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

    Join Date
    Apr 2010

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


    3.5e Overhaul

    Tired of Vancian spellcasting and looking for a playable alternative?

    Annoyed by melees and skillmonkeys that suck and looking for noncasters that rock?

    Bored with your class features amounting to stat-modifiers with very few real options?

    Frustrated by character imbalance, the endless pursuit of char-optimization tactics, or players braking your game?

    Fed up with characters dropping like flies in the early levels?

    Finding yourself drowsy frequently in sessions due to boring combat routines and repeating your shticks again and again?

    Warn out by too much bookkeeping that slows your game down to a crawl?

    Helpless against too many situations where you have to ask your DM to invent rules on-the-fly, just because the rules don't tell you what you can do in a given situation?

    If D&D 3.Xe is your game and the answer to any of the above is "yes", then you probably got to the right place!


    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
    19. - Bladeweaver
    20. - Spellthief
    20. - Polymath

    21. - Monk
    21. - Colossus Hammer
    22. - Soulknife
    22. - Mirror Dancer
    23. - Dragon Evolutionist
    24. - Weirding Channeler
    24. - Portalist
    25. - Time Bender
    25. - Telekineticist
    26. - Binder
    26. - Elementalist
    27. - Netherhost
    27. - Radiant Soul

    28. Miscellaneous I
    29. Miscellaneous II
    30. Miscellaneous III
    31. New Monsters
    32. New Monsters (Cont.)
    33. The Godly Campaign
    37. ”Epic” Skills and Feats

    Codex Acronyms

    #Att: Number of Attacks
    AC: Armor Class
    ACF: Alternative Class Feature
    ACP: Armor Check Penalty
    AFAIK: As Far As I Know
    AoE: Area of Effect
    AoO: Attack of Opportunity
    ASF: Arcane Spell Failure
    BAB: Base Attack Bonus
    BBEG: Big Bad Evil Guy
    BECMI D&D: Old D&D rules - the Boxed Sets that were later edited to the book known as "The D&D Rules Cyclopedia" (TSR 1071, 1992)
    BoED: Book of Exalted Deeds (book)
    BoEF: Book of Erotic Fantasies (unofficial book)
    BoVD: Book of Vile Darkness (book)
    C-C: Cross-Class (skill(s))
    CAdv: Complete Adventurer (book)
    CArc: Complete Arcane (book)
    CC: Complete Champion (book)
    CDiv: Complete Divine (book)
    Cha: Charisma
    Ci: Cityscape (book)
    CL: Caster Level
    CM: Complete Mage (book)
    CoC: Code of Conduct
    Con: Constitution
    CR: Challenge Rating
    CSco: Complete Scoundrel (book)
    CW: Complete Warrior (book)
    Dex: Dexterity
    DC: Difficulty Class
    DD: Deities and Demigods (book)
    DM: Dungeon Master
    DMG: Dungeon Master's Guide
    DotU: Drow of the Underdark
    DR: Damage Reduction
    Drac: Draconomicon
    DrMg: Dragon Magic
    Ds: Dungeonscape (book)
    EB: Eldritch Blast
    EbCS: Eberron Campaign Settings (book)
    ECL: Effective Character Level (Racial HD + Total Class Levels + LA)
    Ex: Extraordinary ability/feature
    Fb: Frostburn (book)
    FoB: Flurry of Blows
    FrCS: Forgotten Realms Campaign Settings (book)
    HD: Hit Dice
    HoB: Heroes of Battle (book)
    HoH: Heroes of Horror (book)
    HP: Hit Points
    Int: Intelligence
    IRL: In Real Life
    IUS: Improved Unarmed Strike
    LA: Level Adjustment (positive in powerful races, ZERO otherwise)
    LEoF: Lost Empires of Faerun (book)
    LM: Libris Mortis (book)
    MoF: Monsters of Faerun (book)
    MotW: Masters of the Wild (book)
    NOVA: Successfully utilizing all/most of your magical & mundane offensive resources in a single encounter
    OTOH: On The Other Hand
    PC: Player Character
    PF: Pathfinder game settings (3.Xe game variant)
    PGtF: Player Guide to Faerun (book)
    PHB: Player's Handbook (book)
    PrC: Prestige Class
    RAI: Rules As Intended
    RAW: Rules As Written
    RoE: Races of Eberron (book)
    RoF: Races of Faerun (book)
    RoS: Races of Stone (book)
    RotD: Races of the Dragon (book)
    RotW: Races of the Wild (book)
    RNG: Random Number Generator. This term is used to describe an amorphous measurement partameter that when broken by iflating/deflating numbers either makes rolls usually succeeed or usually fail.
    RPG: Role-Playing Game(s)
    SA: Sneak Attack
    Sar: Secrets of Sarlona
    SkPts: Skill Points
    SL: Spell Level
    So&Si: Song & Silence (book)
    Sp: Spell-like ability/feature
    SpC: Spell Compendium (book)
    SR: Spell Resistance
    SS: Savage Species (book)
    Sto: Stormwreck (book)
    Str: Strength
    Su: Supernatural ability/feature
    THW (or 2HW): Two-Handed Weapon
    ToB: Tome of Battle (book)
    ToM: Tome of Magic (book)
    TPK: Total Party Kill
    TWF (or 2WF): Two Weapon Fighting
    UA: Unearthed Arcana (book)
    UD: Uncanny Dodge
    UE: Unapproachable East
    Wis: Wisdom
    XP: Experience Points
    XPH: Expanded Psionic Handbook (book)


  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 chosen 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 and cross-reference vs. one another.
    - 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 guessing 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' competency and 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. The classes are designed to adhere to The Philosophy of Class Design as much as possible.
    5. Multiclassing that actually works and eliminates the need for PrCs.
    6. Tons of options in a single document without the need to further expand the rules.
    7. Killing the need for game-mastery. 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" for each character and the group as a whole.

    The main drive for this codex 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 codex addresses only official 3.5e materials that carry the "Wizards of the Coast" trademark. Web enhancement materials are evaluated on a case-by-case basis and are addressed explicitly in the codex when relevant.
    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.

    Question: Why use 3.5e as a baseline ?
    There are lots of things that 3.5 did right:
    - Ability Scores and Modifiers: after many years, I see no reason to ever change those.
    - Number of Levels: 20 levels is just enough for putting everything you could possibly want to put into a class, without being too much.
    - Iterative Attacks: I view the decreasing attack bonuses of iterative attacks as something that represents not just the chance to hit, but also an opportunity to even attempt your next attack.
    - Saving Throws: you can either resist an effect with your physical stamina or your mental faculties . . . or you can wriggle free of it before it affects you altogether. All cases covered perfectly.
    - Skills: this article explains why the 3e solution for handling skills is the best so far, and why they model real life beautifully.
    - Feats: a flexible tool for expanding one's range of possibilities, with overlapping between the different classes.
    - Conditions: about 15 years since 3.5 was released, to this day I still haven’t found anything I'd change on this aspect.
    - Combat Maneuvers: Grapple and Overrun need redefinition. Flanking needs tweaks. The rest are solid as they are (or require tiny additions).
    - Special Attacks: they've covered most of them.
    - Class Features: most of them are decent as they are and don't require change. There's just not enough of them.
    - Spells: most spells require no change.

    This codex constantly evolves. I have a solid vision of what's in it and where and how it should continue to evolve, but I do not hesitate to make changes or even throw things out the window and adopt changes based on others' insights. Anyone who feels like they have questions, suggestions, or anything to contribute – please don’t hold back.


    Listed below are homebrew authors (sorted alphabetically by name, nick or company name) from various forums and other media whose materials were either incorporated into the codex (to whatever degree and with whatever modifications/additions/reductions I found necessary) or had served as inspiration for my ideas, as well as forum members that had played a significant part in fully fleshing out my ideas to meet my design goals.

    If anyone find themselves (or know of someone else) not properly credited, please note it here and I'll make sure to include your name and your work (or the other person's name and work).
    Same goes for anything that would turn out to have originated from officially published materials, so that I can replace description text with proper redirects.

    - Helped in defining my Elementalist class.

    - My Rogue class was greatly contributed by feedbacks in this thread.
    - I took his Ogre race with minor changes, and modified its progression to fit this system.

    - Several of my proposed new skill trickes were taken from here.

    - Phoenix (taken almost as is).

    - Deadwood: I used this PrC as baseline for my Deadwood class-combo feat.
    - Warlock Invocations: Magic Coating, taken from the Invoker class.

    - Witch. The foundations I needed for the Witch class were taken from this work.

    Eytan Bernstein:
    - Some of my Warlock's feats derive from the "Epic Warlock Feats" article.

    - Helped me figure out Coup de Grace better.
    - Had pointed out several necessary codex inaccuracies.

    Frank & K:
    - The Jester class' ("Tome of Awesome" project) abilities were adopted for my Jester with but minor changes. Their Jester is equally viable for this project (using this codex' Bard spellcasting progression) ... myself, I just don't associate the title "Jester" with spellcasting, so I made it a Rogue variant.

    - I took the Anubid class almost as is.

    Grod The Giant:
    - Cleric. My Priest class uses GTG's concept of positive-negative channeling. Turn Undead is nearly identical and both classes share more than half of the special features.
    - Druid. I've adopted the concept of core spells (with some changes), as well as Defender/Avenger of Nature features.

    - "Highlander" Immortal rules.

    - Dragon Feats.

    - I used this class' Hex mechanics for my Witch class.

    - Navigate Planar Rift was inspired by the Veteran's Find Planar Rift ability.
    - Deathless Analyst and Impossible Sleep skill tricks were taken from here.
    - Had initiated the birth of my Telekineticist class with a Class-By-Request proposal.
    - Had initiated the birth of my Portalist class with another Class-By-Request proposal.

    Just to Brows:
    - Warrior: The class' "Warlord" warcrafts were drawn from this work.
    - Dragonfury Disciple. My DFD (now called "Dragon Evolutionist") was vastly improved from its ENWorld version thanks to JtB's feedback.

    - My Disciple of The Weirding Ways class (now called "Weirding Channeler")
    would never have come to existence without the Mentat class.

    Realms of Chaos:
    - Many of my proposed new skill trickes were taken from here.
    - Many refinements to my Monk class were made thanks to some valid feedback.

    Rogue Genius Games:
    - My Timebender class is an evolved version of the PF Time Thief class.

    - I tweaked his "Erase Envisage" invocation and renamed it "De-Orifice".

    - Spell-Points system based on Strain & Tolerance.

    - Had helped me collect a lot of insights regarding multiclassing and spellcasting.
    - Had provided many feedbacks within the previous thread.

    The Demented One:
    - Emperor-Lich PrC features, converted into Lich Feats.

    The Vorpal Tribble:
    - Venom's Armor skill trick.

    - AoOs mechanics, taken from the Rise RPG. (see the downloadable PDF).
    - Flanking mechanics discussed and fully fleshed out within the previous codex.
    - Had helped me figure the sweet spot of multiclassing and spellcasting and finally put the whole concept of PrCs out of the equation.
    - Had provided many feedbacks within the previous thread that had led to a lot of changes.

    - Invocations: Undulant Innards.

    - Helped me complete the Foil Action combat rules

    - Warrior: Combat Focus mechanics draw heavily from the Warlord class.

    - Zman's Monk Fix has triggered my Monk remake.


  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 successful 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. There are also special cases (iterative attacks, feats etc) that allow multiple 5'-steps in a given round. In such cases, the accumulation of 5'-steps in a given round may not exceed the creature's movement.
    - AoO - Making AoOs consumes an Immediate action. In practice, this means that setting yourself to make AoOs consumes an immediate action – something which you can decide upon the instant an opponent provokes.
    - 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 & Fractional Saves:

    It's highly unreasonable for someone with 1st Monk level and 1st Rogue level to trail behind a 2nd level mage in terms of BAB. It's also unreasonable for that someone to have double the initial Ref save boost.

    Calculating fractional BAB accumulation is 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.

    Calculating saves is similarly easy:
    Good: 1/2 level (add +2 once and only once)
    Bad: 1/3 level

    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 energy damage (how often do you see a knight blocking a dragon’s breath attack with his shield in fantasy art? Many times, 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 demonstrate, for each 2 points of BAB gained by class-level advancement, a subject gains +1 dodge AC.
    This benefit is lost when one loses his Dex-bonus to AC, carries more than medium load, or wears armor w/o 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

    Armor and RD (optional)

    Initiative Modifiers:

    Just like Dodge AC, initiative also improve with level progression to some extent.
    A character's raw initiative bonus equals 1/2 of his/her class-level-based Ref save bonus. Taking the 1st Rogue level thus grants +1 init bonus (which increases to +2 at 4th, +3 at 8th, +4 at 12th and so on).

    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:

    The rules for flanking are redefined as follows:
    Two allies are flanking an opponent if:
    1. Both have the opponent within their reach.
    2. The imaginary lines from the center of the space they occupy meet at the center of the space that their opponent occupies in an angle greater than 90 degrees.
    A creature may only be counted once as part of a flanking pair at any given time.

    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.

    Flanking with yourself:
    If someone (via class abilities / feats / spells / ...) can move and attack an opponent from opposing sides that follow the Flanking rules in a single round, the second attack of any two flanking attacks receives the Flanking bonus (normally +2 to attack roll).

    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're busy doing something else that requires your full attention, such as casting a spell, you are defenseless.
    * When casting any of the few spells that have neither of the S/M/F (Somatic/Material/Focus) casting components, you do not provoke AoOs, because all you really do is trigger the effect by attacking.

    Moving Recklessly on 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 (except when taking a 5'-step). You provoke vs. anyone who's flanking you.

    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 usually cannot take more than a single AoO per round against a particular opponent (unless special cases/feats dictate otherwise).

    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. Problem with most Fumble rules is that they're cumbersome and tedious. My goal here is to present something simple, and yet feels somewhat realistic.

    When making an attack roll and scoring 1 on the d20 roll, even if you score a hit, you fumble.
    In difficult terrain, this goes up to 1 or 2.
    If you wield a weapon with which you're not proficient, you fumble on 1–3 (or 1–5 in difficult terrain).

