enough:
    - You save all those precious Concentration skill points.
    - At 6th level you gain significant defensive bonuses that help you linger on in direct confrontation.
    - At 12th level you can wield magic free of quite a bit of worries. Sure, you're no Mage, but both factors offset one another quite nicely.
    - At 18th level you absolutely rock against opponents susceptible to mind effects (note that some are quite immune at those levels).

    Bladesingers don't gain the following Bard features:
    - Bardic Knowledge
    - Fascinate
    - Loremaster
    - Bonus Feat
    - Suggestion
    - Song of Freedom
    - Mass Suggestion

    Bladesingers gain* the following features:

    Combat Performance (Ex)
    Bladsingers use their performance skill when making Concentration checks related to spellcasting and Bardic music (such as maintaining a spell while taking damage).

    Inspiring Dance (Ex)
    Starting at 2nd level, a Bladesinger's unique and impressive combat style allows him to use any of his "Inspire" Bardic Music abilities to influence allies and Discord to influence enemies as part of his melee or range attacks. To be affected, targets must be able to see the Bladesinger.
    Note that Bladesingers still depend on their Sing / Oratory performance for the remaining Bardic Music features.

    Defensive Aptitude (Ex)
    Putting more emphasis on combat prowess than musical versatility, and stepping into the pyre on a much more regular basis, Bladesingers hone impressive defensive capabilities. At levels 5, 11 & 17 Bladesingers select one of the following abilities (at any desired order): Evasion, Mettle, Uncanny Dodge.

    Battlegrace (Ex)
    At 6th level, a Bladesinger may add his Cha-mod to AC and Ref saves.
    He also no longer provokes movement-derived AoOs.

    Bladecasting (Ex)
    At 12th level, a Bladesinger no longer provokes AoOs from casting Bard spells in melee combat, unless denied his Dex-bonus to AC.
    Also, by expending 3 uses of his Bardic Music as he casts, the Bladesinger may cast any of his Bard spells as a swift action (a multiclass Bladesinger may not use this ability with spells that he did not obtain via his Bard class).

    Bladesong Perfection (Su)
    At 18th level, a Bladesinger can truly mesmerize his opponents. Every time he hits an opponent (mild touch is enough), he may discharge one of his Bard spells upon it.

    * All of the Bladesinger's class features are inapplicable unless he's:
    1. Wielding longsword/rapier/scimitar in one hand and nothing in the other (also unarmed, with Improved Unarmed Strike).
    2. Wearing light or no armor.
    3. Light loaded.
    Also, all Bladesinger features are inapplicable during Rage or under any form of mental compulsion spell or effect (e.g. Confusion).

    And the Bladesinger's Special column goes as follows:

    Level	Special
    1st	Bardic Music, Combat Performance, Countersong, Inspire Courage, Spells
    2nd	Inspiring Dance, Well Versed
    3rd	Inspire Competence
    4th	Spellsinger, Piety
    5th	Defensive Aptitude, Bolstering Performance
    6th	Battlegrace
    7th	Instill Fear
    8th	Break the Silence, Sustaining Tunes
    9th	Inspire Greatness
    10th	Discord
    11th	Defensive Aptitude, Fast Performance
    12th	Bladecasting
    13th	Jarring Echoes
    14th	Cunning Brilliance, Power in Performance
    15th	Inspire Heroics
    16th	Song of Timelesness
    17th	Defensive Aptitude, Harmony
    18th	Bladesong Perfection
    19th	Revealing Chime
    20th	Mimicking Retort, Deadly Performance

    Bard Variant: Feral Bard

    Bards are first and foremost scholars and sages, so there aren’t truly feral Bards.
    However, some prefer to study instincts more primal to valor and majestic heroics.
    Feral bards are rare but dangerous heralds of the wild. They perform the savage anthems and rhythms of nature with voice and drums, eschewing most other forms of inspirational performance. They know songs that spur their allies to savagery, cooperation and freedom in combat.

    Inspire Rage (replaces Inspire Courage)
    The feral bard’s chants and rhythms inspire a violent fury in his allies.
    At 1st level, a Feral Bard may use his Bardic Music to instill rage in his companions.
    Any willing ally (including the bard) who can hear the bard gains a +2 morale bonus to Str and Con, and a +1 morale bonus to Will saves. However, while under this effect, they are under the same restrictions to their actions as a raging barbarian.
    After this effect ends, the allies are fatigued for twice as long as they were enraged.
    At 7th level, and at every 6 Bard levels thereafter, the Str & Con bonuses go up by +2 and the Will bonus by +1.

    Inspire Pack Tactics (replaces Inspire Competence)
    The feral bard inspires his allies to work together as a team, in order to be more efficient and deadly.
    While the bard is performing, all bonuses from aid another attempts and flanking are doubled. This stacks with any other ability that increases bonuses from flanking or aid another.

    Song of the Free Spirit (replaces Song of Freedom)
    The feral bard plays a fast and wild beat, urging his comrades to break free of their shackles.
    The feral bard may enhance his allies’ movement. All allies within 60' of the bard who can see and hear him gain a 20’ morale bonus to all forms of movement that they possess. In addition, they are treated as though under the effects of Freedom of Movement spell.
    The feral bard cannot use this ability on himself.

    Bard Feats

    Music of the Gods
    Requirements: Cha 21+, Green EarCAdv, RequiemSong & Silence, The Heart, Mind, and Soul (see below), Perform 15
    Benefits: The bard is capable of using Bardic Music to affect all creatures, even creatures that would otherwise be immune to the effects of his Bardic Music.

    Panpipe Charm
    Requirements: Bard 3rd, Perform (panpipe) 6
    Benefits: Through the use of this feat, a bard can mimic the Satyr’s power over pipe music.
    The bard can use his Bardic Music ability to produce charm person, scare or sleep.
    When the bard attains 10th level and 13 ranks in Perform (panpipe), he may then also use his Bardic Music to produce Charm Monster, Fear and Deep Slumber effects when playing the panpipe.

    Reactive Countersong
    You can use countersong as a reaction to a sonic or language-dependent magical attack.
    Requirements: Accelerated Performance Bard feature, Combat Reflexes
    Benefits: You can begin a countersong at any time, without having to ready an action to do so. Thus, you could use the countersong as a reaction to a sonic or language-dependent magical attack.
    You can't use Reactive Countersong at the same time you are using another bardic music ability (though you could stop the other bardic music ability to begin Reactive Countersong if so desired).
    Normal: Without this feat, you can only use countersong on your turn.

    Shadow Hymn
    Requirements: Bard level 9th
    Benefits: By expending a Bardic Music use, the bard gains Darkvision out to 30' for a number of hours equal to his Cha-bonus.

    Sonic Symphony
    Requirements: Break the Silence class feature, Perform (any musical instruments) 12
    Benefits: You may use a lute, guitar, or other string instrument as means of generating sonic attacks.
    The bard can, as a standard action, spend 1 use of his Bardic Music to produce one of the following attacks:
    - 100’ ray (ranged touch)
    - 60’ line (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    - 30’ cone (ref save for ½ damage, DC 10 + Bard class level + Cha-bonus)
    Whatever shape the bard chooses, the damage always equals the bard's Perform check.
    The bard may spend a use of Bardic Music to up the damage to the bard's class level * Cha-bonus.

    Tenebrous Tune
    Requirements: Shadow Hymn, Perform 15
    Benefits: By spending two Bardic Music uses, the bard may cause all creatures affected by his Fascinate Bardic Music ability to make a Will save (10 + ½ Bard Level + Cha-mod) or fall asleep for a number of rounds equal to 1/2 bard's class level. This affects even those who are usually immune to mind affecting abilities, although they gain a +4 bonus. Mindless targets gain a +8 bonus.

    The Heart, Mind, and Soul (Su)
    Requirements: Bard level 8, Cha 19+, Perform 13
    Benefits: The bard’s Bardic Music not only breaks the silence, it now directly touches the heart, mind and soul of even the deaf and the blind.

    Twin Blade Dance
    Requirements: Battlegrace class feature, proficiency with Scimitar, TWF
    Benefits: The Bladesinger has mastered the technique of applying all Bladesinger features while duel-wielding a pair of Scimitars, taking a -2 penalty on all attack rolls, as if the offhand scimitar is a light weapon.

    Music of the Far Realm:

    Eerie Chant
    Requirements: Bard 6, Knowledge (the planes) 7
    Benefits: The bard can emit a strange chant to confound those not tied to the Far Realms. To be affected, a creature must be within 60' and able to hear the bard perform. The effect lasts for as long as the enemy hears the bard perform and for 5 rounds thereafter. An affected creature is sickened unless it succeeds on a Will save (DC = 10 + 1/2 class-level + Cha-mod). Success renders the creature immune to this ability for 24 hours. Creatures native to the Far Realms are immune to this ability.

    Destructive Cacophony
    Requirements: Bard 9, Knowledge (the planes) 11, Eerie Chant
    Benefits: The bard’s music can warp and break items of this world. The effect lasts for as long as the bard performs and for 5 rounds thereafter. All objects within 60' that can “hear” the bard perform must make a Fort save (DC [10 + Perform ranks) or lose the benefit of their hardness. Further, every round the bard can target a single object in the area of this ability with a Shatter spell effect.

    Music of the Shattered Spheres
    Requirements: Bard 12, Knowledge (the planes) 15, Destructive Cacophony
    Benefits: The bard can temporarily become a direct link to the Far Realm, channeling its pure madness into music. To be affected, a creature must be able to hear the bard perform. The effect lasts for as long as the enemy hears bard perform. An effected creature must make a Will save (DC = [10 + Perform ranks) or fall to the ground gibbering (similar to Hideous Laughter). Success renders the creature immune to this ability for 24 hours. When the performance ends, all affected creatures must make another save (same DC) or be rendered insane as the spell. In addition, during the performance, all creatures lose any immunity to mind-affecting abilities they may have. Creatures native to the Far Realms are immune to this ability.

    Expanded Spell Repertoire:

    The following feats are restricted exclusively to bonus feats gained via Bard levels (essentially, levels 5, 11, 17 and on).
    There's no other way of gaining them
    Also, these feats cannot be retrained.

    Chanter of Life & Afterlife
    Your fascination with the afterlife enables you to dabble into powers related to life, death and afterlife.
    Requirements: Bard, Knowledge (religion) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Purify Food and Drink
    - 1st SL: Bless Water
    - 2nd SL: Consecrate
    - 3rd SL: Speak with Dead
    - 4th SL: Death Ward
    - 5th SL: Commune
    - 6th SL: Raise Dead

    Green Whisperer
    Your training has significantly strengthened your ties with animal & plant life and with nature in general.
    Requirements: Knowledge (nature) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Know Direction
    - 1st SL: Charm Animal
    - 2nd SL: Speak with Animals
    - 3rd SL: Speak with Plants
    - 4th SL: Command Plants
    - 5th SL: Awaken
    - 6th SL: Transport via Plants

    Gypsy Oracle
    Divination runs deep in your veins.
    Requirements: Lucid Dreaming 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Deathwatch
    - 2nd SL: Augury
    - 3rd SL: Arcane Sight
    - 4th SL: Arcane Eye
    - 5th SL: True Seeing
    - 6th SL: Discern Location

    Knowledge Hunter
    Bards, more than anyone else, understand the power of "being able to get there" and obtaining the desired information.
    Requirements: Spellcraft 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Message
    - 1st SL: Mount
    - 2nd SL: Darkvision
    - 3rd SL: Water Breathing
    - 4th SL: Fly
    - 5th SL: Blink, Improved (CDiv)
    - 6th SL: Plane Shift

    Mystical Hymnist
    Melody runs more deeply in your veins than even most other bards.
    Requirements: Perform (musical instrument) 4
    Benefits: You add the following spells to your Known-Spells (described in "Song & Sorcery", unless noted otherwise):
    - 0th SL: Fine-Tuning
    - 1st SL: Joyful Noise
    - 2nd SL: Summon Instrument, Greater (can summon a large instrument and has 1-hour / level duration (see the S&S 0-level Bard spell))
    - 3rd SL: Hymn of Praise
    - 4th SL: Follow the Leader
    - 5th SL: Wail of Doom
    - 6th SL: Fanfare

    Occult Spinner
    Your obsession with the occult leads you through a path of manipulation and dark powers
    Requirements: Craft (alchemy) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Prestidigitation
    - 1st SL: Obscuring Mist
    - 2nd SL: Gust of Wind
    - 3rd SL: Bestow Curse
    - 4th SL: Black Tentacles
    - 5th SL: Baleful Polymorph
    - 6th SL: Finger of Death

    War Chanter
    You are an invaluable asset on the battlefield.
    Requirements: Knowledge (history) 4
    Benefits: You add the following spells to your Known-Spells:
    - 0th SL: Guidance
    - 1st SL: Expeditions Retreat, Swift (CAdv)
    - 2nd SL: Daggerspell Stance (CAdv)
    - 3rd SL: Tactical Precision (CAdv)
    - 4th SL: War Cry (CAdv)
    - 5th SL: Righteous Might
    - 6th SL: Brilliant Blade (CArc)

  18. - Top - End - #18
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Witch

    Class: Witch



    Mistresses of haunted forests, healers on the outskirts of town, crones creeping through crypts, or that unusually charming maiden...

    Witches come in all shapes and dispositions, but they are often objects of mystery and suspicion in most cultures, even hated and persecuted. Witches have an innate aptitude for charms, trickery, and nature magic - often from the union of an ancestor and a Fey, Lycanthrope, or Outsider.
    Witch is a path often pursued by humans, half-elves, and half-orcs. Male witches, often called warlocks, are uncommon except among the Drow.

    The general aim is anything from high T3 to low-mid T2.

    Hit Die: d6

    Table: The Witch
    Saves Special
    Level BAB F R W Class Abilities Eldritch Mark
    1st +0 +0 +0 +2 Witchcraft, Eldritch Mark, Familiar, Brew Potion
    2nd +1 +0 +0 +3 Wild Empathy, Woodland Stride
    3rd +1 +1 +1 +3 Witch’s Alchemy
    4th +2 +0 +1 +4 Charms, Bonus Feat
    5th +2 (+3) +1 +1 +4 Wild Shape (animal ; small/medium)
    6th +3 (+4) +2 +2 +5 Hex (2 targets), Hex Resistance (+2)
    7th +3 (+5) +2 +2 +5 Purity
    8th +4 (+6) +2 +2 +6 Ritual of Youth, Bonus Feat
    9th +4 (+6) +3 +3 +6 Wild Shape (vermin ; large)
    10th +5 (+7) +3 +3 +7 Hex (3 targets), Hex Resistance (+5)
    11th +5 (+8) +3 +3 +7 A Thousand Faces
    12th +6 (+9) +4 +4 +8 Aspect of Witchery, Bonus Feat
    13th +6 (+9) +4 +4 +8 Wild Shape (swarm ; tiny)
    14th +7 (+10) +4 +4 +9 Hex (4 targets), Hex Resistance (+10)
    15th +7 (+11) +5 +5 +9 Sensitive (scent, tremor-sense)
    16th +8 (+12) +5 +5 +10 Alien Mind, Bonus Feat
    17th +8 (+12) +5 +5 +10 Wild Shape (magical beast ; huge)
    18th +9 (+13) +6 +6 +11 Hex (5 targets), Hex Immunity
    19th +9 (+14) +6 +6 +11 Timeless
    20th +10 (+15) +6 +6 +12 Transcendence, Bonus Feat

    1. The Witch Gains access to Least invocations.
    2. The Witch Gains access to Lesser invocations.
    3. The Witch Gains access to Greater invocations.
    4. The Witch Gains access to Grand invocations.

    Class Features

    Skills: Bluff, Climb, Craft, Diplomacy, Disguise, Handle Animal, Heal, Hide, Jump, Knowledge (all, taken separately), Listen, Move Silently, Profession, Ride, Search, Spot, Survival, Swim and Use Rope.
    Skill Points: 4 + Int-mod

    Weapons and armor proficiencies: Witches are proficient with all Simple Light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields at all.


    Witchcraft is comprised of two sets of spellcasting, called Primary Circle and Secondary Circle, with separate tables of spells known.
    For her primary circle, a witch chooses one spellcasting class among Mage, Priest and Druid. The witch may choose her spells known from that class’ list. Secondary Circle spells may be selected from the remaining two lists. Arcane spells may be selected from the following schools: Abjuration, Divination, Enchantment, Illusion and Necromancy. Divine spells may be selected without any special restriction.
    A witch that selects Mage spellcasting is called a Black Witch (alignment: any non-good ; Int-based spellcasting).
    A witch that selects Druid spellcasting is called a Green Witch (alignment: any neutral – either axis ; Wis-based spellcasting).
    A witch that selects Priest spellcasting is called a White Witch (alignment: any non-evil ; Cha-based spellcasting).
    Retraining: A witch may retrain a spell (one spell) belonging to a given circle upon gaining a new spell level from that circle (or via the use of Limited Wish, Wish or Miracle).