    Roll d10:
    - 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 in the "point of impact", the attacker simply missed stylishly. This option is discarded in case of a reoccurring fumble (you never fumble a fumble).
    - 3 or 4: The attacker drops his weapon. The weapon falls [10 x (1d3-1)] feet away (in the attacker's space, or up to 20' away).
    - 5 or 6: The attacker is rendered prone.
    - 7: Hit an adjacent square + Drop weapon (2 separate saves)
    - 8: Hit an adjacent square + Rendered prone (2 separate saves)
    - 9. Drop weapon + Rendered prone (2 separate saves)
    - 10. All three (3 separate saves)
    If a fumble scenario turns out to be an impossible result (self-inflicted injury w/ reach weapon, disarmed when not armed in the first place, etc), that scenario never actually happened.
    In case of ranged attacks with missile devices, dropping prone is replaced with damaged missile device (bow string broke, X-Bow mechanism jammed...).

    When fumbling, one provokes AoOs. Such provoked AoOs are resolved after the attack (and consequences) was rolled. If you fumble after scoring a hit, your target is not entitle to an AoO against you (taking a hit breaks one's rhythm and attention).

    Fumbling outcomes are avoidable by a successful Ref save vs. DC 12, in which case s/he doesn't provoke AoOs.

    "In the Zone" / "Having a Bad Day" (Optional)

    During an encounter...
    - When someone scores a natural 20 on a d20 roll, the next time they take the same action, roll twice and take the higher result. If the higher result is 20 - re-apply this behavior.
    - When someone scores a natural 1 on a d20 roll, the next time they take the same action, roll twice and take the lower result[/B]. If the lower result is 1 - re-apply this behavior.

    Feats turned into combat options available for all:

    PA: As per PF
    Weapon Finesse: Applicable automatically to all light & finessible weapons you're proficient with.
    Combat Expertise: As per PF.

    Hit Points:

    All creatures 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 with a single strike (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, which require only 4 hours to complete long rest").
    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".

    Disabled Characters:
    Since Dropping below 0 HP has changed, this also reflects on Disabled condition.
    While you do lose HP when taking a standard action, you do not become Dying until your HP drop below your HD in negative value.

    Dying Characters:
    Dying condition continues to behave as in core (stabilize or continue losing HP until you're either stabilized or dead).

    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)

    This rule is to make dump ability scores less of a dump-stat and count for more.

    Gaze Attacks and On-Sight influences:

    Gaze attacks are once-per-round free actions that target a single creature. Gaze attacks are free actions that may be taken out-of-turn.
    Some creatures passively influence creatures upon sight. When the effect is a negative morale-related condition (e.g. a Mummy's Despair), if multiple creatures are encountered at the same time, the check to resist is made only once, with a cumulative DC increase of +1 for each individual beyond the first.

    Petrifaction – a 2-Stage Transformation:

    Failing the initial save renders the victim Restrained (see General Rules, post #5) for 1-round, as it starts transforming.
    The victim actually turns to stone only if it fails its save again on the following round

    Magic Projectiles & Magical Pluses:

    Magic projectile weapons stack 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, its speed increases by +5'.
    Regardless of the total, any Str increase (beyond racial average) above the Dex increase (beyond racial average) is ignored. Speed is more tied to Dex than Str. You need muscle strength, but you need muscle speed even more.

    Tiny Creatures:

    Creatures of Tiny size or smaller can share space with other creatures without it hindering them or the creature with which they share space (both parties are regarded as adjacent to one another).
    This fixes the per-RAW problem that Tiny or smaller creatures cannot make melee attacks due to not having the required reach.
    In special cases, where very small creatures face one another and try to prevent passage or manipulate the other - go down to a tighter grid (2.5' / 1' / 0.5').

    Strewn Bodies:

    Strewn bodies are usually considered rubble, difficult terrain, or obstacles.

    Combat Actions – (N)ew / (R)edifined / 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.


    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 the space it threatens when unarmed or with its natural weapons.
    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.
    Furthermore, refer PF's "Advanced Player's Guide" and add the Drag rules to Bull Rush (p.321). Also, all Drag feats from that book are valid.

    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
    Feinting is a move action.

    Fight Recklessly (N)

    You may choose to fight recklessly at the beginning of your turn. If you do so, you take a -4 penalty to AC and gain a +2 bonus on your attack rolls until the beginning of your next turn.

    Grapple (R)

    Redefined Graaple Rules:

    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).

    Grapple Feats:

    Improved Grapple
    In addition to not provoking and the +4 modifier, for each additional grapple feat you possess, you gain a cumulative +1 on all grapple checks, as well as +1 on all of the character's opposed Str & Dex checks.

    Clever wrestling (CW, p.97)
    Replace size constraint with Imp. Grapple.

    Close Quarters Fighting (CW, p.97)
    Add Imp. Grapple requirement.

    Earth's Embrace (CW, p.97)
    Take this feat as is.

    Improvised Meatshield
    Requirements: Imp. Grapple, BAB +3
    Benefit: If you have a grappled opponent of your size category or smaller pinned, you can use is as a small shield, as well as a 2-Handed improvised weapon.

    Sleeper Hold
    Requirements: Imp. Grapple, Earth's Embrace, BAB +4
    Benefit: This feat combines the CW Reaping Mauler's Sleeper Lock and Devastating Grapple. Death occurs 2 rounds after the opponent is rendered unconscious.

    Binding Grappler
    Requirements: Imp. Grapple, Earth's Embrace, BAB +8
    Benefit: Opponents with Freedom of Movement must make a successful Escape Artist check to break free of your hold. Opponents w/o Freedom of Movement must make 2 consecutive successful Escape Artist checks to break free of your hold. If a grappled opponent attempts to teleport, you either travel with them or deny the attempt by a successful save.


    Overrun (R)

    Overrunning means 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.

    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.

    Shooting Down an Arrow in Mid-flight (N)

    A missile weapon may be targeted either as a readied action or via the Immediate Shot feat (see the "New Feats" section below).

    Given its small cross-section, I'd say that a typical missile should count as Fine-sized, regardless of its actual length.
    Given its high speed, I'd say that a typical missile should count as having Dex-mod +10. For each range-increment the targeted missile completes until reaching the intended interception point, this hypothetical Dex-mod decreases by -2 (due to reduction in speed and longer flight time, which makes anticipation easier).

    Therefore, to intercept a missile weapon that's flying toward a target other than yourself, you need to make a successful attack roll vs. AC = the attacker's modified attack roll + 8 + 2 * (5 - traveled range increment) + Wind Penalties.

    The missile's trajectory must pass somewhere within 30' of you to be able to intercept it.
    Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by magic or supernatural abilities cannot be deflected via missile weapons.

    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:

    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

    (My view on magic in fantasy)

    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 failed.
    The reason is that spellcasters either:
    - gain too much to put on the high level spells.
    - don’t get enough to put on all spell levels.
    Both may coexist, but it’s extremely difficult to resolve both with spell points.

    An effective solution I’ve found was to make spell levels cost less with level progression while increasing the cost of newly acquired higher SLs.
    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.
    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.

    The objectives 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 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. At the end of a short rest, long rest or night's rest, a Spellcaster 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 (Priest, Mage, Druid)

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

    Strain-Costs tables: Witch’s Primary Circle

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

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

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

    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 renew his spell access (thus keeping low level spells relevant). This result could not be achieved with a spell-points system with linear increase in cost according to SL.
    The numbers also add up for a faster strain recovery.

    Optional: Spell-Points:

    While I favor the Strain & Tolerance approach (because it fits the descriptions in so many fantasy stories), I'm aware that it's not the best solution for everyone.

    For those who . . .
    - Don't wish to manage tolerance tables
    - Don't like the idea that some spells eventually come for free
    - Don't want to allow tolerance overtaxing
    I offer a Spell-Points (SP) system that would come very close (a bit lower in power actually) to the overall result achieved by the Strain & Tolerance solution:

    Spell-Points costs are as follows:

    SL	SP-Cost
    0	1
    1	3
    2	5
    3	7
    4	9
    5	11
    6	13
    7	15
    8	17
    9	19

    How many Spell-Points each spellcaster gains:

    Spellcasters gain Spell Points (SPs) at each level as follows (with SL access detailed at the bottom of each class' spec.):

    Full Casters (Priest/Mage/Druid) :

    - 1st – 4th: 5 SPs
    - 5th – 8th: 6 SPs
    - 9th – 12th: 7 SPs
    - 13th – 16th: 8 SPs
    - 17th – 20th: 9 SPs
    This amounts to [(5+6+7+8+9) * 4 = 35 * 4 = 140] SPs at level 20, with 9th SL access

    SL Access (at level): 1st (1), 2nd (3), 3rd (5), 4th (7), 5th (9), 6th (11), 7th (13), 8th (15), 9th (17)


    - 1st – 6th: 3 SPs
    - 7th – 12th: 4 SPs
    - 13th – 18th: 5 SPs
    - 19th – 20th: 6 SPs
    This amounts to [((3+4+5) * 6) + (6 * 2) = 72 + 12 = 84] SPs at level 20, with 6th SL access

    SL Access (at level): 0th (1), 1st (2), 2nd (5), 3rd (8), 4th (11), 5th (14), 6th (17)

    Witch (primary):

    - 1st – 5th: 3 SPs
    - 6th – 10th: 4 SPs
    - 11th – 15th: 5 SPs
    - 16th – 20th: 6 SPs
    This amounts to [(3+4+5+6) * 5 = 18 * 5 = 90] SPs at level 20, with 7th SL access

    SL Access (at level): 1st (1), 2nd (4), 3rd (7), 4th (10), 5th (13), 6th (16), 7th (19)

    Witch (secondary) + Spellthief:

    - 1st – 7th: 2 SPs
    - 8th – 14th: 3 SPs
    - 15th – 20th: 4 SPs
    This amounts to [((2+3) * 7) + (4 * 5) = 35 + 20 = 55] SPs at level 20, with 5th SL access

    SL Access (at level):[/B] 0th (1), 1st (2), 2nd (6), 3rd (10), 4th (14), 5th (18)

    • Each spellcaster also gains a number of SPs equal to his spellcasting ability modifier, plus Con-mod.

    Spell-Points Recovery by class level:

    When awake and not involved in strenuous activity, spellcasters recover SPs – according to CL – as follows:
    - 1st – 7th: 1 / 30 minutes
    - 8th – 14th: 1 / 20 minutes
    - 15th – 20th: 1 / 10 minutes
    Note: It's easy to notice that the less SPs a class has, the faster it recovers SPs proportionally. Well, that's perfectly fine, because the more SPs a class has, the more output it has to begin with and the easier it is to conserve.

    During Sleep, or meditation, the recovery rate is doubled.

    Once full night's rest is completed, all SPs are regained.

    Spell-Points and Multiclassing:

    For simplicity's sake, each class has its own SP pool. Deal with each class' SP pool as if it was the only class with spellcasting that the character has.

    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 (uses the PHB table that specifies extra spells-per-day, with high-Int also granting extra known 0-level spells)
    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:

    Personal: 0 - caster only
    Touch: requires a touch attack
    Close: 30’
    Short: 60’
    Medium: 120’
    Long: 240’

    Note: The above definitions refer only to the targets a caster can aim a spell towards as it is being cast, not AoEs (e.g. Control Weather), or to where a spell's effect can be carried (e.g. Message), which can have many variations.

    Spell Durations Redefined:

    Instantaneous: Zero
    Short: Concentration + 5 rounds (up to 3 minutes)
    Medium: 10 minutes
    Long: 1 hour
    Extended: 12 hours
    Day: 24 hours
    Week: 1 week
    Lunar: 1 month
    Solar: 1 year
    Permanent: Never ending (sometimes until dispelled)

    AoE Spells:

    All battlefield control spells (e.g. Web and Stinking Cloud) with AoE of 20'r or more have their AoE cut by half.


    For all intents and purposes other than strain toll, spells modified by metamagic operate at their normal level (duration, DC, damage etc).

    The Mechanics of Spellcasting:

    Severe Conditions Spells:
    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 makes it unable to take actions:
    • Dead
    • Dying
    • Paralyzed
    • Petrified
    • Unconscious
    (basically anything that would render the target helpless or worse)

    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 Spells:
    All spells whose effects are concentration-managed (e.g. Telekinesis, Implosion) require a standard action to control.
    During a combat turn in which such spells are cast, the caster may cast the spell and use it in the same round as a full round action.
    You can only ever concentrate on a single spell.
    It's impossible to simultaneously maintain 2 or more spells that require concentration.

    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].

    Casting Defensively:
    Casting full round action spells Defensively requires DC = [15 + 3*SL + 1/2 highest BAB among creatures threatening you]
    Casting standard 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.
    Casting Defensively is an option, but a spellcaster would have to put all available resources into it - and even then, there's no guarantee for success... meaning that taking the combat-caster role is no longer a no-brainer.

    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, Calling, Animation & Domination:

    You cannot simultaneously maintain multiple effects that force creatures or objects to act against their will or alignment - be they from calling, summoning, animating, possessing or whatever similar effect. This applies to spells, SLAs and innate powers, but doesn't apply to fire-and-forget effects such as charm and geas.
    Creatures that in core are able to grant Wish, are toned down to be able to grant Limited Wish.

    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).

    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 2-4 Weakened, dazed.
    Failed save by 5-9 Paralyzed, weakened, dazed.
    Failed save by 10 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
    - Antipathy / Sympathy
    - Bless / Bane
    - Cure Disease / Contagion
    - Cure Light Wounds / Inflict Light Wounds
    - Cure Moderate Wounds / Inflict Moderate Wounds
    - Cure Serious Wounds / Inflict Serious Wounds
    - Cure Critical Wounds / Inflict Critical Wounds
    - Dream / Nightmare
    - Enlarge / Reduce
    - Heal / Harm
    - Heat Metal / Chill metal
    - Imprisonment / Freedom
    - Locate Object / Obscure object
    - Neutralize Poison / Poison
    - Remove Curse / Bestow Curse
    - Raise Dead / Slay Living
    - Remove Blindness/Deafness / Remove Blindness/Deafness
    - Remove Fear / Cause Fear
    - Resurrection / Destruction
    - Transmute Rock to Mud / Transmute Mud to Rock
    - Water Breathing / Air Breathing SS
    - Word of Recall / word of Return
    (return to last point of origin)

    Banned/Omitted Spells:

    - All spells that grant feats, skill ranks, skill tricks or class abilities: spells don’t grant temporary training of any sort.
    - Divine Power, Transformation and other spells or powers that elevate BAB.
    - Glibness: somebody went a bit overboard here.
    - Genesis: Creating realities is beyond the scope of abilities of mortals.
    - Mage’s Lucubration: Meaningless when spells are not lost upon casting.
    - Mnemonic Enhancer: Meaningless when spells are not lost upon casting.
    - Righteous Might: The effect of this spell is now available only to certain clerics (see the Priest class below).
    - Rope Trick: Tearing a hole in the fabric of space to another dimension via a 2nd level spell. C'mon. 5th SL maybe. Maybe.
    - 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.
    - Astral Projection: The astral duplicate(s) possess only 1/2 the HD of the original. Multiclassed characters have the levels of each of their classes cut by half.
    - 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.
    - Bestow Curse.
    - Celerity and derivatives: May not be used for gaining extra uses of spellcasting, (Sp) or (Su) abilities.
    - 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: Only one set of runes explodes at a given time. The ambient smoke and flashes prevent the option of reading anything in the area for 1 round.
    - 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 to move out of the area of effect as an immediate action.
    - Force Barriers: Force barriers are not impervious to damage. They have a hardness of [CL + SL] and 10 HP per SL.
    - Freedom: This is one crappy 9th level spell. Except for countering Imprisonment (which is incredibly situational), it's sub-par to Freedom of Movement. Redefineition: 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. The spell also grants the full effect of Freedom of Movement spell.
    - Gate: The option of "Calling Creatures" to fight for you is cancelled. OTOH, you may connect two locations on the same plane.
    - Greater Shout: This spell nullifies magical silence along its path.
    - Knock: Knock may open only a single means of prevention at a time.
    - Limited Wish: Elevated to an 8th level spell. The spell description remains unchanged.
    - Magic Missile: Ranged Touch attack (not auto-hit, but also no SR), and each missile deals 1d6+1 damage.
    - 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.
    - Miracle: May only be cast by level-20 priests w/ 23+ Cha.
    - Planar Binding, Lesser: This spell is limited by CR rather than HD. Max CR = 6
    - Planar Binding: This spell is limited by CR rather than HD. Max CR = 9
    - Planar Binding, Greater: This spell is limited by CR rather than HD. Max CR = 13
    - Plane Shift: Casting Time = 1 minute + 1 round / traveler. Motivation: This shouldn't be a combat spell, it is a plot motivating spell on a grand scale. Furthermore, the divine version of this spell is also a 7th level spell. Motivation: 9th char-level is way too early to allow such capabilities, and I see no reason why divine magic should exceed arcane research (by 2 SL no less) on this particular angle. Greater Plane Shift is an 8th level 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. The spell cannot increase a target creature's mental ability scores. If HD increase is intended, they cannot exceed the target's HD by more than 10, nor can they exceed the caster's CL by more than 5. If no HD increase is attempted, the caster's CL is not taken into account.
    - Power Word _________: If your "Healthy" HP are above the spell's threshold but your injuries put your current HP below the threshold, you're entitled to a Will save to resist the effect.
    - Prismatic Wall/Sphere: 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), 1/2 this value (round down) against thrown weapons such as spears, and 1/4 this value against giant-thrown rocks and siege weaponry.
    - Revivify: The number of rounds a deceased creature may be restored to life equals its Base Fort or Will save bonus plus ability modifiers - whichever's higher.
    - Shapechange: The ability to change into objects (including Constructs) is omitted. Furthermore, HD and CR cap = CL. Any and all traits and abilities acquired by taking a given form are immediately lost upon exiting the assumed form.
    - Shield: Doesn’t auto-negate Magic Missile.
    - 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.
    - Spiritual Weapon: 1) The weapon makes touch attacks. 2) Add the caster's Cha-bonus to damage. 3) Ignore the SR part.
    - 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.
    - Wish: May only be studied and cast by level-20 wizards w/ 23+ Int. The option to instantly create magical items is removed from the things that Wish can do. That one always takes time and the usual chances for success/failure (see the "Redefining Magical Items' Creation" spoiler below). Only deities could do that.
    - 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.
    - Word of Recall: Also a 6th level Mage spell. In addition, the spell may be cast to return to last point of origin. This means that the spell is cast in 3 different ways: Mark Sanctuary / Recall to Sanctuary / Return from Sanctuary.

    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.

    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.

    If one insists on not adopting the creation spells approach, then this alternative is a significant improvement over the core creation feats. At the very least it allows a spellcaster to become a master artificer at mid levels.

    Enchant Item
    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 0. They may 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 (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 sentient items/constructs may exceed their HD, but still limited to the creator's CL at the time of creation.


    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). An emanating effect is an effect that's continuously active (e.g. amulet if Protection from Arrows).

    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 50% of initial cost if the item is permanent and 30% if the charges are exhaustible.
    All magical items that have temporary charges are rechargeable.
    Rechargeable magical items can have up to 50 charges. Once this number is set, it cannot be changed later on.
    When recharging items, renewing a charge costs 10% of the item's initial cost.
    Spells with costly materials require expenditure of those materials per charge.

    Cost reductions for permanent magical items (by frequency of use):
    Permanent magical items have #charges limit according to the frequency of use per time quota (each #uses is regarded to 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 or longer (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) : Swift action *
    +50% – Reactive powers (power activates on its own, in response to a hostile action taken against the owner when used as intended): Non action
    * The given action cost represents a best-case scenario. Action cost of item activation cannot go faster than the spell whose effect it generates.

    Pricing Constructs:
    HD: Construct creation of medium-sized constructs has a base cost of 2000 x HD.
    Varied Sizes: Each size increase above Medium increases the HD factor of prices by 50% compared to the previous size category. Sizes smaller than Medium reduce 20% per size step.
    Construct Ability Scores: Medium-sized constructs start with the following stats: Str 6, Dex 6, Con –, Int 0, Wis 1, Cha 1. Each point increase costs 1000gp. Larger constructs have +4 Str and -2 Dex per size increase. Golems don't possess Wis or Cha and may not have Int above 0.
    Energy Resistances: 500gp / point per energy type – up to 30 (15000gp), limited by 5 points per 3 HD in increments of 5.
    Energy Immunity: 25000gp (20HD min).
    Spell-like Abilities: treat constructs as regular magical items for this purpose.

    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.

    Shared Charges
    The idea here is to create magical items with a general pool of charges that power different magical effects.
    Initial Item Cost: Each magical power costs [SL x 4000] (permanent effects).
    Reduction by Frequency: All powers use the same frequency category (e.g. daily) and have their costs reduced accordingly.
    Capacity: Each charge (which represents a single SL in the pool) adds 10% to the item's total cost.
    Renewal Rate: For a single charge renewal in the given frequency category (e.g. 1 / day for daily renewal), the item's cost is as given for the above calculation. Each increase of the renewal rate (e.g. 2 charges / day) increases the above calculation by 25% (2 charges for 125%, 3 charges for 150%, etc.)

    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)
    - 20 charges (+18000)
    This amounts to: 22050gp

    Ring of invisibility 3 per hour that activates by rubbing the ring and operates at minimum CL:
    - Permanent 2nd level power (+8000)
    - CL 5th (+2500)
    - Hourly use (-1000)
    - 3 “charges” (+3000)
    - Can be turned on/off with no spell completion and no voice requirement (+2400)
    This amounts to: 14900gp

    Optional: Spell Durations and Permanency

    Spells with duration of 24 hours or longer duration all use the formula given above for permanent magical effects.
    Spells with a shorter duration add 10%, 20%, 40% and 80% respectively (see "Spell Durations Redefined" above)
    Motivation: Duration is a major balancing factor of spells. More potent effects are given shorter durations, so it only makes sense that turning them into permanent effects should be more costly.

    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.

    'Personal' Spell Effects

    Magical items cannot be enhanced with spell effects that have a noted range of "Personal".
    The origin point of such spell effects never departs from the caster's own body, thus cannot be bestowed upon an external target.

    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 this 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.

    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.


    "Artifact" is any crafted item of historical-cultural-ritualistic value. No more, no less.
    Since these rules provide the means of creating any magical item that comes to mind, there's no need to invent a special category of magical items.
    Typically, magical items that are modified by Tool of the Worthy spell are likely to bare the status of artifacts.

    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 means that you no longer have longsword +3 or breastplate +2, but longsword w/ Greater Magic Weapon and breastplate w/ Magic Vestment. Pluses are no longer a criteria for pricing and they never correlated well with SLs anyway, so no reason to keep them as separate game mechanic.
    To keep Rings of Protection viable, Magic Vestment is modified to apply to any donned object – including rings.

    Body 'Slots':

    The same body slot cannot benefit from more than a single active effect at a time – not even by the same item. Whenever multiple effects originate from the same body slot, they cancel each other out.
    Furthermore, while an item in a given body slot has an active effect on, no other effect can be initiated from another (or the same) item on that body slot (the effect simply fizzles).
    Example: You can wear two magical necklaces, but only one may serve you at any given moment.

    Magical Grafts:

    Several official books present rules for grafting body parts, however I haven't yet encountered grafts that are enhanced with magical powers. Here are the requirements I find appropriate for enhancing grafts and turning them into magical items:
    A body part harvested for grafting can only remain usable for so long without attention.
    To permanently preserve it, it must be enhanced with permanent emanations of Gentle Repose and Regenerate (Hardening is also quite popular when dealing with magical grafts).
    From there on it serves as both graft and magic item (including the possibility of being a self-directed construct). When put in place of a severed body part, it attaches itself to place without harm befalling the target creature and replaces the lost part.


  5. - Top - End - #5
    Ogre in the Playground
    nonsi's Avatar

    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 ability score and ability limits by +1.

    Anti-Magic and Dead Magic – Clarifications and Redefinitions:

    Dead Magic – A Cancelled Notion:
    Given that there's more than one type of Dead Magic, it seems redundant and even confusing to preserve the notion. It seems too much open to interpretation while antimagic is well defined – whether it's Antimagic Field or Antimagic Aura MoF p.77 (which has an identical behavior, just a different spread).
    Given this loose definition of Dead Magic, a DM might decide that constructs, magical items and incorporeal beings all break down, become permanently nonfunctional, or fade away. If the phenomenon exists, then somebody's gotta be able to wild it – which puts way too much power in the hands of those that are.
    And then there's the mentioning of Shadow Weave, which is a different thing. Well, this codex assumes that regardless of is source (the weave, objects, deities or inner Ki), magic is magic and that's it.

    Changes regarding Antimagic:
    1. Antimagic is just another effect that certain powerful spells can maintain. It is not the absence of magic, just an effect that makes magic and certain objects affected by it "transparent" to the world.
    2. While antimagic doesn't cancel out an already existing magical effect/item/creature, it does prevent manipulation of magical energies for producing new effects. This means that spellcasting or any activation of magical powers are impossible from within antimagic.
    3. Disjunction spell trivially overcomes antimagic – assuming its focal point is outside of antimagic effect.

    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 10'.
    ** 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.

    Codes of Honor:

    A character can decide to follow a code of honor – a more or less restrictive moral code. A character with a code of honor receives a bonus to his will saves and a skill checks were his word, honor, etc. has an influence, as long as the character does not violate the code. The stricter the code is, the higher is the received bonus.
    Being honorable has nothing to do with being ‘good’ though. A hobgoblin raider who would never attack one of his comrades or lie to an ally is honorable, even though he spends much of his time with plundering, raping and pillaging.
    The significance of a Code of Honor is determined by the obligations the code includes. A minor code consists of 3 amendments, a significant one contains 5, and a major code contains 8. It is up to the player to determine the code’s rules, but the DM must agree to them. Any of these rules must be significant enough to be relevant. A rule like “Assist all albino dwarves without beard growth” is not sufficient.
    A character that violates his codex loses all bonuses and suffers a penalty to all social skills equal to the former bonus. A character can make up for a code violation through a heroic deed.

    Code		Will & Social Bonus	Obligations
    Minor			+1		3
    Significant		+2		5
    Major			+3		8

    Example Codes:

    Barbarian Clansmen (minor):
    - Never break your word to an honorable person.
    - Always respect the laws of hospitality.
    - Revenge any crime against you, your clan or your clan’s honor.

    Professional Mercenary (minor):
    - Stays bought.
    - Follow your leader’s commands in spirit, not in words.
    - Be loyal to your unit and your comrades.

    Honorable Bandit (significant):
    - Take from the rich, give to the poor.
    - Be loyal to your comrades.
    - Fights among comrades must be fair.
    - Never make deals with the gentry.
    - Never take from the underprivileged.

    Chivalrous Knight (major):
    - Protect those who are weaker than you.
    - Protect the realm’s laws.
    - Help women, widows and orphans.
    - Don’t lie.
    - Punish the guilty.
    - Fights among men of honor must be fair.
    - Follow the orders of your liege lord.
    - Treat your subordinates well.

    Conditions: Restrained (taken from 5e):

    - A restrained creature's speed becomes 0, and it can't benefit from any bonus to its speed.
    - The creature cannot properly defend itself (denied its Dex-bonus to AC and is flatfooted).
    - The creature suffers a -4 penalty on all attack rolls.
    - The creature suffers a -2 penalty on all Ref saves and does not get to add Dex-bonuses to such saves.

    Drinking & Getting Drunk: Alcohol rules for 3.5e

    I've seen my share of optional D&D rules for drinking. They were all inspiring, but of all the suggested rules I've encountered, all were either cumbersome or incomplete.
    So, in my quest to create a set of rules that would be practical to use and more or less model real life alcohol intoxication, this is what I came up with.................


    You can have a number of drinks equal to your positive Con-mod per hour (a drink is a tankard of ale, glass of wine or shot of hard stuff). Each drink beyond that requires a Con check (DC 15 + 1 per additional drink), and racial bonuses against poison apply.