    Primary Circle’s Spells Know:
    Level	0th	1st	2nd	3rd	4th	5th	6th	7th
    1	3	2						
    2	4	3						
    3	5	3						
    4	6	3	2					
    5	6	4	3					
    6	6	4	3					
    7	6	4	3	2				
    8	6	4	4	3				
    9	6	5	4	3				
    10	6	5	4	3	2			
    11	6	5	4	4	3			
    12	6	5	5	4	3			
    13	6	5	5	4	3	2		
    14	6	6	5	4	4	3		
    15	6	6	5	5	4	3		
    16	6	6	5	5	4	3	2	
    17	6	6	6	5	4	4	3	
    18	6	6	6	5	5	4	3	
    19	6	6	6	5	5	4	3	2
    20	6	7	6	6	5	4	4	3

    Secondary Circle’s Spells Know:
    Level	0th	1st	2nd	3rd	4th	5th
    1	2 					
    2	3 	1				
    3	4 	2				
    4	4 	2				
    5	4 	3				
    6	4 	3	1			
    7	4 	3	2			
    8	4 	4	2			
    9	4 	4	3			
    10	4 	4	3	1		
    11	4 	4	3	2		
    12	4 	5	4	2		
    13	4 	5	4	3		
    14	4 	5	4	3	1	
    15	4 	5	4	3	2	
    16	4 	5	5	4	2	
    17	4 	6	5	4	3	
    18	4 	6	5	4	3	1
    19	4 	6	5	4	3	2
    20	4 	6	5	5	4	2

    Eldritch Mark

    The witch is forever marked by a birthmark-like scar somewhere on her body, which identifies her as a witch.
    A DC 15 knowledge (religion or history) check identifies this mark for what it is.
    The Eldritch Mark provides some benefits to the witch. She may select invocations as indicated in the table. A witch may select any invocation from any list (it needn't be the warlock's) that is not associated with Eldritch Blast or breath-weapon.
    The save DC for any of these invocations is 10 + 1/2 her witch levels + her witchcraft ability modifier.
    A witch who does not prominently display her Eldritch Mark may not use her invocations, and takes a -2 penalty on all witchcraft spells & hex DCs, and a -2 penalty to her CL.
    Eldritch Mark Corruption: While a witch’s Eldritch Mark grants her powers, it also degenerates her to a certain degree.
    Each Eldritch Mark invocation a witch is granted comes with a decrease of an ability score.
    According to the witch’s primary circle, she must choose which ability score to sacrifice whenever she gains an invocation
    Black: Cha or Con (physical deformity)
    Green: Int or Cha (feral mind)
    White: Dex or Str (degenerated vitality)


    Spoiler: Writer’s Notes

    I have several issues with some of the things associated with familiars in 3.5e:
    1. They die too easy at low levels.
    2. They sort'a become less and less interesting beyond level 12.
    3. The evolution of master-familiar bond seems to stop abruptly and without fulfilling its full potential.
    4. In classic literature, familiars are stereotypically associated with witches.
    5. Waiting 1 year and 1 day if a familiar dies is retarded and uninspiring (and unfair, since "SH!T HAPPENS").
    6. Why in the world should a familiar lose the ability to speak with animals of its kind?!

    Therefore, I suggest the following rules for familiars as given below.

    A witch can create a familiar. Doing so takes 24 hours, uses up magical materials that cost 100gp.
    A familiar is an extension of the witch’s essence, an aberration that resembles a small animal and is tough and intelligent. The creature serves as a companion and servant.
    The witch chooses the kind of familiar she gets, and may select any creature that’s eligible to serve as familiar as per official 3.5e materials, gaining the benefits detailed in the core rules according to the creature’s type.
    Once a familiar is created, it is an individual entity with a mind of its own.
    A familiar is considered an outsider creature and may not be raised from the dead. If slain, a familiar is utterly and irrevocably annihilated.

    A witch may not have more than one familiar at any given time.

    Starting at 7th level, according to the witch’s level, she may also choose from creatures that are eligible via the 3.5e Improved Familiar feat.
    As the witch advances in levels, her familiar also increases in power, but this doesn’t happen automatically or “free of charge”.
    Advancing a familiar’s abilities to match the witch’s level requires 100gp and an 8 hour ritual per familiar’s advancement step.

    Familiar's Death
    When a familiar dies, its mistress experiences immense physical & mental trauma.
    If the familiar is within Empathic link range, the witch immediately takes ability damage equal to [1 Con-point + 1 Wis-point + 1 Cha-point] per familiar's development stage.
    These lost points are restored normally, at a rate of 1 point per day of rest.
    If either drops to 0 or lower, the witch is rendered comatose until enough time passes for it to have a positive value.
    If the familiar is out of Empathic link range, its mistress is entitled to a DC 15 Fort save to negate half the loss.
    In both cases, the witch is stunned for 1d4 rounds, then nauseated for 1 minute per familiar’s progression step.
    If the witch dies, her familiar dies along with her

    Dismissing a Familiar
    A witch may dismiss her familiar via uninterrupted meditation that takes 8-hour. This forever severs all ties between the witch and her familiar, and the familiar becomes an independent entity and loses its outsider status, becoming native to the material prime (meaning it can now be brought back from the dead).

    After a familiar is slain or dismissed, a witch may not create another for 1 month, plus 1 week per familiar’s progression step (= per odd Witch level).
    A familiar is always created at its lowest possible level, regardless of the witch’s level. Its mistress must then advance it a step at a time. Each advancement step may not commence prior to the passing of 24 hours from the culmination of the prior advancement/creation ritual.

    Basic Familiar Details and changes to the core familiar:
    1. Having a familiar is exclusive to the Witch class.
    2. Empathic link has a range of 1 mile per [Witch's Class-Level + her witchcraft ability modifier] (minimum 1).
    3. A familiar keeps the HD of the creature it emulates and gains 2 extra HP per Witch class level.
    4. A familiar gains 2 + Int-mod skill points every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter). It regards its racial skills and its mistress’ skills as class skills
    5. A familiar uses its mistress’ BAB, modified by its own Dex or Str.
    6. A familiar gains a bonus general feat every other time it rises in power (Witch level 5 + 1 per 4 Witch levels thereafter).
    7. A familiar gains ability increase every time it rises in power (Witch level 3 + 1 per 2 Witch levels thereafter).

    Spoiler: Familiar abilities by Witch-level

    Witch's		Special
    1st-2nd		Alertness, Empathic Link, Improved Evasion, Share Spells
    3rd-4th		Deliver Touch Spells
    5th-6th		Speak With Master, Dire Metamorphosis
    7th-8th		Speak with animals of its kind, Telepathy
    9th-10th	Shared Craft
    11th-12th	Spell Resistance
    13th-14th	Tap onto Familiar's Senses
    15th-16th	Possession
    17th-18th	Sensory Duality
    19th-20th	Unbreakable Bond
    Ability Descriptions:

    (Note: unaddressed familiar features are to be taken from the core rules)

    Lv5> Dire Metamorphosis (Su)
    As a swift action, the familiar may issue a transformation that greatly aids its survival chances and offensive prowess when the going gets tough.
    For a number of minutes per day equal to 1/2 its mistress level (round fractions up) the familiar gains the following benefits:
    - +4 bonus to Str, Dex and Con.
    - +2 bonus on saving throws.
    - +2 bonus to its natural armor.
    - DR 5/magic.
    The duration may be broken down to 1-minute increments as the familiar sees fit.
    During the transformation, the familiar’s size increases by 1 category.

    Lv7> Telepathy (Su)
    The witch and her familiar may now communicate telepathically with each other. This telepathic communication renders fully the intent and emotion of both parties, not just mere words. When either the witch or her familiar is attacked by enchantment or illusion, both must roll to save (if they're within normal empathic-link range of each other). If either of them is successful, the attack has no effect. If both fail, both are affected.

    Lv9> Shared Craft
    At any time, as long as the witch and her familiar's telepathic link is functioning, the familiar may cast any one of the witch's spells, capped in spell level by her secondary circle, but may be taken from both circles.
    Both the witch and her familiar cast the spell, with material components and focus provided by the witch as necessary. Other than originating from the familiar, spells cast in such manner function as if the witch had cast them herself.
    Once the familiar has cast a spell in this way it must wait 1 round before doing so again.

    Lv13> Tap onto Familiar's Senses (Su)
    The witch may access the full range of her familiar's sensory capabilities. She may choose which, if any, of her familiar's senses she wishes to experience. While using her familiar's senses, she loses the use of her own corresponding senses.
    A witch who chooses to experience all of her familiar's senses will feel as if she is in her familiar's body (though control of the body still belongs to the familiar).

    Lv15> Possession (Su)
    The witch gains the ability to possess her familiar's body. This possession is entirely voluntary, and cannot be forced upon the familiar. During this possession the souls of the familiar and witch remain in their respective bodies, however, through telepathic communication, the witch gains complete control over her familiar's body. While in control of her familiar, the witch utilizes all of its senses (no exclusion) and gains full access to all class abilities with the exception of Wild Shape.

    Lv17> Sensory Duality (Su)
    The witch and her familiar gain the ability to process massive amounts of sensory information. From now on, both may access each other's senses while retaining their own. It is very common, at this point in the witch and her familiar's sensory development, for the pair to remain in full sensory and telepathic contact at all times.

    Lv19> Unbreakable Bond (Su)
    The witch becomes truly legendary, gaining the ability to conquer death itself. The witch and her familiar bind their souls to one another in a manner similar to the way a lich binds its soul to a phylactery, but without the cost. Upon the witch’s death, provided her familiar is within range of Empathic Link, her body turns to ash and her soul enters her familiar (but doesn’t take over), and there lies dormant for 1d10 days. After this time is up, the witch materializes near her familiar in a new youthful, living body. If the familiar is killed in the intervening time, the witch dies.
    The same goes for the familiar if it dies.

    Brew Potion
    All witches are notable potion brewers.
    A witch gains Brew Potion as bonus feat at 1st level.

    Wild Empathy (Ex)
    A 2nd level witch gains the Wild Empathy class ability, as the Druid's class ability of the same name.

    Woodland Stride (Ex)
    A 2nd level witch can move through any sort of undergrowth, such as briars, thorns, overgrown areas, and similar terrain, at her normal speed without suffering from damage or impairment. This does not prevent the effects of magical terrain.
    Furthermore the witch never leaves tracks in natural surroundings, making them impossible to track, unless she decides otherwise.

    Witch’s Alchemy
    A 3rd level witch may craft alchemical items that require a spell(s), without actually knowing the spell(s), as long as she meets the caster level needed to craft that item.
    Any alchemical item crafted by the witch is non-magical in nature and any save DCs have a bonus equal to 1/4 her witch level.
    Furthermore, the witch gains a +2 bonus to all craft (alchemy) checks.
    When the witch uses her cauldron to craft alchemical items, she may spend double or triple the cost to create 2 or 3 identical items that day (respectively) instead of just a single item.

    Charms (Su)

    By 4th level, the witch has learned how to trap witchcraft spell-effects into physical items - charms that become the physical form of these spells.
    These charms can take any number of forms:
    - Love potions
    - Protective amulets
    - Small carved icons
    - Cursed dolls
    - Elixirs of heroism
    . . .

    A witch does not require any special materials for creating a charm, but she does need something to provide containment for the desired effect.
    Most witches prefer more complex charms where possible, but simple twigs and grasses tied into rough figures, or symbol-painted rocks, will do in a pinch.

    When it comes time to actually cast the spell, the witch need only have the charm on her person.
    It takes a move action that doesn’t provoke AoOs for a witch to activate a spell trapped in a charm that’s on her person.

    The max number of spell-levels that may be given the form of charms at any given time equals 1/2 her Witch class-level.
    The actual number of “charmed” spell-levels in a given moment is detracted from the witch's max tolerance.
    A charm lasts for 24 hours or until used (whichever comes first).

    A witch may give one or more of her charms to a companion. Doing so means that she waivers the ability to use it to cast the spell, but the other individual may do so through use of the charm.
    This discourages most witches from freely giving charms away.
    The witch determines the conditions in (and the manner of) which the spell trapped in the charm is to be discharged.
    - It could be immediately upon the recipient willfully accepting it.
    - It could be via the item's traditional use, making the action provoke AoOs (yes/no) according to its “proper” use (a necklace worn, a potion drunk etc).
    - It could be any other predefined action that takes at least a move action.
    The recipient doesn’t even have to know of the charm’s nature.

    The charm must be deliberately granted by the witch. Stealing a charm from an unwilling witch yields no benefit and may actually prove hazardous to the perpetrator.

    Bonus Feat
    Starting at 4th level and each 4 levels thereafter, a witch may select one feat from the list of feats given below.
    A witch may also take any of those feats using HD derived general feats.

    Wild Shape (Su)

    At 5th level, a witch gains the ability to wild shape.
    This functions as described for the Druid, with the following exceptions:
    - At 5th level, a witch may change into a small or medium animal.
    - At 9th level, a witch may change into vermin, and may now transform into creatures ranging in size from small to large.
    - At 13th level, a witch may change into swarms of creatures, instead of singular creatures (see Swarms, MM), and may now transform into creatures ranging in size from tiny to large.
    - At 17th level, a witch may change into magical beast, and may now transform into creatures ranging in size from tiny to huge.
    - A witch may assume wild shape for a total duration each day equal to 1 minute per 4 Witch class levels. She may break down this duration as she sees fit, in 1-minute increments.
    - Unlike druids, witches don’t heal when transforming.

    Hex (Sp)
    Starting at 6th level, the witch may, as a standard action, target an opponent within 60’ with a ranged spell-like ability.
    Her target is subject to the Bestow Curse spell. The witch may not have more targets afflicted than listed in the table and is always aware if her targets are still afflicted or not.
    She may release any target as a free action to allow herself to affect a new target with this ability.

    Hex Resistance (Ex)
    6th level witches are particularly resistant to curses and misfortune.
    The witch gains the indicated bonuses to resist Bestow Curse and to any other effect that bestows penalties which are not condition-derived.

    Purity (Ex)
    Starting at 7th level, The witch gains a +4 bonus to saves against the abilities of animals (including magical beasts) and fey.
    Furthermore, she gains immunity to both diseases and poison of all kinds, except for those that are magical in nature.
    The witch's familiar also benefits from this ability.

    Ritual of Youth (sp)
    An 8th level witch may perform an 8 hour ritual under the light of a full moon. This involves chanting, dancing, and a camp-fire. Successfully completing the ritual changes the witch to the Adult age category (yes, it may affect physical ability scores). From there on, the witch ages back at a rate of 1 year per day, until she changes back to her true age, so eventually this becomes essential to prevent death by old age.
    The witch may include herself and up to 1 participant per Int-mod (minimum 1). Anyone may benefit from Ritual of Youth, but there’s usually hardly any point in doing so, since only the witch’s familiar is present at all times, so for others it’s usually no more than false hope for longevity.

    A Thousand Faces (Sp)
    At 11th level, The witch gains the A Thousand Faces class ability, as the witch's class ability of the same name.

    Aspect of Witchery (Su)

    Evil Eye
    A 12th level evil witch may target one living creature within 90’ line of effect as a Swift action, causing it to be Sickened on a failed save, or Nauseated if already Sickened, or to immediately contract Demon Fever if already Nauseated.
    A successful Fort save (DC 10 + 1/2 class-level + Cha-mod) negates the effect and renders the target immune to this power for 24 hours.
    Alternatively, the witch may choose to gain the power to make those who fail the save Fatigued, or Exhausted if already Fatigued… and if already Exhausted they pass out.
    Alternatively, the witch may choose to gain the power to cause great fear in the hearts of her enemies, worsening their condition by 1 step, rendering a victim cowering and insane if it’s already Panicked.
    Whatever the choice is, it must be taken the moment the witch gains her 12th level and may not be changed later on.

    Good Fortune
    A 12th level good witch learns how to channel benign intentions.
    She may suppress the verbal & somatic components of spells that are categorized as “Harmless”, may automatically affect (no hit roll required) a single target and doesn’t require concentration to maintain.
    Spells that may target multiple opponents are still only applicable as Good Fortune when targeting a single creature.
    Once per day, the witch can use Good Fortune as a swift action.

    Note: a Neutral witch must decide if she embraces the good aspect of the witch or the evil aspect upon gaining 12th level.

    Alien Mind (Ex)
    By 16th level, the witch's varied practices have warped her mind. She becomes completely immune to charm and compulsion effects.
    The witch's familiar also benefits from this ability.

    A 19th level witch ceases to age and regresses to a more youthful look if she wishes. Further, she loses all penalties of aging and no longer gains benefits from aging, losing any benefits she had. The witch is also immune to magical aging (if introduced by the DM).

    At 20th level, the witch reaches the peak of her power. Her type changes to fey, though she retains her own statistics, and she gains a +4 bonus to her charisma and wisdom scores.

    Hex Feats

    Feats labeled as [Hex] feats are only available to a witch who has the hex class ability.
    Hex feats may only be used a combined number of times each day equal to the number of Hex feats the witch has + her witchcraft ability modifier.
    Hex feats are always spell-like or supernatural in nature.

    Bane of Undead
    Requirements: Hex class ability, white witch
    Benefits: You may score critical hits and deal precision damage to undead you hex.
    Furthermore you gain a +1d6 sneak attack that only functions against undead.
    Non-intelligent undead that you reduce to 0 hit points may not raise as undead again.

    Benign Hex
    Requirements: Hex class ability, white witch, at least one Hex feat with harmless (or potentially harmless) effect, Voodoo Spell.
    Benefits: You may establish a harmless link to the target of your hex.
    You may affect your Hex target in any way that’s harmless or beneficial. You may not direct any harmful action, ability, spell, power or feature toward a target of Benign Hex.
    During Benign Hex, your target is effectively under the effect of Status spell effect.