    Some alcoholic drinks are more potent than others.
    Base DC 15 represents the average potency.
    An alcoholic beverage's base DC can vary anywhere from 5 (low percentage champagne) to 25 (pure alcohol).


    Each failed check means 1-2 damage to Dex & Wis, and a 1-2 penalty to your Con check to resist further inebriation (separate check for each).
    Alcohol intoxication is a poison that has no secondary ill effect.
    Special: Since alcohol intoxication hurts coordination, each decrease in Dex-mod affects attack rolls even when those are made with weapons that rely on Str-bonus.


    Hitting 0 Wis from drinking results in unconsciousness.
    Hitting 0 Dex results in a conscious but immobile drunken wreck.
    In both cases, the condition persists for 2d4 hours and is fatigued. The temporary penalties for each ability diminish at a rate of 1 point per hour.
    Con-penalty = Con-score: Nausea + Alcohol Poisoning: another Fort save or 1 point of Con damage every 10 minutes (death at Con-score = 0) until stomach is "purged" (by vomiting).


    1 point of Wis and Dex/hour after consuming alcohol. Neutralize poison negates the damage.

    Size Modifiers & Quantities:

    Each size modifier means x8 mass difference, that's also how the amounts should count.
    However, IRL, since alcohol affects the brain more than anything else and x8 multipliers would make size count too much, I would suggest applying x4 modifiers (and I'm ok with gargantuan+ creatures not enjoying their drinking so much – it's not like there are official gargantuan-sized giants anyway).


    Once unconscious, you lose 1 HP/round until you're rescued or dead.
    unlike when taking other forms of damage, you're considered dying once you hit -1 HP (you can no longer restore breathing on your own).

    Encounter-CRs and XP Awards:

    Throughout D&D's different incarnations, one of the more tedious aspects was tracking how much XP encounters are worth.
    In Pathfinder 2, they finally simplified things by:
    1. Setting XP requirement for the next level to a predetermined fixed value (800/1000/1200 suggested for Fast/Medium/Slow level progression).
    2. Subtracting 1000 XP once a level was obtained (without re-calculating whatever XP left).

    While I do find this solution a huge improvement, I think it can be further streamlined and simplified.
    I’m working under the assumption that a level advancement should be achieved after roughly 20 level-appropriate encounters, which should amount to about 4 game sessions (i.e. 50 XP for a level-appropriate encounter).

    The numbers below are adjusted for a Medium level-progression rate (1000 XP):

    Encounter CR                       XP
    Party Level - 5 or less		ZERO (even if there is a threat, you can't learn anything new from such trivial encounters)
    Party Level - 4			10
    Party Level - 3			20
    Party Level - 2			30
    Party Level - 1			40
    Party Level			50
    Party Level + 1			60
    Party Level + 2			70
    Party Level + 3			80
    Party Level + 4			90
    Party Level + 5 or more		100 (there's only so much you can learn/improve from a single encounter)

    In the above table, a single CR [X] creature is a level-appropriate challenge for a party of 4 characters with an average level [X].

    If all characters are of the same ECL, each receives the stated XP from the encounter.

    For each character of higher/lower ECL than the average, simply shifts individual XP award in the opposite direction. Round fractions closest*
    Example: In case of a party of four characters, three of 5th level and one of 6th, when they finish a CR 5 encounter, three of them gain 50 XP while the higher-level character gains only 40 XP.
    * If the party's average level is exactly midway between two levels, then round the encounter’s XP awrards down. I.e. a party of two 5th level characters and two 6th level characters is a 6th level party.

    Groups of Different Sizes:
    Intuition would dictate that for groups of a different number of characters N, one should apply the following formula to encounter XP: [XP * 4 / N].
    While this is a reasonable possibility, there's a better option. Read on.

    Going from [Creature CR] to [Encounter CR]:

    It’s an obvious observation that 2 CR [X] opponents are not CR [2X] in any way fashion or form.
    So, instead of trying to figure out the contribution of each opponent to the encounter’s CR, a DM should simply assess the overall threat level of the encounter.
    This should take into account the following factors and more:
    - Surprises / Ambushes
    - Advantageous / Disdvantageous terrain (being surrounded, undersea combat, flying opponents with range attacks etc).
    - How well the opponents are equipped compared to the party in terms of gear, spells, minions etc.

    The encounter’s in-practice CR should be evaluated after the encounter is over.
    If players make bad choices during an encounter, this should not increase the DM’s decided-upon encounter CR. That one's on them.

    At first glance, it seems as if this approach makes XP-Awards less accurate.
    In practice, CR is no more than a rough assessment of one subject vs. a huge variety of party builds.
    Therefore, the best assessment tool in practice is the DM’s familiarity with the party’s overall set of capabilities.
    While this approach is not really applicable for designing PC/XBox games, it is the best tool where the human factor is present (i.e. the DM).

    1. When applying this approach of assessing [Encounter CR], one doesn’t need to make complicated calculations as proposed under “Groups of Different Sizes”, so this actually simplifies things.
    2. It’s perfectly within reason to decide that an encounter is worth [level – 1.5] threat and grant 35 XP for completing it. Very easy challenges could award 3 XP and that’s fine as well. Same goes for above-level-appropriate encounters.

    XP – not just for defeating monsters:

    Hazards and Obstacles:
    XP should be awarded for overcoming/avoiding non-monster threats.
    A threat should be evaluated vs. 2 things:
    1. The variety and potency of options at the characters’ disposal for dealing with the threat.
    2. The DM’s assessment of how well the players handled the problem.
    - A typical trap could be regarded as a [level – 3] threat, granting 20 XP to those who found and disabled it.
    - A trap room, which is probably a more significant threat, could be regarded as a [level – 1] threat, granting 40 XP to each party member.
    - Solving a difficult puzzle/riddle that required some brainstorming could award 30 XP to the one who actually came up with the solution, as well as 10 XP to anyone else who had contributed to the solution.

    Basically, the more surprising, unorthodox and out-of-the-box-thinking a solution to a threat is, the more XP it should award.

    Because the gane is run by people and not software, I don’t suggest adopting PF2’s approach of compiling a list of threats and assigning supposedly-accurate numbers to them.
    DM’s gut feeling could save huge amounts of game time in this case and should be no less accurate in assessing the actual value of a challenge.

    XP awards should also be given to characters for accomplishing actual stated campaign goals, such as:
    - Securing a major alliance
    - Establishing an organization
    - Causing an NPC to have a change of heart
    The significance of such accomplishments determines the size of the XP award.
    Determine whether the achievement was a Minor / Moderate / Major accomplishment.

    Minor accomplishments include all sorts of significant, memorable, or surprising moments in the game.
    A Minor Accomplishment should count as [level – 3] or [level – 4] encounter (10 to 20 XP per player)

    A Moderate accomplishment typically represents a goal that takes most of a session to complete.
    A Moderate Accomplishment should count as [level – 2] … [level appropriate] encounter (30 … 50 XP per player)

    A Major accomplishment is usually the culmination of the characters’ efforts across multiple sessions.
    A Major Accomplishment should count as [level + 1] and up (60 … 100 XP per player)

    As a general guideline, in a given game session, you’ll typically give several minor awards, one or two moderate awards, and only one major award, if any.

    Design Notes:

    Granting XP for any and all game-contributing activities can have a significantly positive effect on the attitude of playes.
    In a game where an overwhelming percentage of the XP is granted for combat, players always urge the DM to bring on more opponents, which would probably lead to a drastic decrease of the story’s significance.

    The above approach should maintain a high level of interest in just about anything that happens in the game.

    Individual awards of XP should definitely be encouraged. This should highly motivate the game effort and enthusiasm of all players.
    Just take care not to push it to a point where less inventive/imaginative/resourceful players find themselves frustrated for being left behind.

    XP Management Proposal:
    It is highly advisable for DMs not to share how much XP is awarded per encounter and update XP on character sheets only in the end of game sessions. This eliminates XP-award arguments around the gaming table.
    The exception to this suggestion is when a character is entitled a level advancement. It actually feels very rewarding to gain level advancement while playing and it raises players’ morale.



    Use PF’s weapons and apply the changes below:

    Omitted Weapons:

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

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

    Modified Weapons:

    - Battle Axe has a range increment of 10’ when thrown 1-handed and 15’ when thrown 2-handed.
    - Throwing Axe has a range increment of 20’.

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

    - Picks do piercing & bludgeoning damage (reminder: picks are designed to break rocks).
    - Picks are also Tripping weapons.

    - 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 (ropes / cloth / leather / targets with ZERO Armor bonus to AC), Shuriken damage also counts as Slashing.

    - Sling bullets deal 1d6 damage (medium). Stones deal 1d4 damage.
    - Sling bullets are made of iron. When they hit their target, the chance that they're destroyed is the target's armor bonus to AC. Bullets that miss are not destroyed.

    - The Spear (but not Longspear or Shortspear) is a double weapon, with the back side dealing 1d6 base damage.

    Spiked Chain:
    AoOs are applicable only vs. opponents within your normal reach (i.e. when not wielding reach weapons), unless you also possess some kind of Lounging Strike ability (which doubles your normal reach).

    - The wielder may Skewer an opponent if the attack roll exceeds the DC by +6 or more (avoidable with a Ref save vs. DC [10 + (1/2 damage)]). 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.

    - Use Lemmy's solution.

    Versatile Weapons:

    Versatile weapons are typically paired with a shield, but may also be wielded two-handed and are more effective when used two-handed.
    Alternating between 1H grip and 2H grip is a swift action.

    The versatile weapons are:
    Weapon		1H damage	2H damage *
    - Battleaxe	1d8		1d10
    - Heavy Mace	1d8		1d10
    - Spear		1d6		1d8
    - Trident	1d6		1d8
    - Warhammer	1d8		1d10
    * This is in addition to the +1 damage added to any weapon for going from 1H to 2H.

    Range Weapons:

    Thrown Weapons:
    Max Range = Range Multiplier x 3

    Missile Weapons:
    Max Range = Range Multiplier x 5

    New Weapons:

    The weapons below are mostly weapons that I've encountered on screen or via 3rd party materials, or are otherwise very intuitive and almost self-explanatory:

    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.

    Bladed Gauntlet:
    Strapped to one's forearm, this metal and leather weapon carries 3 dagger-length blades that protrude forward.
    - A bladed gauntlet deals 1d6 Slashing or Piercing damage.
    - This is an exotic weapon.

    Blowgun (large):
    - Has 60' range increment.
    - Deals 1d3 points of damage.
    - This is an exotic weapon.

    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.

    Dire Pick:
    A 2-handed version of the Heavy Pick, this weapon deals 1d10 damage.

    A garrote is a 2H weapon – basically a 2' cord attached to a wooden grip on each end – requires 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.
    Whenever the wielder scores a Hold or Pin:
    - 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.

    Great Morningstar:
    This exotic weapon is an oversized version of the standard Morningstar. It deals 2d6 damage, weighs 12 lbs, costs 15gp, and had hardness 10 and 10 HP.

    This is basically an axe with a hammer at its backside
    Light (1H): Exotic, 1d6, Slashing or bludgeoning, 12 gp, 4 lbs
    Heavy (2H): Exotic, 1d8, B/S, 25 gp, 7 lbs

    Pounding Staff:
    This exotic 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 1d10 bludgeoning & slashing damage.
    - Adds +4 to all sundering attempts.

    Sword Stick:
    This is a slender, rapier-like short 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.
    - Sword Stick is a simple weapon that deals 1d4 piercing damage.

    Three-Section-Staff *:
    This weapon is composed of three sections of wood of equal length, joined at the ends by chain, leather, or rope.
    It has stats similar to quarterstaff, with the following exceptions:
    - Requires BAB +2, 4 ranks in Tumble skill, TWF/Monk levels and an exotic weapon proficiency (this weapon is very tricky to use).
    - 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 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 (a light 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.

    Madeup Weapons:

    Eagleflight Waraxe:
    Exotic, 2H, 1d8, P/S, 150 gp, 8 lbs ; +2 on Trip & Disarm attempts, Set vs. Charge

    Impact Cleaver
    Exotic, 2H, 1d8, B/P/S, 75 gp, 10 lbs ; tripping, disarming, Set vs. Charge, Slow and bulky (init -2, Atk -1)
    This weapon takes the best of all worlds from swords, axes and hammers.
    It is a variation of this proposed weapon, with the blade of the axe part flipped 180-degrees to point forward instead of backward, plus a small poleaxe-like spike at the top (for disarming maneuvers).
    Trying to put so much into one weapon however comes with drawbacks. its high mass and unnatural weight distribution compromise one’s reactions and attack rolls.

    Scorpion Windmill:
    While playing around with a Tonfa, an inspiration for a new weapon struck – a sort of combination between Tonfa, Quarterstaff and Parrying Dagger (and then some).
    Imagine a stick (probably made of wood, with a metal core), roughly 40" in length, with 2 parallel Tonfa handles, about 8" from the tips.
    Each tip is mounted with a small metal weight (opposing the handles) that ends with a short symmetrical blade and accompanied by an opposed "crescent moon" blade (total length – roughly 60").
    Scorpion Windmill is an exotic weapon that:
    - Is a double weapon that deals 1d6 P/S/B damage (wielder's choice on each strike) on both sides.
    - Grants +2 on offensive Disarm checks and +4 on defensive Disarm checks.
    - Grants +2 Shield AC vs. melee attacks and tossed objects.
    - Allows Tripping.
    Sundering a Scorpion Windmill: When sundering a Scorpion Windmill, there's 50% chance that one of the sides is broken and 50% that it splits down the middle. In the former case, the weapon can no longer serve as a double weapon. In the latter, you end up with 2 unwieldy weapons you're not proficient with (which cannot provide bonuses to Disarm/AC or allow tripping).

    * 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)

    Mithral Weapons:

    Obviously inspired by LotR's Mithril, this material deserves more attention than what core gives it, so here's my definition to what Mithral has to offer for weapon benefits:

    1. Finessible weapons gain an inherent +1 bonus to attack rolls.
    2. Non-finessible weapons count as regular finessible weapons, regardless of size (regular in the sense that they don't receive +1 bonus to attack rolls).
    3. One-Handed weapons count as light weapons if it's more beneficial to the wielder (e.g. TWF).
    4. Doesn't rust and is not damaged by spells or effects that corrode/break/bend/heat metal in general.
    5. Counts as Alchemical Silver.