    Requirements: Hex class ability, black witch
    Benefits: The witch can hex an animal, plant creature, or plot of land, causing it to wither and die.
    Blighting an area takes 1 round, during which time the witch and her familiar must be in contact with the target. The land begins to wither the following day, and over the next week all plants in the area die. Nothing will grow in that area so long as the curse persists. A witch can affect an area with a radius equal to her class level × 10'.
    Blighting a creature is a standard action that requires a melee touch attack. If used on a living creature, the creature gains the following curse:
    Blight Hex—type curse; Will save negates; effect 1d4 Con damage.
    Both types of curse can be removed with a remove curse or similar magic, using the save DC as the DC to remove the curse.

    Blood Magic
    Requirements: Hex class ability
    Benefits: You may cast spells without expending your witchcraft spell uses. Each time you do so, your maximum hit points decrease an amount equal to twice spell's level.
    You may not regain these hit points normally, but instead recover 2 points per hour of rest beyond the first. This is in addition to the normal benefits of rest.

    Requirements: Hex class ability
    Benefits: The witch can cackle madly as a move action that doesn’t provoke AoOs.
    Each round the witch is cackling, all her witchcraft spells within 60’ have their duration prolonged as if no time passes.
    Cackle can affect all spells that cause some kind of a condition and have a duration that's measured in rounds.
    Cackling increases the witch's effective CL by +4 for the purpose of resisting dispelling or removal.
    Cackling takes one Hex slot. In effect, the witch is the affected target.
    While cackling, any and all of the witch’s Cha-based checks suffer a -4 penalty.

    Dire Hex
    Requirements: Hex class ability
    Benefits: By ending your hex you may double its penalties for a round. Abstract effects such as halving movement, instead negate movement. DM arbitration may be needed for this effect.

    Extra Hex Target
    Requirements: Hex class ability
    Benefits: When using your hex ability you may designate one additional target beyond normal.

    Feral Speech
    Requirements: Hex class ability, green witch
    Benefits: This hex grants the witch the ability to speak with and understand the response of any animal as if using speak with animals, though each time she uses the hex, she must decide to communicate with either amphibians, birds, fish, mammals, or reptiles, and can only speak to and understand animals of that type. The witch can make herself understood as far as her voice carries. This hex does not predispose any animal so addressed toward the witch in any way.
    At 9th level, the witch can use this hex to communicate with vermin. 

    Greater Healing Touch
    Requirements: Hex class ability, Healing Touch
    Benefits: Whenever you heal a target, in addition the effects of healing touch, you may heal your target of a single condition that the panacea spell (Mini p.75) is capable of healing.

    Healing Touch
    Requirements: Hex class ability, white witch
    Benefits: The witch can soothe the wounds of those she touches. This acts as a cure light wounds spell, using the witch’s caster level.
    The witch adds her Cha-mod  

    Requirements: Hex class ability, At least 1 other hex feat
    Benefits: You may force a target, as an immediate action, who is concentrating on an action to make a concentration check to maintain that effect. Your target takes a penalty to this check equal to half the number of hex feats you possess.

    Requirements: Hex class ability, At least 1 other hex feat
    Benefits: After activating this ability, as a standard action, your target has nightmares the next time they rest. They must succeed on a will save that night or not gain any benefits of rest for that sleep and the next 24 hours, taking a -2 penalty to saves against fear effects for that time.

    Reviled by Nature
    Requirements: Hex class ability, At least 2 other hex feats
    Benefits: You may end the effects of your normal hex to instead initiate this way, as a swift action.
    The target takes a -4 penalty to all charisma based checks with fey, elves, and animals. Furthermore, animals other than a companion(s) loyal to them will attack them if they or the animal approach within 30’.

    Requirements: Hex class ability, At least 2 other hex feats
    Benefits: You may see any afflicted target of your hex ability as though with the Scrying spell. Your target is not allowed a will save, but spell resistance applies as normal for this part of the effect. Regardless your target is always aware someone is scrying them, though they may not know who is watching them.

    Smite True Believer
    Requirements: Hex class abilitygreen or black witch
    Benefits: Activating this ability is swift action and its benefits last for 1 minute.
    If the target of your attack is a priest or otherwise has access to divine spells or abilities, you may add a bonus to attack and damage rolls against them for the duration. This bonus is equal to the number of hex feats you possess, to a maximum of your Cha-bonus.

    Spell Harrier
    Requirements: Hex class ability, Interrupt feat and at least 2 other hex feats.
    Benefits: Instead of a one-time activation the target must make a concentration check any time they attempt one of the previously listed actions, within a 1-minute time span.

    Turn/Rebuke Undead
    Requirements: Hex class ability, Cha 14+.
    Benefits: If your target is undead, you may turn or rebuke them (your choice at each use) as if you were a cleric of your witch level - 4. You gain a bonus to this attempt equal to half the number of hex feats you possess, to a maximum of your Cha-mod. You may affect multiple targets within range with one use, as long as they are all afflicted with your hex.
    Special: You qualify for and may take feats and prestige classes with turn/rebuke undead as a class feature. Prestige classes may progress this feature as well, but you never gain additional uses by virtue of non-Witch abilities (as this is determined by your number of hex feats).

    Withering Touch
    Requirements: Hex class ability, black witch, at least 3 other Hex feats
    Benefits: As a standard action melee touch attack or 10’ ranged touch attack, you may unleash a mass of negative energy into a nonliving inanimate object.
    The object is affected as if subject to its most powerful solvent for a period of 10 years. This utterly dissolves the vast majority of materials, short of gold, diamond and other exclusive materials that don’t deteriorate at all.
    This power affects items of up to 5 pounds per 2 Witch levels, and magical items are entitled a save vs. acid to resist the effect.

    Voodoo Feats

    Feats labeled as [Voodoo] also have limited uses.
    With the exception of the primary 'Voodoo Doll' feat, which may be used indefinitely, each voodoo feat may be used a number of times each day equal to the number of Voodoo feats you possess + her witchcraft ability modifier.

    Battle Doll
    Requirements: Voodoo Doll feat
    Benefits: You learn to quickly make voodoo dolls in the midst of combat, out of odd and end materials that you find. Making a doll now only takes a standard action.

    Forced Movement
    Requirements: At least 1 other Voodoo Doll feat
    Benefits: You may, as a standard action, jerk the voodoo doll you are holding. Your attuned target must make a reflex save (DC 10 + 1/2 your HD + your Cha-mod).
    Upon a failed save the target is thrown up to 30’ in a direction of your choosing. A target that collides with an object that can't be destroyed by this collision stops moving, taking damage for collision as if they had fallen and dealing half this damage to anything or anyone they collide with.

    Improved Voodoo Spell
    Requirements: Voodoo Spell feat.
    Benefits: When using your Voodoo Spell feat, you may now use a 2nd level spell instead of a 1st level spell. Doing so however is taxing, and may only be done once per day per 6 Witch levels.

    Requirements: Pins and Needles, Puppeteer, & Blood Magic feats.
    Benefits: You may, as a full round action, completely obliterate the voodoo doll you are holding. Your attuned target must immediately make a fortitude save (DC 10 + 1/2 your HD + your Wis-mod) or die. Targets immune to death effects instead take 10d6 + your HD in untyped damage. Targets killed by this ability explode in a shower of gore.

    Pins and Needles
    Requirements: At least 1 other Voodoo Doll feat
    Benefits: You stab a needle into your voodoo doll as a swift action to use this ability. Your target must make a will save (DC 10 + 1/2 your HD + your Wis-mod - the number of pins and needles effect) or be afflicted by one of the following effects of your choice (assuming they have the body part in question):
    - Leg
    Target loses use of any leg of your choice. Target is treated as always being in difficult terrain, though freedom of movement and similar effects do nothing to alleviate this. A target with no legs left can't do anything more than crawl. May be used multiple times, targeting a different limb each time.
    - Arm
    Target loses the use of any arm of your choice. May be used multiple times, targeting a different limb each time.
    - Head
    Target can't perform any action that requires concentration without succeeding on a concentration check.
    - Torso
    Target is unable to make attacks of opportunity.
    - Neck
    Target is unable to breath. The target gains a +4 circumstance bonus to the save against this effect.
    Any of these effects remain in place until the afflicted is targeted by a panacea spell or a spell that can remove curses. These effects also end after the target next rests for at least 4 hours. Any of these effects end if the doll is destroyed.

    Requirements: Forced Movement feat
    Benefits: As a swift action you may take control of your target, as if with the Dominate Person spell. A will save (DC 10 + 1/2 your HD + your Wis-mod) is allowed to negate.
    The duration for this effect is indefinite, as long as the doll remains intact, and you may command your target to perform any action, even if it would be suicidal or contrary in nature, without provoking a save or resistance. Your target is, however, allowed a new save at the end of each round, except for the first, to escape.