    Wielding 2-handed Weapons 1-handed:

    Exceptionally strong individuals may wield weapons exclusively designed for 2-handsed use 1-handed.
    This does not include reach weapons or double weapons.
    The minimum strength requirements are as follows:
    - Tiny: 13
    - Small: 15
    - Medium: 19
    - Large: 23
    - Huge: 29
    - Gargantuan: 35
    - Colossal: 43
    Note that in such cases, Str-bonus is added once, as normal for 1-handed weapons.

    General Notes on Weapons:
    • When wielding a two-handed melee weapon, you add twice your Str-bonus to damage (not 1.5 times as core dictates). Versatile weapons that are wielded 2H (see "Modified Weapons" above) don't receive this benefit.
    • Except for reach weapons and double weapons, all melee weapons have a range increment of at least 5' or twice as far as the attacker's reach (whichever's greater). Each size increase beyond Medium multiplies the range increment of range weapons (double/triple/quadruple/quintuple range for Large/Huge/Gargantuan/Colossal attackers).
    • Except for combat in confined places, all reach weapons allow attacks against adjacent opponents.


    Use PF’s armors as given.

    Spoiler: Armor and DR

    With level progression, characters learn to make more out of their armor – in the form of DR.
    Armors grant DR (on top of AC), provided that the wearer is aware of the incoming attack and may properly defend themselves.
    If you're flatfooted, flanked, or lose your Dex-bonus to AC for any reason, you don't benefit from armor-associated DR.

    For armors with which the character is proficient, at BAB +2 ... +8, each +2 armor-bonus to AC (not including magical bonuses) grants DR 1/―, capped by ½ the armor’s provided AC.
    1. DR 1/― from Leather (or better AC) armor, starting at BAB +2
    2. DR 2/― from Chain Shirt (or better AC) armor, starting at BAB +4
    3. DR 3/― from Banded Mail (or better AC) armor, starting at BAB +6
    4. DR 4/― from Full Plate (or better AC) armor, starting at BAB +8

    Starting at BAB +10 and every +2 increase thereafter, the DR increases by 1 for any armor you’re proficient with.
    This does not progress beyond BAB +20.

    Armor-associated DR stacks with any other DR.
    Armor-associated DR is gained from experience only. It doesn’t apply to monster HD / racial HD. Only BAB gained by actual level progression counts.

    This makes Leather armor culminate at DR 7/― and Full Plate culminate at DR 10/―.
    Breastplate would grant a raging level 20 barbarian an accumulated DR 18/―.

    Design Note: the idea is to scale DR with the armor types, but to avoid making things broken at low levels. At mid-levels, the party tank and the healer will enjoy decent lastability.

    Favored Classes and Multiclassing:

    There are no favored classes and no multiclassing XP penalties of any sort and for any reason!
    It is long since time to throw away this extra baggage carried over to 3e from BECMI & AD&D.

    Heroic Surges:

    When properly motivated, heroes can act when it's seemingly impossible.
    A hero is someone powerful who fights for something he values above his own life (children/country/faith…)
    When this is the case, one can draw upon inner reserves of energy to perform additional actions in a round.
    You gain a number of special action points equal to 1/6 your BAB. These action points replenish after long rest.
    You may use a single point to take a move action when you don't have one (during your turn or when it's not your turn). A single ability score of your choice receive a +2 boost for this added action.
    You may use two points to take a standard action when you don't have one. A single ability score of your choice receive a +4 boost for this added action.
    You may use three points to take a full-round action when you don't have one. A single ability score of your choice receive a +6 boost for this added action.
    Actions based on action-points may not be interrupted by readied actions, or counter-measure feats, because they're totally unanticipated.

    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.

    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.

    Level-Feats Substitution:

    Every now and then, for whatever reason, players find themselves in a situation where they'd prefer a few feats over level progression.
    Well, a character can do that.
    After every 4 class levels gained, a character may swap a single future level advancement for gaining 3 general feats.
    The character does not advance HD, HP, BAB, saves, skill points, ability-score increase, level checks or HD-based general feats accumulation.
    The traded level still counts against the character's ECL.

    OldAge and Experience:

    - 6th character level negates middle-age physical stats penalties, and his age categories increase in years by 50%.
    - 12th character level negates oldage physical stats penalties, and his age categories increase in years by 125%.
    - 18th character level negates venerable-age physical stats penalties, and his age categories increase in years by 225%.

    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


    I endorse a very lenient approach regarding retraining (but not one that defies common sense). If a player finds his character unsatisfying, he shouldn't be stuck with bad decisions of the past.
    One may only retrain character-build options that don't serve as prereqs for other character-build options (example: if you have taken the Rogue's special ability "Sniper", then you couldn't retrain your Far Shot feat before you retrain your Sniper ability).
    When retraining, different aspects that allow retraining don't reflect on one another. This means that you can retrain a feat, 2 skill points, a spell, an invocation and a Rogue's special ability – all in a specific level and w/o putting character resources into it.

    During a time period dedicated for retraining, the character may not advance any other character-build interests.

    Ability-Score Advancement:
    When leveling, a character may "migrate" a single point from one ability score to another.
    Beyond that, each point requires 3 months of self-training.

    A character may swap a single feat for another when leveling w/o spending any character resources on it. This represent time spent beforehand on preparations / personal practice.
    Retraining more than a single feat within a specific character level requires 1 week and 500gp per feat.
    Some feats specify that they physically change the character (including – but not limited to – certain "1st-level only" feats). Such feats may not be retrained.
    Special: You do not need to meet the prereqs of retrained feats at the time they were taken (you have evolved since then after all). However, if a given feat slot provides access to a narrow set of feats (e.g. the Rogue's option of using its Special Ability to take certain bonus feats), then you may only retrain within that narrow set of feats (i.e you cannot later use that feat slot to take Cleave / Spell Focus).

    A character may rearrange 4 skill points per char-level advancement w/o spending any character resources on it.
    Retraining more than that is done at a rate of 1 skill point per day and 100gp per skill point retrained, during which time the character may not advance any other character-build interests.
    You may not become untrained in a skill. Skill ranks in a skill that requires training cannot drop below 1 rank.
    Skills-Tricks: A skill-trick simply counts as 2 skill points

    Class Features:
    Some class features might detail class-level-frequency. In such case, only level advancement in that class allows retraining of the specified feature.
    Some class features might detail time-frequency, or a set of actions. In such case, level progression has nothing to do with retraining constraints.
    If a feature has several progression steps (e.g. the Warrior's Physical Prowess feature), each step is counted separately.
    Class features that don't specify retraining rules may be swapped at a rate of 1 / class-level. Beyond that, you need 1 month and 1000gp per feature.
    Some class features specify that they physically change the character. Such features may not be retrained.
    Note: ACFs fall into the category of "Class Features".
    Special: When retraining features, you may only select from other features that are available no later than when the discarded feature was available at the time it was taken, because feature-slots are (even if merely deducible) always tied to specific levels.

    // -- //

    Class Levels:
    A character's class level is something that's just too fundamental to be thrown away and replaced.
    Priestly Divine Conversion: see PHB-II, p.193. Notice that a priest may sometime switch ethos, but not his class variant.
    Class Variants: Most class variants are chosen at 1st level. Some class variants may be retrained into (e.g. "Blighter" and "Master of Many Forms" Druid variants). No class variant can be retrained out of.

    Unless special DM-defined circumstances occur, one cannot retrain languages. It's just not something one forgets.
    You can, however, put retrained skill points to further your linguistics.


    Refer PF's "Advanced Player's Guide" and add the Steal (p.322) to this codex. Also, all Steal feats from that book are valid.

    The multiverse: Planes and Realities:

    Use this compendium's summary for the rules regarding planes (pages: 74 – 80).
    Disregard the option of "Erratic Time" (it's paradoxical).

    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
    nonsi's Avatar

    Join Date
    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 gains their 1st character level.
    Here's an attempt to define the typical 0-level races available as PCs - some classic, some unorthodox, some redefined, and some entirely new:
    - 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.
    - Racial Weapon Familiarity is dropped.

    Common Races


    Zero-level HP: 8
    Racial Traits changes/additions:
    - Dwarves are Smell sized with Powerful Build (see the Goliath race; RoS). Dwarves' Stability (that of a typical medium-sized biped) stems from their Powerful Build.
    - Base land speed = 25’. Dwarves are slowed down by medium and heavy armor to 20'.
    - Dwarves also gain a +2 bonus to Knowledge (Dungeoneering) and Profession checks.


    Zero-level HP: 6
    Racial Traits changes/additions:
    - Ability modifiers: Dex & Cha +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. 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.
    - Knowledge of the Ancients: Elves gain +2 to all Knowledge checks and may select any two Knowledge skills as class skills (on character creation).
    - Magic Aptitude: Elves gain +2 on all Spellcraft 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.
    - Uninhibited Curiosity: Gnomes can select any two Int/Wis/Cha-based skills and gain them as class skills.
    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 shorter legs, larger ears, potato noses and a spark in their eyes. They’re somewhere between dwarves and Halflings in height and physical build.


    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.
    - Half-Elves also enjoy the benefit of "Once a class skill – always a class skill" (detailed for Human below).


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

    Halfling (AKA ‘Hin’)

    Zero-level HP: 6
    Racial Traits changes/additions:
    - Base land speed is 25'. Meduim and heavy armor reduce their speed to 20' and 15' respectively.
    - Halflings also gain a +2 racial bonus to Balance and Ride checks.
    - Enchantment Resistance (+4): Halflings' free spirit makes them highly resistant to magical control over their minds, even more so than elves.

    Racial Feats:

    Rock Skipping Shot
    All halflings practice throwing and skipping stones as children, a talent that leads many adults to favor thrown weapons. Rock-throwing tournaments accompany most major halfling gatherings, from weddings to the inauguration of a new sheriff. The best of the best become famous for their uncanny aim and prowess
    Requirements: BAB +8 or Halfling with BAB +4
    Benefits: As a standard action, when throwing a stone or firing a stone with a sling, you can make it bounce from one target to another, damaging multiple opponents.
    After hitting a target, if another is present within 10'/20/30’, you can make an iterative attack at -4/-5/-6 (respectively).
    This theoretically can go on indefinitely, but when an attack roll indicates a miss, the sequence ends.
    The above numbers include scenarios of regaining 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).
    This trick is used to attack opponents hiding behind cover (in which case it ignores cover) or with which you don’t have line of sight (in which case regular miss chances for concealment apply).

    Denial Feats

    Back in the days of BECMI D&D, when there was 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.
    One of the more eye-catching ideas was "Denial" - an ability that gave a race of warriors a shot at coping with spellcasters.

    Requirements: Hin (Halfling) only, Wis 13+, Cha 13+, base Fort save +3
    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!".
    You make a saving throw as if you were the intended target of the spell. If you're indeed the intended target, you saves at +2, or as an immediate action at -5.
    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 burn to the defender, restored via normal rest, not spells/(Su)/(Sp).

    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.
    Directed Denial, whether successful or not, deals 1d4 Con burn (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 negates 1 Con burn on each failed attempt and 2 Con burn on successful attempts.


    Zero-level HP: 8
    Racial Traits changes/additions:
    - Gets +2 to an ability score of choice (capped to the normal racial limit 18). This replaces the "+1 skill point per level" trait.
    - Skill Aptitude: Humans enjoy the benefit of "Once a class skill – always a class skill". If you ever have it as class-skill, it counts as class-skill regardless of future classes you take levels in.
    - Signature Skills*: Humans can select any two skills and permanently gain them as class skills.
    * Some humans are born with a radical ability score, but are less skill-inclined. Such humans don't gain Signature Skills, but they start out with one ability-score racial limit of 20.

    Survivalist: Some humans demonstrate uncanny survival instincts instead of the typical Human versatility.
    Such individuals don’t gain any of the normal Human benefits associated with skills/feats.
    Instead they start at 1st level with +2 to all saving throws and +2 to Con and Cha (max score 18)

    Uncommon Races

    Changeling (EbCS, p.13)

    Zero-level HP: 6
    Racial Traits additions:
    Resistance to Alteration: Being shapechangers, Changelings possess a natural resistance to uninvited attempts to control their forms. They gain a +2 bonus to saves vs. alteration and petrifaction spells and effects.
    Imposter: Disguise & Bluff always count as class skills for changelings.
    Natural Linguist: Speak Language always counts as class skill for changelings.

    Racial Feats:

    Animal Shapeshift
    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
    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.

    Airborne Shapeshift
    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.

    Requirements: Changeling
    Benefits: You suffer no penalty on disguise checks for disguising yourself as a member of another race, gender, or age category within 1 age category of your actual age.

    Master Changeling
    Requirements: Changeling
    Benefits: You gain the limited ability to perform a more powerful shapechange.
    For 3 + character level minutes each day you may use Minor Shapechange to emulate the spell Alter Self.
    You may use this ability in 1-minute increments.

    Social Chameleon
    Requirements: Changeling
    Benefit: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Bluff
    – Diplomacy
    – Disguise
    – Gather Information
    – Intimidate
    – Sense Motive
    – Sleight Of Hand

    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.


    Elan – a humanoid with aberrant lineage – is an interesting angle to explore as a PC race.
    The resulting redesign below stems from three reasons:
    1. The need to adapt the Elan race to this project's unified solution for spellcasting.
    2. Providing plenty of options for players to fully realize their envisioned PC.
    3. Dissociating the Elan race from specific classes.

    Zero-level HP: 8

    Lesser Elan Racial Traits:
    • Medium Humanoid
    Base land speed: 30'
    Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation.
    Defensive Reservoire: Elans gain [2 + Cha-bonus + level/3] racial points of defensive reservoir. These fuel your racial special qualities and replenish at rate of 1/hour.
    Special Qualities: Repletion, resilience, resistance.
    Automatic Languages: Common.
    LA: +0

    Greater Elan Racial Traits:
    • Medium Aberration (unaffected by spells and effects that specifically target humanoids)
    • -2 Cha
    Base land speed: 30'
    Darkvision: 60'
    Strong Willed: +2 to Will saves
    Aberrant Lineage: You gain Aberration Blood (LoM, p.178) as bonus feat on character creation. You may use slots of bonus feats to take Aberration Blood and its derivatives.
    Defensive Reservoire: [5 + Cha-bonus + level/3] racial points of defensive reservoir.
    Special Qualities: Repletion, resilience, resistance.
    Automatic Languages: Common.
    LA: +1

    Racial Feats:

    Elan Repletion, Enhanced
    Prerequisite: Elan
    Benefit: You never need to eat or drink again, and instead you rely entirely on your Defensive Reservoire to provide optimum nutrition and hydration.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resilience, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can reduce the damage you are about to take by 4 points for every 1 Defensive Reservoire point spent.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.

    Elan Resistance, Enhanced
    Prerequisite: Elan
    Benefit: As an immediate action, you can spend 1 Defensive Reservoire point to gain a +6 racial bonus on saving throws until the beginning of your next turn.
    Special: Greater Elan may use slots of bonus feat slots to take this feat.


    Zero-level HP: 6
    Racial Traits additions:
    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 poison and disease.


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

    Zero-level HP: 10

    Racial Feats:

    Fierce Competitor
    Goliaths are always competing, and a fierce competitor wins more competitions than not.
    Requirements: Goliath
    Benefits: When making an opposed check with the following skills, you gain a +2 bonus on the roll:
    – Escape Artist
    – Hide
    – Listen
    – Move Silently
    – Sleight Of Hand
    – Spot
    – Use Rope

    Grand as the Mountain
    You're not necessarily larger than other goliaths, but you learn to make the most of your size.
    Requirements: Goliath, Str 20, Con 16, BAB +6, trait: Stout
    Benefit: You gain the benefits of a creature 1 size category larger than your actual size.
    For all purposes other than space, you're always treated as both your size and one size category larger in whatever ways are most favorable.
    For example:
    – You can wield medium sized two-handed weapons as one-handed weapons at no penalty
    – You have reach as a tall large creature (10') but no size penalty to attack and AC.
    – Your natural weapons deal damage as if they were one size category larger.
    The benefits of this ability stack with powers/abilities/spells that change the subject’s size category, but not with Powerful Build.

    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".

    Kobold (RotD, p.39)

    Zero-level HP: 6
    Racial Traits additions:
    Not all kobolds are slight built. Kobolds that are not slight built take -2 Str adjustment instead of -4.

    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.


    Planetouched: Aasimar & Tiefling

    I considered adding the Aasimar and Tiefling to my Races collection for a very long time, but I never liked their LA.
    I think I finally have a formula for both of them to accommodate LA +0.

    Zero-level HP: 8

    • +2 Wis, +2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to acid 5, cold 5, and electricity 5
    • Automatic Languages: Common, Celestial. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Halfling, Sylvan.

    • +2 Dex, +2 Int, -2 Cha
    • Medium size
    • Land Speed: 30'
    • Darkvision: 60'
    • Resistance to cold 5, electricity 5, and fire 5
    • Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.


    Exceedingly Uncommon Races


    Anubids are jackal-headed desert nomads and scavengers that consume the corpses of the dead.
    Anubids are often not the most charming of comrades, due to their 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.

    Anubid Racial Traits:
    Zero-level HP: 8
    • +2 Con, -2 Cha
    • Medium size
    • An anubid’s base land speed is 30'
    • Darkvision 60'
    • Scent
    • Desert Lore: +2 racial bonus on Knowledge (geography, 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

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

    Gender Base Height Height Modifier Base Weight Weight Modifier
    Male 4' 11" +2d10 110 lb. x(2d4) lb.
    Female 4' 7" +2d10 90 lb. x(2d4) lb.

    Black Eyed Child

    This race is described here.

    Zero-level HP: 4

    Codex adaptations:
    1. Broken Laws feature: A racial feature of all Black-Eyed Children.
    2. Welling Terror feat: Encompasses the benefits of Terrific Gaze.
    3. Spatial Warp feat: Grants 5% per 4 HD.
    4. Impossible Tracking: A feat that requires Broken Laws feature.
    5. Return To Home: A feat that requires Impossible Tracking feat.
    6. Radiant Sickenss: Nixed. Incompatible thematically, and broken under any measuring criteria.
    7. Racial Paragon features not mentioned above are ignored.



    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'.
    Darkvision: A gargoyle has darkvision out to 60'.
    Claws: A gargoyle has two claw attacks, dealing 1d4 + Str-mod + (1/4 BAB) 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' horizontally for every 5' 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.
    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
    LA: +1

    Special: A gargoyle is eligible for taking the Improved Dragon Wings feat (RotD, p.100).

    Racial Feats:

    Gargoyle Mandibles
    Requirement: On character creation
    Benefit: You possess a secondary bite attack as a natural attack. The bite causes 1d4 + Str-mod + (1/4 BAB) piercing damage.
    As a natural attack, a bite attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    Gargoyle Horns
    Requirement: On character creation
    Benefit: You possess a secondary gore attack as a natural attack. The attack causes 1d4 + Str-mod + (1/4 BAB) bludgeoning damage.
    As a natural attack, a gore attack does not provoke AoOs.
    Special: Gargoyle Mandibles and Gargoyle Horns are mutually-exclusive. They cannot be taken together even if the character starts with additional feat slots by taking flaws.

    [B]Tail Slap Attack[B]
    Requirement: BAB +4
    Benefit: Your tail grows in strength and allows you to make a secondary attack for [1d4 + Str-mod + (1/4 BAB)] bludgeoning damage.

    Fearsome Gargoyle
    Prerequisite: Gargoyle Mandibles or Gargoyle Horns, Tail Slap Attack, BAB +6, Str 15.
    Benefit: The base damage of all your natural attacks is elevated from 1d4 to 1d6.
    Furthermore, your Bite/Gore attack now also does slashing damage (as well as piercing/bludgeoning).


    (an adaptation from this proposal)
    Members of this alien race are often as ambitious and uncaring as they are brilliant. Fleeing the destruction of their vast empire on another world, they have come here to rebuild.
    The majority of their kind adhere to their rigid communal hierarchy, but there are some who take up adventuring out of curiosity, lust for power, or even benevolence.

    Although it is true that Illithid relish the taste of brain matter, they are quite capable of living off of standard fare.

    Zero-level HP: 8
    Ability Modifiers: +2 Int, +2 Cha. Illithid have genius-level intellect and a forceful personality.
    Size: Medium
    Type: aberration
    Speed: 30'
    Darkvision: 60'
    Natural Attacks: Illithid possess sharp claws (1d3 + Str-mod; piercing; primary) and a powerful beak hidden behind their facial tentacles (1d4
    + 2 * Str-mod; piercing; secondary).
    Limited Telepathy (Su): An illithid can communicate telepathically with sentient creatures within 100'. This sort of telepathy actually uses words, so a common language is required.
    Hive Mind (Su): Amongst themselves, Illithid form a web of immediate telepathy that involves direct sensations. If one is aware of a particular danger, they all are. If one in an encounter is not surprised, none of them are.
    Languages: Automatic: Common and Undercommon. Bonus: Abyssal, Aquan, Celestial, Draconic, Elven, Infernal, and Sylvan.
    LA: +1

    Illithid NPCs: the percentage of mages among Illithid is higher than in any other known race.
    Illithid NPC mages will always have access to Enchantment, Illusion and Transmutation, and will always specialize in one of them. Illithid also favor Sonic and Force effects, as well as telekinetic abilities.
    The above preferences have earned them the nickname "Mind Flayers".


    Detailed here.

    Zero Level HP: 6

    Each individual has (according to family/clan association) an alternate form of one of the common races (not necessarily human), and doesn't need a Disguise check to appear as one.
    Kumo web may be used for crafting cloths, ropes, flexible weapons (bolas, nets, slings, whips) and light armor (as effective as chain shirt, yet only as restrictive as leather armor).
    LA: +1


    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?"


    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. 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 touch a Mandragora – a poisonous magical root – during a nearby surge of powerful magical energies with multiple effects (e.g. Gate / Prismatic Wall / Storm of Vengeance), 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 usually 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.

    Mandrakes are 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 CN, 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.

    Mandrake Racial Traits:
    Zero-level HP: 8
    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. Spells which affect plant creatures 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 it uses small weapons, and its lifting and carrying limits are 3/4 those of a Medium character.
    Speed: 20'
    Vision: Low-light
    Immunities: poison, sleep effects and paralysis
    • +4 on saves vs. stunning, mind-affecting effects and polymorph
    Hardy Physiology (Ex): Mandrakes are difficult to wound and resist precision damage and rogue's sneak attack, having medium fortification (50%).
    Cold Resistance: 5
    Vulnerability to Fire: A mandrake takes 150% damage from fire.
    Metabolism & Ecology: Mandrakes don't need to sleep but they breathe and eat. Mandrakes have a much slower metabolism than flesh creatures. They can hold their breath 10 times longer than other land animals. 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 1 point of ability damage per 10 minutes. 5 minutes of earthen rest are equivalent to a day's ration of food and drink. 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 standard 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 applied to weapons. It loses its poisonous qualities 10 seconds after leaving the Mandrake's body.
    Death Shriek (Su): 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.
    Languages: Automatic: Sylvan. Bonus: 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.
    The root doesn't emits death shriek when it shrivels away.

    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).



    Tortles are crossbreed humanoid tortoises with short legs and a massive torso, standing roughly 6’ tall and weighing between 350 and 400 lbs.
    Their color ranges from sandy yellow to dull green and sandalwood.
    Tortles tend to avoid combat whenever possible. Most are peaceful, content to ignore the world outside their tribes and live as peasants.
    They reach adulthood by the age of 15. Later age steps are twice that of humans.

    Tortle Racial Traits:
    Zero-level HP: 8
    Ability Score: Str +2, Dex-2, Wis +2. Tortles are massive and slow. Since they don’t do well at outrunning enemies, they excel in avoiding conflicts and figuring out creative solutions to problems.
    Speed: Land: 20’. Swim: 15’. Tortles are natural yet sluggish swimmers. They have +4 on all swim checks and may take 10 on Swim checks in all situations.
    Hold Breath: Tortles can hold their breath for up to [1 hour + (5 minutes per Con-score)] at a time. 1 round of strenuous activity counts as 2 minutes. Each HP taken from injury counts as 1 minute.
    Natural Armor: Tortles possess +4 natural armor and are typically ill suited to wearing regular armor. Specialized custom-made protection for their limbs and head can provide up to +3 armor-bonus (prices are up to the DM).
    Racial Skills: Tortles have finely honed survival instincts and mental focus. Concentration, Diplomacy and Survival are always class skills.
    Languages: Common and Aquan. Bonus Languages: Draconic, Dwarven, Giant and Terran

    Volodni (UE, p.15)

    Racial Traits Changes/Additions:
    Zero-level HP: 8
    LA: if and when Druid level 6 is obtained, a volodni's LA drops to +1. If and When Druid level 17 is obtained, a volodni's LA drops to +0.
    Druid: all volodni druids are Verdant Lords – no exception


    Vulcans physically resemble a crossbreed between a native american 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.

    Vulcan 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 save vs. 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.
    Languages: Automatic: Vulcan, Common. Bonus: Any.
    LA: +1. Reduced to +0 upon attaining 11th Monk level.

    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.


    Use all the info found in EbCS (p.20-24).
    The race is perfectly balanced as given.

    Zero-level HP: 10

    Racial Feats:

    Warforged Juggernaut
    Ability Scores: Str 17, Con 17
    Class/Character Features: BAB +9, Warcraft: Steely Resolve, Warcraft: Mettle, Physical Prowess: Applied Force (+2)
    Feats: Adamantine/Mithral Plating, Powerful Charge, Great Fortitude, Greater Powerful Charge, Dungeon Crasher, Dungeon Juggernaut, Improved Bull Rush, Improved Sunder
    – Armor Spikes *
    – Bonus Feat: you either gain Armor Mastery (heavy) (Adamantine Body only) or Mithral Fluidity twice (Mithral Body only)
    – Expert Bull Rush * (the bonus equals to the number of Warforged Juggernaut feats taken)
    – Extended Charge *
    – Unaffected by healing
    – +2 Str **

    Construct Perfection
    – Warforged Juggernaut
    – BAB +12
    – Immune to nonleathal and precision damage
    – Immune to mind affecting effects
    – Fully affected by repair spells
    – +2 Str **

    Superior Construct Perfection
    – Construct Perfection
    – BAB +15
    – Immune to death effects and necromancy
    – Immune to ability damage/drain
    – Fast Repair (effectively Fast Healing 1)
    – Superior Bull Rush *
    – +2 Str **

    * See the official Warforged Juggernaut
    ** Each instance also pushes the character's racial Str limit by an additional +2.

    Racial Class:

    Normally, I stand firmly against classes that are viable for specific races...
    Nevertheless, Celestia has done a marvelous job with the Warforged Warden (and variant).
    I would add Resist Nature's Lure at 4th level, but that's about it..


    Xenopolitans, described here, are evolutionary cousins of the Illithid.

    Zero-level HP: 6

    Xeph (XPH)

    Xeph Racial Traits:
    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

    Climb (Str)
    Climbing requires two hands to advance and one to hold position.

    Craft (int)

    Crafting Time:
    Crafting time is measured in days, not weeks.

    Craft and Other Skills:

    Craft (alchemy)
    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. gp, not sp - 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.

    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.

    Craft Feats:

    Requirements: 5 ranks in any two Craft skills
    Benefit: You gain a +2 bonus to all Craft skills with which you have at least 5 ranks.

    Master Artisan
    You know how to create products of your chosen Craft at an accelerated rate.
    Requirements: Craftsman, 8 ranks in a specific Craft (<SOMETHING>) branch
    Benefit: When working in a well-equipped workshop (5,000+gp), with at least two assistants that have ranks in your chosen Craft, calculate production times vs. gp instead of sp.
    This feat can be taken multiple times. Each time it applies to a different branch of Craft skill.