    Voodoo Doll
    Requirements: Improved Voodoo Spell feat
    Benefits: With 2 hours of work you may craft a voodoo doll. As a move action you may apply some blood, maybe from a weapon, or other bodily material from another creature. Once this has happened, your doll is attuned to that creature.
    A doll may not be attuned to more than one creature, nor may you attune more than one doll at a time. It takes only a swift action to un-attune a doll, but this destroys it in the process.
    You may attack, cast a spell, or use an item through an attuned voodoo doll that you have created, affecting the attuned target as if you had instead targeted them.
    A target attacked through the doll, including through derivative feats, is considered flat-footed. Furthermore, because you didn't directly attack the attuned target, any such effect counts the voodoo doll as the originator, not yourself.

    Voodoo Spell
    Requirements: Hex class ability
    Benefits: You may cast 1st level witchcraft spells against your Hex target with no range limitations, but spell effects may not cross planar boundaries.

    Other Witch Feats

    Guided Touch
    Requirements: Witchcraft class ability
    Benefits: When making an attack roll (ranged or melee) with a spell or splash/grenade-like weapon, you gain a +2 bonus to your attack roll.
    If you have at least 10 levels of witch this bonus increases to +4.

    Requirements: Witchcraft class ability
    Benefits: The witch’s nails are long and sharp, and count as natural weapons that deal 1d3 points of slashing damage (1d2 for a Small witch). These attacks are secondary attacks. If trimmed, the witch’s nails re-grow to their normal size in 1d4 days.

    Nature's Beauty
    Requirements: green witch
    Benefits: You may add your Cha-mod as a deflection bonus to your AC and as a bonus to a single save of your choice. This bonus is capped to half your witch level, rounded up.
    Furthermore you gain a +4 bonus to all charisma related skill checks against members who would be attracted to you (usually members of the opposite sex and same or similar race).

    Paragon of Witchery
    Requirements: At least 2 hex feats and at least 1 voodoo feat.
    Benefits: You may combine your uses of hex and voodoo feats, sharing them between both types of feats.

    Prehensile Hair (Su)
    Requirements: Witchcraft class ability
    Benefits: The witch can instantly cause her hair (or even her eyebrows) to grow up to 10’ long or to shrink to its normal length, and can manipulate her hair as if it were a limb with a Str-score equal to her witchcraft ability modifier. Her hair has reach 10’, and she can use it as a secondary natural attack that deals 1d3 points of bludgeoning damage (1d2 for a Small witch). Her hair can manipulate objects (but not weapons) as dexterously as a human hand. The hair cannot be sundered or attacked as a separate creature. Pieces cut from the witch’s elongated hair shrink away to nothing. Using her hair does not harm the witch’s head or neck, even if she lifts something heavy with it. The witch can manipulate her hair a number of minutes each day equal to her level; these minutes do not need to be consecutive, but must be spent in 1-minute increments. A typical male witch with this feat can also manipulate his beard or moustache.

    Swamp Hag (Su)
    Requirements: Witchcraft class ability, Woodland Stride class ability
    Benefits: While traveling through swamps, mires, bogs, and similar terrain, the witch leaves no trail and cannot be tracked. The witch can also walk through mud and even quicksand as if it were normal ground.

    Witchcraft – Alternative Spellcasting

    Some might find the Primary<-->Secondary Circle split a bit odd or hard to process.
    In such case, I offer the following alternative (using the Strain Cost table and spell progression attributed to Primary Circle – post #4).

    Witchcraft Spells:
    Witches practice witchcraft, magic of charms, deception, insight, and nature.
    Witchcraft spells require relatively simple rituals and are intuitive to Witches. A witch knows all witchcraft spells of a given level upon gaining access to that level.
    Note: Notice that using this alternative, a witch gains more spells known and is a bit more powerful, but the player doesn't get to choose his/her character's spells.
    The Witchcraft spells are as follows:
    0 Level:
    dancing lights, daze, detect magic, detect poison, ghost sound, light, lullaby, mending, message, prestidigitation
    1st Level:
    animate rope, cause fear, charm person, command, discern species, disguise self, hypnotism, obscuring mist, silent image, sleep, speak with animals
    2nd Level:
    alter self, blindness/deafness, detect thoughts, enthrall, fog cloud, glitterdust, gust of wind, invisibility, minor image, scare, whispering wind
    3rd Level:
    bestow curse, call lightning, clairvoyance/clairaudience, deep slumber, dispel magic, hold person, magic circle against [opposed alignment], major image, plant growth, suggestion, tiny hut
    4th Level:
    charm monster, command plants, confusion, crushing despair, discern lies, fear, fly, hallucinatory terrain, polymorph, remove curse, scrying
    5th Level:
    baleful polymorph, break enchantment, control winds, dominate person, dream, eternal charm person, greater command, hold monster, liveoak, magic jar, nightmare, wall of thorns
    6th Level:
    animate objects, control weather, eternal charm monster, geas/quest, insanity, legend lore, mass suggestion, massmorph, mislead, project image, repel wood, true seeing, veil
    7th Level:
    creeping doom, eternal sleep, finger of death, greater bestow curse, greater scrying, spell turning, transport via plants, trap the soul, wail of the banshee

    Also, instead of Wild Shape (levels 5/9/13/17), a witch gains access to one of the Priest's domain spells (but not domain powers and no 8th/9th level spells).
    This represents the different paths a witch can take along the way in her career (and polymorph is on the above list).
    A witch has access to all domains, except for domains that contradict her alignment (neutral witches have access to all domains, but may not choose opposing domains).

    New Witch Spells:

    Eternal Charm Monster (Enchantment)
    Level: Mage 7, Witch 6
    Components: V, S
    Casting Time: Standard action
    Range: Close
    Target: 1 living creature
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell has the same effect as Charm Monster, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

    Eternal Charm Person (Enchantment)
    Level: Mage 5, Witch 5
    Components: V, S
    Casting Time: Standard action
    Range: Close
    Target: 1 person
    Duration: Permanent
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell has the same effect as Charm Person, except the effect is permanent, unless removed by Break Enchantment, Limited Wish, Disjunction, Wish or Miracle.

    Eternal Sleep (Enchantment)
    Level: Mage 7, Witch 7
    Components: V, S
    Casting Time: Standard action
    Range: Long
    Target: 1 creature
    Duration: Permanent (D)
    Saving Throw: Will negates
    Spell Resistance: Yes
    One creature you indicate falls into a deep, coma-like sleep, from which it cannot wake up by any means short of Wish or Miracle.
    The creature’s life functions are slowed and maintained by the spell so it can remain asleep indefinitely, without the need to eat or drink (but it must breathe), as long as no physical harm comes to it.
    The spell affects any creature that can be rendered comatose, including creatures that usually don’t sleep (such as elves).
    When the spell is cast, you must designate and speak aloud one condition that will awaken the creature.
    The condition could be anything that comes to mind, but it must be accomplishable in some way by mortal means (i.e. without magical powers) and not directly harmful to the creature. The witch doesn't have to disclose this information, but it's obtainable via Analyze Dweomer, Legend Lore or Vision.
    If the condition is fulfilled, the spell ends immediately.

    Massmorph (Transmutation)
    Level: Druid 7, Witch 7
    Components: V, S
    Casting Time: Standard action
    Range: Medium
    Targets: 1 creature / level, no two of which can be more than 30' apart.
    Duration: Permanent (D)
    Saving Throw: Will negates
    Spell Resistance: Yes
    This spell polymorphs multiple creatures at once.
    The targets must all be transformed into the same sort of creature, so it is possible to massmorph a group into pigs, cows or even ogres (assuming medium sized creatures), but it’s impossible to turn some into pigs and others into goats.
    If one of the creatures cannot assume the desired form, it is unaffected. The targets save against the spell’s effect individually, and one’s success or failure has no effect on the others.

  19. - Top - End - #19
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Hexblade

    Class: Hexblade



    Hexblades combine martial prowess, eldritch powers and the ability to bestow malignant effects upon their enemies.
    They can’t match warriors in sheer martial prowess, and they can’t rival spellcasters or warlocks in magical skills, but the sum of their abilities synergize well to make them formidable foes.