    Subliminal Crafter
    Your mind subconsciously works on ways to speed up item creation processes while you sleep.
    Requirements: Int 13, Craftsman, Craft (Any) 10 ranks
    Benefit: Each night in which you have an uninterrupted full night’s rest, on the following day you add your Int-bonus to the number of in-practice crafting hours dedicated for crafting. Those pseodu-hours accumulate and count for the purpose of completing an item’s creation.
    The total amount of [actual hours spent + bonus hours] must amout to 8 or more for the day to count toward crafting at all. Also, you can’t gain more bonus hours than the actual hours invested (Int +8 is the limit of this benefit).
    Example: If you have Int +4, 2 days of uninterrupted 8 hours crafting (preceded by uninterrupted full night’s rest) actually count as 3 days (2 day + 8 accumulated hours). Optimally, Int +8 would yield twice the amount of crafting in a given time period.
    Special: Ths benefit of Subliminal Crafter and Master Artisan stack.

    Beyond Masterwork: Master Craftsmanship Items:

    While trying to elevate the 'Master' class to PC-level quality, I went back into War of the Lance and gave the Master a more thorough look.
    What I realized is that beyond the inherent Focus bonuses, the class doesn't really bring anything new to the game that other classes don’t already bring with better results.
    - The Craftsman is outclassed by the Artificer and virtually any fullcaster
    - The Performer is outclassed by the Bard
    - The Professional is outclassed by the Ranger/Rogue/Scout
    - The Sage is outclassed by the Bard and virtually any fullcaster with divination
    Any benefits where they're not at disadvantage are situational/storyline benefits (e.g. substitute ranks, fame and leadership), or are trivial and require most of your class levels and resources to be of any significance.

    I eventually decided to go for the approach that sometimes it's the tools of the trade that make the difference among equals.
    Therefore, I devised the following rules for beyond-masterwork equipment – which basically kill the need for the Master class altogether.

    Master Craftsmanship Items:

    Items of higher than masterwork quality exist, though they're rare, because they have hard to achieve requirements.

    There are four categories of master craftsmanship items:
    - Weapons:			bonuses to attack and damage rolls
    - Armors:			bonuses to AC and ACP
    - Performance instruments:	bonuses to Perform checks
    - Work tools:			bonuses to relevant skill checks

    There are 5 steps of master craftsmanship (with corresponding modifiers and corresponding "level" requirements and DC increases above masterwork)
    - Item of Distinction:	+1 (level 4; DC +5). At this point, regular masterwork items cost 1/2 as much (i.e. item's regular price +150 gp). You produce items of distinction like other crafters produce regular masterwork items (item's regular price +300 gp).
    - Item of Renown:	+2 (level 7; DC +10). These items' creation costs +900 gp.
    - Item of Fame*:	+3 (level 10; DC +15). These items' creation costs +2,700 gp.
    - Item of Glory:	+4 (level 13; DC +20). These items' creation costs +8,100 gp.
    - Item of Legend**:	+5 (level 16; DC +25). These items' creation costs +24,300 gp.
    *	Through secrets known only to a handful of craftsmen of your level, you’ve learned how to endow your creation with the properties of 2 special materials (e.g. Alchemical Silver + Cold Iron). The total costs for special materials trippled.
    **	Through secrets known only to the grandmasters of craftsmanship, you’ve learned how to endow your creation with the properties of 3 special materials (e.g. Adamantine + Cold Iron + Mithral). The total costs for special materials quintupled.
    Special: The bonuses granted by items of master craftsmanship stack with any other bonuses (magical or otherwise), but not with masterwork quality.
    Special: The bonuses granted by items of master craftsmanship are multiplied by x3 to determine added hardness and by x5 to determine added HP.
    Note: A master craftsman cannot craft an item of a given level of master craftsmanship before crafting an item of the level just below it (Distinction, only then Renown, then Fame, then Glory, then Legend).

    "Levels" and tools of the trade:
    To reach a certain level of master craftsmanship, a crafter must possess:
    1. The highest possible Craft ranks of the given requirement level
    2. Craftsman feat.
    3. The highest possible usage qualifications of that level (of any class in the game).

    - In order to create a sword/armor/shield of distinction, a character must have 7 ranks in Craft (weaponsmith), BAB +4 and proficiency with the corresponding sword/armor/shield.
    - In order to create a flute of distinction, a character must have 7 ranks in Craft (wind instruments) and 7 ranks in Perform (wind instruments).
    - In order to create burglar tools of distinction, a character must have 7 ranks in Craft (locksmith) and 7 ranks in Disable Device (or Open Locks, if that skill hasn't already been nixed by the group).

    The first requirement details the required level of skill to be able to physically craft the item.
    The second requirement details the understanding of what will be required in practice to bring out the best out of the item's users.

    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 -2 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. Self Treatment: Taking a -5 penalty on your check, you can use the Heal skill on yourself to provide First Aid and Treat Wounds/Poison/Desaese.
    2. Treat Poison: Without an appropriate alchemical substance or a magical effect, Treat Poison takes 1 round, not a standard action.
    3. Treat Deadly Wounds: Takes 30 minutes.
    4. 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

    Knowledge (Int)
    The following Extended Knowledge Rules are folded into the core Knowledge rules.

    Move Silently (Dex)
    Each size step away from Medium grants a +2/-2 modifier (smaller/larger respectively) .

    Perform (Cha)
    You take ACP for Perform (dance), Perform (juggling) and any other Perform variant that requires coordination.

    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)

    Spellcraft (Wis)
    The Spellcraft DC to identify a silent or stilled spell is increased by +2 (or +5 if it has no verbal or somatic components).

    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:

    Battlefield Commander (Int, Trained Only)
    This skill follows the rules given by rferries for Warcraft, with two modifications:
    1. Tactics requires 1 round of combat before a Battlefield Commander check may be attempted.
    2. Warriors gain an inherent +1 bonus on all Battlefield Commander checks, and an additional +1 for each 4 Warrior levels.

    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

    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-dependent abilities. Once their requirements are met and a single skill point is invested in either/both, ranks in the given language count as ranks in either/both so-called skills and apply 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 complete fluency. Once you can decipher scripts in 3 languages, you can attempt to decipher scripts in unfamiliar or partially familiar 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.
    Opposed Checks: Decipher Script is used for opposed checks vs. Forgery attempts.

    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
    . Dragon Evolutionists 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, polymaths and weirding disciples regard language studying as class skill (1 point per rank). All others regard language studying as C-C (2 points per rank).

    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.

    Intimidate: Power Intimidate
    For each +5 your 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.

    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


    Conceal Action
    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.
    Requirements: Sleight of Hand 9, Spot 5
    Benefit: 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.

    Deathless Analyst
    You can recognise deathless creatures.
    Requirements: Knowledge (Religion) 5
    Benefit: You can identify Deathless with a Knowledge (Religion) check, the same way you would if they were undead, even though Deathless can't normally be identified.

    Eyes on the Prize
    You have trained your eyes to pick out valuable items out with but a cursory glance.
    Requirements: Appraise 8, Spot 5
    Benefit: 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
    Requirements: Disguise 1, Hide 5
    Benefit: You gain a +5 circumstance bonus to your Hide checks when within a crowd.

    It Was The Wind
    You resort to other methods when heard.
    Requirements: Bluff 8, Move Silently 1
    Benefit: If you know or suspect that somebody hears you as you move silently, you can attempt to make a noise to simulate being something that person would not find suspicious, like an owl, a cat, or a building settling. Make a bluff check opposed by their sense motive check. However, anybody that hears the sound you made can make a sense motive check to realize it was you that made it.

    Kiss of Death
    You are well versed in poisoning your lips so that the sweetest kiss becomes lethal.
    Requirements: Bluff 5, Concentration 5, Rogue special ability: Poison Use
    Benefit: You have learned how to apply ingested poisons and touch poisons to your lips and how to deliver such applied poison with a kiss – without poisoning yourself.

    Master Tracker
    You have seen hundreds of tracks before, allowing you to identify them on sight.
    Requirements: Search 8, Survival 5, Track
    Benefit: 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).

    Muscle Mimicry
    Nothing escapes your keen observation, and not even you can explain how you so easily are able to perfectly imitate the movements of others you observe.
    Requirements: Concentration 8 ranks, Spot 12 ranks
    Benefit: You can perfectly imitate an action you've recently observed. This skill trick grants you a couple of potential benefits. First, it allows you to use the result of another creature's Strength or Dexterity-based skill check that you've witnessed within the last hour to perform the same or similar activity. You use this result instead of making a check on your own, even if you have no ranks in that skill.
    Second, you can imitate the movements of another creature, such as movements around or through a trap that the creature has successfully moved through without harm. Basically any activity where physical movement is a factor in avoiding or negotiating an obstacle, simply witnessing it allows you to succeed if the initial attempt by the other creature was successful. The other creature must be a humanoid whose movements aren't reliant on an unusual characteristic you don't possess (such as having more than 2 arms).

    My Own Creation
    You made the sword. Of course you're good with it.
    Requirements: Craft (SOMETHING) 7, Spot 3
    Benefit: 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
    You can understand what others are saying by watching their lips move.
    Requirements: Spot 4, Concentration 2
    Benefit: 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.

    You can save the life of a suffocating creature.
    Requirements: Heal 5
    Benefit: 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 a drowning creature was previously below its current HP before it started drowning, this skill trick has no effect. Nice try, though.

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

    When your opponent least expects it, you can strike with your shield.
    Requirements: Gather Information 5, Knowledge (any) 1
    Benefit: While in a city or other population center, you can make a gather information check in place of a knowledge check. You must have at least 1 rank in a knowledge skill to know the right questions to ask. This takes 1 hour and acts otherwise like a normal gather information check. If you fail, you’ve exhausted all obvious leads. Further checks on the same topic will incur +5 to the DC for each failed search in that area.

    Strike from the Dark
    You strike terror into the heart of your enemy when he cannot see you.
    Requirements: Hide 5 ranks, Intimidate 5 ranks.
    Benefit: If you strike an opponent that cannot see you, you may attempt to demoralize him (Player’s Handbook, pg 76) as a swift action.

    Teleportation Stowaway
    You have learned how to "hitch a ride" on someone else's teleportation.
    Requirements: Knowledge (arcana) 10, Spot 5
    Benefit: When Teleport or Greater Teleport is cast, a rift is formed (by which the caster or his target is being teleported). Some know how to exploit those rifts and travel through them.
    Teleportation rifts are short lived, lasting 1d3+3 rounds and are detectable from a short distance (60' for human-grade eyesight) with a successful Spot check vs. DC 15 followed by a successful Knowledge (arcana) check vs. DC 20 (raise the DC by +5 if the distance is greater than 30').
    Riding someone else's teleport rift requires a standard action.
    You detect only the closer side and have no nonmagical means of detecting what's on the other end.
    Special: A spellcaster that casts Teleport or Greater Teleport on someone else and possesses this skill trick may automatically follow through his own teleportation rift.
    Special: If someone arrives near you via teleportation and you happen to figure out his/her incoming teleportation rift, you may attempt to dispel it and prevent others from following through, but you may not ride it to its origin, because teleportation rifts are one-directional.


    Blind With Science
    You can use the sun to blind an enemy.
    Requirements: Knowledge (Geography) 5.
    Benefit: If you are outside during a reasonably sunny day and holding something reflective (such as a sword or a mirror), you may spend a standard action aiming the sun at the eyes of a target within 30 feet. Make a Knowledge (Geography) check opposed by their reflex save. If you succeed, they are dazzled for the encounter. If you succeed by 10 or more, they are also blinded for 1 round. Creatures that take penalties for bright light or sunlight have those penalties applied if they were in the shade, or doubled if they were already in the sun.

    Blinding Flash
    You are skilled with flash bombs.
    Requirements: Bluff 8 ranks.
    Benefit: You may use a swift action when using a flash bomb* (see below) to blind anyone who fails their saving throw against the bomb. This blindness lasts 1d3 rounds, and the opponents are dazzled 1 minute thereafter.
    Spoiler: Flash Bomb; 15 gp

    A flash bomb is a tightly packaged charge of explosive powder in a thin container. This powder explodes in a bright flash when struck. You can throw a flash bomb as a ranged attack with a range increment of 20'. When it strikes a hard surface (or is struck hard), it creates a bright flash. Each creature within a 10'-radius spread must make a DC 15 Fortitude save or be dazzled for 1 minute.
    Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

    Delayed Sabotage
    You can set an object to break after a certain amount of use.
    Requirements: Disable Device 5
    Benefit: 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).

    Follow Your Nose
    You can smell magical traps.
    Requirements: Spellcraft 8, Search 5
    Benefit: When you enter within 30 feet of a magical trap, or any magical effect that lays invisible and dormant until triggered, you gain a free spellcraft check. If you succeed, you know the boundaries of one such trap’s area and the school of magic to which it belongs.

    You can talk others into making more profitable transactions, at least for yourself.
    Requirements: Diplomacy 5, Negotiator
    Benefit: 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%, plus 1d6% gp for every 5 points by which your check exceeded the DC].
    You can use this skill trick on a given merchant once per item, with a cumulative -1 per recurring attempt in a given month.

    More You than You
    You can trick others into thinking the one you impersonate is the imposter.
    Requirements: Disguise 12, Diplomacy 8
    Benefit: 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).

    Split-Second Forgery
    You can forge a short note, message, or memo with the greatest of ease.
    Requirements: Literacy, Forgery, Sleight of Hand 5
    Benefit: 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.

    Regulate Temperature
    You take control over your body's internal temperature.
    Requirements: Autohypnosis 8 ranks, Survival 5 ranks
    Benefit: You make an Autohypnosis check each time your would be affected by extreme cold or heat. For every 1 point past an Autohypnosis roll of 20 your maximum weather tolerance decreases or increases (depending on cold or heat) by 2 degrees.
    Example: An unprotected human must make a fortitude save when the weather is below 40 degrees or above 90 degrees. A roll of 20 allows him to forgo requiring a fortitude check at 40/90 degrees. A roll of 21 however allows him to forgo making a check at 38/92 degrees. A roll of 30 would allow him forgo making a check at 20/110 degrees.
    Special: Creatures from Cold terrains do not have to make a save until the temperature becomes -20 or less.
    Creatures from Hot terrains do not have to make a save until the temperature becomes 140 degrees or more.