    Alignment: Any non good

    Hit Die: d10

    Table: The Hexblade
    Saves Special
    Level BAB F R W Class Abilities Invocations Omens Known
    1st +1 +2 +0 +2 Bonus Feat, 0mens
    2nd +2 +3 +0 +3 Blade of Woe (1d6 ; Shaken, Sickened)
    3rd +3 +3 +1 +3 Mettle
    4th +4 +4 +1 +4 Grey Hearted
    5th +5 +4 +1 +4 Blade of Woe (Deafened, Fatigued)
    6th +6 +5 +2 +5 Blade of Omen
    7th +7 +5 +2 +5 Bonus Feat
    8th +8 +6 +2 +6 Blade of Woe (2d6 ; Frightened, Blinded)
    9th +9 +6 +3 +6 Persistent Omen
    10th +10 +7 +3 +7 Aura of Unluck (1st action)
    11th +11 +7 +3 +7 Blade of Woe (Diseased, Poisoned)
    12th +12 +8 +4 +8 Curse Mirror
    13th +13 +8 +4 +8 Bonus Feat
    14th +14 +9 +4 +9 Blade of Woe (3d6 ; Confused, Panicked)
    15th +15 +9 +5 +9 Heart of Darkness
    16th +16 +10 +5 +10 Zone of Omens
    17th +17 +10 +5 +10 Blade of Woe (Exhausted, Nauseated)
    18th +18 +11 +6 +11 Aura of Misfortune
    19th +19 +11 +6 +11 Bonus Feat
    20th +20 +12 +6 +12 Blade of Woe (4d6 ; Cowering, Insane)

    1. The Hexblade Gains access to Least invocations.
    2. The Hexblade Gains access to Lesser invocations.
    3. The Hexblade Gains access to Greater invocations.

    Class Features

    Class Skills: Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Handle Animal, Hide, Intimidate, Jump, Move Silently, Sense Motive, Ride, Spellcraft and Swim.
    Skill Points per Level: 4 + Int-mod.

    Weapons and armor proficiencies: Hexblades are proficient with all simple and martial weapons. They’re also proficient with light armor. Because the somatic components for invocations and omens are simple, a hexblade can use them while wearing light armor failure chance. However, a hexblade wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.

    Bonus Feat
    At 1st level and every 6 levels thereafter, a hexblade gains a bonus feat from the following list: Ability Focus, Communicator, Empower Spell-like Ability, Extra Invocation, Insightful, Maximize Spell-like Ability, Necropolis Born, Night Haunt, Spell Hand.

    Omen (su)
    Once per encounter (10 minutes), as a swift action, a hexblade can unleash an omen, a curse upon his foes. The target must be within 30’ to be affected by the omen and is entitled to a Will save vs. DC [10 + ½ Hexblade level + Cha-mod] to negate the effect.
    At 6th level and every 5 levels thereafter, the range of this power increases by 10’ and the hexblade gains one more use of his omens per encounter.
    Each omen has a minimum Hexblade level requirement before it can be added to a hexblade’s repertoire (see the list of omens below).
    When a hexblade activates this ability, he must choose one of his known omens to afflict the target with. If a target makes its saving throw, it is immune to that omen for 24 hours, though it may still be affected by other omens the hexblade knows.
    Any effect that removes curses or dispels magic works on omens as normal. Treat the hexblade's class level as the CL for opposed dispel checks. In addition, a hexblade may lift his own omen from any creature as a non-action. He may also choose to lift one omen, but leave others in place, in the event of a creature that is suffering from more than one omen.
    All omens a hexblade initiates are lifted if the hexblade dies of falls unconscious.
    Unleashing an omen involves somatic components (thus, a helpless hexblade cannot invoke his curses), but does not provoke AoOs.
    Omens are not subject to spell failure from wearing armor. The gestures are simple enough that armor does not interfere with the ability to apply them.
    An applied omen lasts for 1 hour, unless noted otherwise.

    Invocations (Sp)
    Starting at 3rd level, and each 3 levels thereafter, hexblades gain a single invocation.
    At 3rd & 6th level, a hexblade may choose any Warlock Least invocation that’s not associated with Eldritch Blast (shape/essence).
    At 9th level, a hexblade gains access to Lesser invocations and at 15th level, to Greater invocations.

    Blade of Woe (Su)
    Starting at 2nd level, physical attacks made by hexblades deal grievous wounds, and the hexblade may spend a swift action to deliver ill effects with an attack.
    A hexbale may choose any Blade of Woe’s side effect presented in the table of his level or lower.
    The target of the hexblade’s attack may attempt a Fort save vs. DC 10 + ½ Hexblade level + Cha-mod to avoid the side effect, but not the extra damage.
    Whether the target succeeds or fails, once exposed to a Blade of Woe’s side effect, the hexblade cannot affect the target with that side effect for the next 5 rounds.

    Mettle (Ex)
    At 3rd level and higher, a hexblade can resist magical and unusual attacks with great willpower or fortitude.
    If he makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), he instead completely negates the effect. An unconscious or sleeping hexblade does not gain the benefit of mettle.

    Grey Hearted (Ex)
    A 4th level hexblade's expertise with negative effects and his generally dispassionate attitude combine to render him immune to all undesired emotional effects. This includes charm, fear and spells such as crushing despair. The hexblade can still gain morale bonuses.

    Persistent Omen (Su)
    Your omens resist almost every attempt to dispel them. A successful dispel attempt merely grants a victim a second saving throw. If this save fails, the omen still afflicts the target. If the save succeeds, the omen is lifted, but the victim takes damage equal to the hexblade’s Blade of Woe ability (but not the side effects).

    Aura of Unluck (Su)
    Once per day, as a move action that doesn't provoke AoOs, a hexblade can activate an aura that jinxes his opponents in battle.
    When making an attack roll, skill check, or ability check against the hexblade or his actions, foes within 60’ must roll twice and take the worst result. This affects only the first such roll per opponent in a given round.
    Additionally, this power affects anyone targeted by the hexblade in any way until the beginning of the hexblade's next turn, as well as anyone that’s currently affected by the hexblade’s omens – regardless of their actions.
    At 18th level (Aura of Misfortune), all affected targets also take -4 on all d20 rolls.

    Blade of Omen (Su)
    Once per round, as a free action, you may bestow an omen upon an opponent that's struck by your melee or range attack.
    This option must be declared before making an attack roll. If you miss, your omen is wasted.

    Curse Mirror (Su)
    The hexblade knows how to twist negative energy and curses back upon their senders.
    If the hexblade succeeds at a saving throw against a spell or ability that would inflict a fear, luck, morale, and/or profane penalty upon him, or any other effect that’s removable via Remove Curse, the originator of that spell or ability suffers its full effects (save allowed).
    The hexblade benefits from this ability even while helpless, but not while unconscious.

    Heart of Darkness (Ex)
    The hexblade is now healed by negative energy as well as by positive energy. Furthermore, he's immune to death effects, and any effect which can be removed by Remove Curse.

    Zone of Omens (Su)
    Your omens may now affect up to 1 opponent per Cha-mod within 30’.
    This power is restricted to 4th level or lower hexes.
    This only applies to omens that may be taken before 13th Hexblade level (grades I, II & III)

    Hexblade’s Omens List

    level 1

    Hexblade's Curse
    You curse a creature to failure. The target of this omen takes a -2 penalty on attack rolls, saves, ability checks, skill checks and damage rolls. The effects of this curse do not stack.

    Curse of Weakness
    The target's strength score takes 1d4+2 reduction.

    The target cannot tell a lie. He may choose to avoid saying the truth, but if he speaks it will be a truthful statement.

    Sand in their Eyes
    Target of this omen have all their sensory ranges (sight, hearing, scent, blindsense etc) cut by half.
    Furthermore, any perception associated check suffers a -4 penalty or 20 % (whichever’s worse).
    Treat the target’s vision as though it were full of shadowy illumination, and sources of light (magical or mundane) do not brighten this illumination until the effects of the omen wear off.

    Social Gracelessness
    The target takes a -6 penalty on Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive, on Charisma checks to influence someone, and on Disguise checks when attempting to act as someone else. This omen lasts for 1 day per class level.

    Sticky Boots
    Victims of this omen have their movement speeds (in all of their forms) cut in half (round 5’ fractions down).

    level 5

    A Cursed Gift for You
    The target of this omen must carry an object designated by you or suffer a -5 penalty on all saves. The item can be vague (such as "a bucket") or very specific (such as "this sack of rocks"), but it cannot be something dangerous or deadly to the target. You must give the object to the target when you activate this omen.

    Babbler's Bane
    The victim of this omen is unable to speak intelligibly, even through abilities such as telepathy. Spells with verbal components may not be cast while this omen is in effect.

    The victim of this fearsome omen find themselves locked into a struggle with the hexblade, whether they want to be or not.
    They are transported to a minimum of thirty feet away from the hexblade (this movement does not provoke attacks of opportunity or take an action, and if they are already thirty feet or less away from the Malefactor, this does not occur) and then find themselves unable to leave a thirty foot radius around the Malefactor by any means. Attempts to teleport or plane shift out fail; attempts to walk, run, or fly out hit an impervious and invisible barrier. If the hexblade would move outside of this range, they drag their victim along with them (this involuntary movement does not provoke attacks of opportunity and does not cost the victim an action), though if the Malefactor leaves the same plane of existence as their victim then the effects of this omen immediately end.

    Horrid Backlash
    Victims of this omen are wracked by horrid feedback whenever they attempt to cast a spell or use a spell-like ability.
    They suffer 1d6 per equivalent SL (Fort save for ½ damage), and must then succeed at a Concentration check just as though this damage had disrupted their spell.

    Improved Hexblade's Curse
    You curse a creature to ineptitude. The target of this omen takes a -4 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

    Mental Inhibition
    A creature laboring under this omen finds it difficult to seize small opportunities, or to react swiftly under pressure; they cannot take swift or immediate actions.

    level 9

    Elemental Weakness
    The target becomes more susceptible to one energy type chosen by you (fire, acid, electricity, cold, or sonic) and takes an additional 50% damage from that energy type.

    False Perceptions
    The victim of this omen finds that they cannot tell reality from fantasy, illusionary images of his foes dancing in his vision; all beings hostile to the victim of this omen gain the benefits of a mirror image spell (as cast by a sorcerer of the hexblade's class level), but only with regards to the victim. Furthermore, the victim suffers a -3 circumstance penalty on attack rolls, reflex saving throws, listen checks and spot checks as their altered perceptions play havoc upon them.

    Iron Maiden
    The unhappy soul who fails his save against this omen suffers half the damage he deals with melee or ranged weapons (including natural attacks).

    The target has uncontrollable shakes, and suffers a -4 penalty to all d20 rolls, as well as 50% spell failure chance for spells with somatic components and 20% spell failure chance for spells with verbal components (checked separately).

    Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every 5 rounds.
    If the victim of this omen fails his Will save, he immediately takes a standard action as a free action to harm one or more of his own allies, attacking as efficiently as possible as though his allies were his sworn enemies. Once this action is made, his attitude goes back to normal. This is a mind-affecting, compulsion effect; however, it ignores the immunity of constructs to mind-affecting abilities so long as the construct in question is following the orders of a sapient being.

    Weaken Natural Toughness
    Choose either DR or SR. If the target has the chosen “item”, it’s reduced by 1 per hexblade class level (min 0).

    level 13

    Greater Hexblade's Curse
    You curse a creature to catastrophe. The target of this omen takes a -6 penalty on attack rolls, saves, ability checks, skill checks and damage rolls.

    Maladaptive Phase
    The victim of this omen (but not any of their held, carried, or attended objects) gains the incorporeal subtype (if they didn't have it already) or loses the incorporeal subtype (if they did). They do not gain or lose fly speed during this process. Additionally, they take double damage from weapons and objects with the ghost touch enhancement while under the effects of this omens.

    Shadow’s Curse
    With this unusual power, the hexblade can harm the shadow of a living being, dealing that being 2d4 points of damage to Str, Dex, Int and Cha (rolled separately for each ability score). A being whose shadow has been harmed in this fashion casts a very weak shadow that seems to limp, stumble, and collapse independently of them, and they become fatigued and exhausted at double the normal rate, until they have healed their ability damage. A creature targeted by Shadow’s Curse (regardless of their failure or success on the save) is immune to further uses of Shadow’s Curse for 7 days and nights afterwards.

    No Rest
    The target can no longer sleep soundly. He wakes fatigued each morning and cannot perform tasks that require him to be well rested, such as meditating for spells. This omen lasts 1 day per class level.

    Shattered Souls
    Unlike other omens, this omen has an instantaneous duration; however, the hexblade may not invoke it more than once every ten rounds. The victim of this omen immediately suffers 3d6 points of Int, Wis, and Cha damage; this damage may not reduce the victim's abilities below 3.

    The target is unable to use 1 skill per hexblade’s Cha-bonus (minimum 1) of the hexblade’s choosing.

    level 17

    Upon failing their save against this curse, the victim is bound tight by a magical force that restricts their movement and prevents the use of magical powers; in essence, rendering them helpless and unable to use supernatural, or spell-like abilities (including casting spells or manifesting powers).

    Dead Man Walking
    The hexblade may declare that one of his foes is a dead man walking. He may inflict this ability upon any intelligent being (Int score 3+). The victim must make his save or go into a suicidal frenzy, seeking the closest, most efficient method of taking his own life and attempting to do so for a number of rounds equal to the hexblade’s Cha-mod.
    If restrained, the victim will attempt to free himself and continue his suicide, and the victim will always harm himself in preference to another being if capable.
    The victim retains his ability to distinguish friend from foe during this time.
    A victim who survives the effects of a failed save suffers 1d4 points of wisdom drain from mental shock, despair, and guilt.

    Unlike other omens, this omen has an instantaneous duration; however, it may not be invoked more than once every ten rounds. Victims failing their save against this omen have their animating force blown from their bodies by raw malice, instantly slain by the sheer force of the cruelty directed against them. Note that this is not a death effect; it does not target life force, but rather the binding elements that make any particular being or object whole, rending them asunder through raw malice.

    Forced Reincarnation
    The hexblade causes a creature within 30’ to die and be immediately reincarnated into a new body. A Will save negates this effect. Those that fail are slain and immediately brought back to life as with the spell reincarnate. This process takes 1 full round, during which time the creature is in complete agony, which results in 1d4 rounds of nausea.

    All beings that perceive the victim of this omen immediately become hostile to him, including his former friends and allies who attack him with equal preference to other, pre-existing foes. Additionally, all attack and damage rolls against the victim (including damage rolls for spells) gain a bonus equal to the hexblade's Cha-bonus. The victim cannot change the attitude of creatures towards him in any fashion while this omen lasts.

    Reciprocal Curse
    The target takes damage equal to the damage he deals to others with physical attacks. This omen lasts for 1 hour.

  20. - Top - End - #20
    Ogre in the Playground
    nonsi's Avatar

    Join Date
    Apr 2010

    Default Spellthief

    Class: Spellthief



    I was always intrigued by the concept behind the Spellthief - a combat trickster that manipulates spell effects, with a small personal spell repertoire.
    However, in my view, it shouldn’t be possible to reach out into someone and snatch abilities. Catching spell effects as they go off or ongoing effects, OTOH, I find most reasonable.
    Also, the official Spellthief just won't "make the curve" with all the introduced changes.
    So, this is my Blue Mage inspired attempt to make the Spellthief viable and capable enough to find its place as equal among the other classes.

    Hit Die: d6

    Table: The Spellthief
    Saves Special
    Level BAB F R W Class Abilities Siphon Magic Spell Power*
    1st +0 +0 +2 +2 Manipulator, Spellgrace
    2nd +1 +0 +3 +3 Detect Magic Cloaked Casting (+2 DC), Surprise Casting
    3rd +2 +1 +3 +3 Evasion
    4th +3 +1 +4 +4 Mage Slayer
    5th +3 +1 +4 +4 Sneak Attack
    Cloaked Casting (+5 vs. SR)
    6th +4 +2 +5 +5 Arcane Sight
    7th +5 +2 +5 +5 Mettle
    8th +6 +2 +6 +6 Pierce Magic Cloaked Casting (+4 DC)
    9th +6 +3 +6 +6 Spellsink
    10th +7 +3 +7 +7 Steal Spell Effect
    11th +8 +3 +7 +7 Prying Eyes
    Cloaked Casting (+10 vs. SR)
    12th +9 +4 +8 +8 Improved Evasion
    13th +9 +4 +8 +8 Spell Recall
    14th +10 +4 +9 +9 Sudden Strike Cloaked Casting (+6 DC)
    15th +11 +5 +9 +9 True Seeing
    16th +12 +5 +10 +10 Improved Mettle
    17th +12 +5 +10 +10 Greater Arcane Sight
    Cloaked Casting (no SR)
    18th +13 +6 +11 +11 Spell Ricochet
    19th +14 +6 +11 +11 Greater Prying Eyes
    20th +15 +6 +12 +12 Immediate Casting Cloaked Casting (no save)

    * These features work as given for the PHB-II Beguiler, except for the numeric changes, and Surprise Casting is as quick as the Spellthief's feinting is.

    Class Features

    Class Skills: Bluff, Concentration, Climb, Craft, Decipher Script, Disable Device, Disguise, Escape Artist, Gather Information, Hide, Jump, Knowledge (arcana), Knowledge (local), Listen, Move Silently, Open Lock, Search, Speak Language, Spellcraft, Swim and Tumble.
    Skills Points per Level: 6 + Int

    Weapons and armor proficiencies: Spellthieves are proficient with All Simple & Martial Light Melee weapons, as well as all Simple range weapons. They’re also proficient with light armor. Because the somatic components for spellthief spells are simple, a spellthief can cast spellthief spells (and stolen spells) while wearing light armor without incurring the normal arcane spell failure chance. However, a spellthief wearing medium or heavy armor or using a shield incurs a chance of arcane spell failure.

    Spellthief’s spellcasting
    Spellthieves cast arcane spells (meaning spellthieves are not susceptible to alignment restrictions to spells). When