    Stealth Takedown
    You can remove unaware enemies silently.
    Requirements: Move Silently 5
    Benefit: When you drop an unaware enemy in one hit, you may make a move silently check with a -5 penalty. The result of that check represents how much sound both you and the guard made from the attack (meaning others must roll above a listen check that beats it to have heard).

    Tend to the Many
    You can provide medical care to a great many people.
    Requirements: Heal 12
    Benefit: 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.

    Uncanny Awareness
    You have a knack for spotting the hidden, even when not actively trying to.
    Requirements: Search 8, Spot 5, Investigator
    Benefit: 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).

    Venom's Armor
    You protect yourself from poison by poisoning yourself.
    Requirements: Heal 5
    Benefit: By ingesting 1/10th an application of a specific poison a day you gain a +1 cumulative bonus to fortitude saves against the primary damage, and twice that to the secondary damage, to a maximum of a +10 bonus on the 10th day (and immunity to the secondary).
    For each day you don't take the poison the save decreases by 1 until you gain no bonus. Once you reach your 10th day however your body is saturated with the poison and you only need take a dose each week to retain your bonus.
    You cannot build poison resistance to two poisons simultaneously. You must first purge your system from the previous one to gain resistance to another.
    Example: If you ingested 1/10th of a dose of Terinav Root for 5 days you would gain a +5 bonus to saves against it, and a +10 bonus to its secondary effects. If you then failed to take it for 2 days, the primary bonus would decrease to +3, and the secondary to +6.


    You can treat obscured messages as just another language.
    Requirements: Decipher Script 8
    Benefit: You can understand encoded messages by making a decipher script check. This takes 2 minutes per page of the message. Most codes have a base DC of 30, but more text makes it easier to decipher. Reduce the DC by 2 for every complete page available. Success allows you to understand most of the message, although it's possible a few numbers or proper nouns remain elusive.

    Double Entendre
    You can sneak hidden meanings into the written word.
    Requirements: Forgery 5
    Benefit: You can write messages that contain hidden secondary messages to those that know to look. These messages are by necessity much shorter than the document holding them, at least 15 times shorter in most cases. For anybody who knows the code, a DC 10 intelligence or forgery check will decipher the message in 1 minute per sentence. For others, they must make a forgery or intelligence check equal to your forgery check when you crafted the message, taking 10 minutes per page of the total message. If your apparent message is much longer than normal, you get +2 to your forgery check for every 5 times longer it is than the hidden message (+2 at 20 times the length, +4 at 25) or -10 for every 5 times shorter (-10 if the containing message is only 10 times longer than the hidden message, -20 of it's only 5 times as long). You cannot hide a message longer than one fifth of the length of the total text.

    Impossible Sleep
    You can sleep almost anywhere, and are undetectable when you do.
    Requirements: Lucid Dreaming 12, Knowledge (Arcana) 5, Spellcraft 5
    Benefit: You gain the ability to use a Sequester effect on yourself as a spell-like ability, except that it only lasts 8 hours and only you are sequestered. This ability can be used once per day, and while under the sequester effect you are considered to be resting. Using this ability requires a DC 25 Lucid Dreaming check; if you fail then you fall into a sequester-like slumber but without any protections from sight or divination.

    Mind Over
    You can work through mental sabotage.
    Requirements: Autohypnosis 8
    Benefit: If you failed a save against a mind-affecting effect this encounter, you may attempt a new save as a swift action. Roll Autohypnosis instead of your normal save.


    Your ability to survive falls has become so extraordinary as to seem supernatural.
    Requirements: Jump 8, Tumble 12
    Benefit: 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
    Requirements: Balance 5, Concentration 4, Spot 2
    Benefit: You move with such grace and agility that you are no longer flat-footed when balancing.

    Combat Climb
    Requirements: Climb 10, Concentration 5, Tumble 2
    Benefit: 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.

    Kangaroo Leap
    You can use the inertia from one jump to make another.
    Requirements: Jump 5, Athletic
    Benefit: 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
    Requirements: Climb 4, Jump 5, Tumble 2
    Benefit: 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.

    Never Even There
    Nothing keeps you in place for long.
    Requirements: Escape Artist 8
    Benefit: If you fail a Ref save against something that restricts your movement, you can attempt to wriggle out of it one round later. As a standard action, roll escape artist against the original DC. Success frees you from the effect.

    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

    - 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)
    - 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)

    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 enhancers (Quicken/Chain/Twin Spell) are the worst balance offenders. There’s a handful of quicken/immediate spells – that’s the only way of casting more than a single spell per round.

    Extra Slot
    Invalid mechanics under 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.

    Metamagic Reducers (CA)
    No. just plain simple NO. This is no more than a cheap minmax trick.

    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

    Truly a crappy feat. Plus, this codex already provides 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.

    Natural Spell
    See the Druid remake.

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

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

    Spell Mastery
    No longer required. All spellcasting classes have their repertoire of known spells (plus extras from high Int).

    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.
    Weapon Focus is the only feat from this line that lingers, with the Warrior's Combat Edge feature superseding it (i.e. possessing Warrior levels automatically qualifies a character as having Weapon Focus prereq for each weapon in the Warrior's Weapons Expertise list).

    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.

    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 official 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 / Disarm / Sunder / 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.

    The two associated skills are always considered class skills, and you gain a bonus on them equal to 2 + 1/4 char-level.

    Saving Throws 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 all refer to this feat.

    SLA metamagic variants
    Those feats apply to any and all relevant SLAs the creature possesses, not just a specific SLA each.

    PHB I

    Also adds Listen to your list of class skills.

    Requirements: BAB +4, proficiency with a bludgeoning or slashing weapon.
    Benefits: This feat combines the core definitions for both Cleave and Great Cleave with some changes:
    - It's applicable only with bludgeoning or slashing weapons
    - Starting at BAB +6, you may cleave when you make a single attack as a standard action w/o the need to fell your target(s). All you need is to hit your target(s).
    Special: If you have the Mobility feat, you may take a 5'-step when you cleave.

    Combat Reflexes
    Requirement: base Ref save +2
    Benefits: You may take an immediate action 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 direct 2 of your AoOs vs. an opponent, at the expense of a move action in your next combat turn.
    BAB +11 allows you to strain yourself and direct 3 of your AoOs vs. an opponent, at the expense of a standard action in your next combat turn.
    Lastly, with BAB +16, you can now direct all 4 of your AoOs vs. an opponent, by forfeiting your next turn altogether. Alternatively, you may now direct 2 AoOs vs. 2 different targets.
    Note: When directing multiple AoOs vs. the same target, use iterative attack rolls rather than always applying your highest BAB.

    Deflect Arrows
    Deflecting an arrow consumes an AoO. This means that starting at BAB +6, you can start deflecting multiple arrows.
    Snatch Arrow (S&F) is folded into this feat. Snatching an arrow consumes 2 AoOs, but is resolved as deflecting an arrow.
    Special: Monks may apply FoB when deflecting arrows (notice that this allows a 15th level monk to cope with literally a hail of arrows).

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

    Eschew Materials
    Requirements: 4 / 8 / 12 / 16 / 20 / . . . ranks in Spellcraft
    This feat relates to increasing values of spell components with increase in ranks:
    4 ranks: Deduct up to 1gp worth of materials
    8 ranks: Deduct up to 5gp
    12 ranks: 25gp
    16 ranks: 125gp
    20 ranks: 625gp
    . . . etc.
    For ranks 6 / 10 / 14 / 18 / 22 / . . . (the in-between ranks) double the previous benefit (i.e. 2gp / 10gp / 50gp / 250gp / 1250gp . . . etc).

    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, or cause the weapon to fall into any space adjacent to you.

    Improved Feint
    You may feints as a swift action or as an attack action.

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

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

    The core Leadership feat is abuseable and doesn't make much sense.
    Leadership is modified to work as follows:
    1. Requirements: 6 ranks in either Bluff / Diplomacy / Gather Information / Intimidate (DM's call - depends on class, alignment and religion), Sense Motive 4
    2. You gain a personal assistant rather than a cohort. An assistant's role is to take care of your worldly affairs rather than go adventuring with you.
    3. A personal assistant's ECL may not exceed your HD – 2, regardless of your Leadership score.
    4. For each 3 levels passed 6th, the character's number of potential assistants increases by 1 (2 at 9th, 3 at 12th etc.).
    5. It's exclusively in the hands of the DM to decide your assistants' level and character build, and when they arrive (based on the campaign).
    6. NPCs that campaign with you consume XP! (no free meals)
    7. Use the table below to determine the maximum level of your assistant(s) and number of followers.
    Leadership	Assist.	|< ---------------- Number of Followers by Level --------------- >|
    Score		Level	1st	2nd	3rd	4th	5th	6th	7th	8th	9th
    2 or lower	—	—	—	—	—	—	—	—	—	—
    3		1st	—	—	—	—	—	—	—	—	—
    4		2nd	—	—	—	—	—	—	—	—	—
    5		2nd	—	—	—	—	—	—	—	—	—
    6		2nd	1	—	—	—	—	—	—	—	—
    7		3rd	2	—	—	—	—	—	—	—	—
    8		3rd	3	—	—	—	—	—	—	—	—
    9		3rd	4	1	—	—	—	—	—	—	—
    10		4th	5	1	—	—	—	—	—	—	—
    11		4th	6	2	—	—	—	—	—	—	—
    12		4th	8	2	1	—	—	—	—	—	—
    13		5th	10	3	1	—	—	—	—	—	—
    14		5th	15	3	2	—	—	—	—	—	—
    15		5th	20	4	2	1	—	—	—	—	—
    16		6th	25	5	3	1	—	—	—	—	—
    17		6th	30	6	3	2	—	—	—	—	—
    18		6th	35	7	4	2	1	—	—	—	—
    19		7th	40	9	5	3	1	—	—	—	—
    20		7th	50	11	6	3	2	—	—	—	—
    21		8th	60	13	7	4	2	1	—	—	—
    22		8th	75	15	9	5	3	1	—	—	—
    23		9th	90	17	11	6	3	2	—	—	—
    24		9th	110	20	13	7	4	2	1	—	—
    25		10th	130	23	15	9	5	3	1	—	—
    26		10th	155	26	17	11	6	3	2	—	—
    27		11th	180	29	20	13	7	4	2	1	—
    28		11th	210	32	23	15	9	5	3	1	—
    29		12th	240	36	26	17	11	6	3	2	—
    30		12th	275	40	29	20	13	7	4	2	1
    Note: Starting at leadership score 31, assistants' level increases by +1 per increase. Everything else is to be resolved according to the consistent pattern of numeric increase.

    Maximize Spell
    Damage of area-effects can't be maximized, only single-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 Con-bonus (minimum +0) + 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 attack sequence 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.

    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 + PA-modifier]) 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)
    Requirement: Combat Focus class feature
    Blindsense stacks with any other source.

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

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

    Combat Vigor (combat form)
    Requirement: 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 have Imp. Feint feat, this option adds +4 to your next attack roll rather than granting you a second free action feint.

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


    Not usable in medium/heavy load or heavy armor.

    Improved Swimming
    Also grants +4 to all swim checks.


    Persistent Spell
    Your spells can be made particularly difficult to dispel or recover from
    Requirement: Able to cast Dispel Magic
    Benefits: Your CL counts as 5 levels higher than normal vs. attempts to dispel a persistent spell. If the spell affects a creature and allows saving throws to end the effect, the save DC of those saves is increased by +2.
    You cast a Persistent Spell at SL +2.


    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).


    Somatic Weaponry
    More of a clause than a modification: When "casting" a spell w/o material or focus components, you do not provoke AoOs.


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

    Bear Fang (weapon style)
    Has Improved Grapple instead of Power Attack as a prerequisite.
    Applicable w/ Short Sword.

    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.

    Ranged Disarm / Pin / Sunder
    BAB requirement is lowered to +3 and the range is set to the weapon's range multiplier.

    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.

    Dream Scion Sar, p. 116
    Replace Knowledge (psionics) prereq with Lucid Dreaming.

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

    Multiweapon Fighting MM-I
    1. This feat requires 3 or more attacking extremities
    2. Any extremity beyond the second (offhand) may not contribute more than a single attack (cannot be used for making iterative attacks).

    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).

    New Feats (by categories)

    Offensive 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.

    Requirement: Combat Reflexes
    Benefit: Whenever you are flanking an enemy, and the enemy attacks the person you are flanking with, you can make an AoO.

    Confound the Big Folk
    Requirements: BAB +8, Underfoot Combat (RotW; 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.

    Crack Shell
    Requirements: Int 13+, BAB +6, Spot 6
    Benefit: 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.

    Dance on the heads of giants
    Your uncanny combat acrobatics and balancing capabilities have made you into a nightmare for all giants.
    - Feats: Confound the Big Folk
    - Skill Tricks: Combat Balance, Combat Climb, Double Step, Kangaroo Leap, Leaping Climber
    - Features: Rogue's: Acrobatic Stride / Monk's: Mercurial Stride
    Benefit: You may effortlessly make vertical climbs up to 1/2 your speed w/o making a climb check, unless the DC is 35 or greater.
    Whenever you are in the same space as an enemy creature at least two sizes bigger than you, you may also climb it, but if your target is not flatfooted, you provoke an AoO, and if the attack hits you fail to climb. A creature so climbed must both make a successful Escape Artist and beat you on a grapple check as a full round action to shake you off, but it may attack you normally. You have concealment from the creature, and if it misses an attack against you, there's a 25% chance of self-inflicted damage.
    As a move action, you may jump from one enemy to another, provided you can make the distance.

    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).

    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.

    Favored Enemy
    Requirement: Knowledge (according to the relevant monster group) 4
    Benefit: 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.

    Floors-Are-Walls Insight
    You recognize that a floor is pretty much just a horizontal wall.
    Requirements: Dungeoncrasher, Improved Overrun
    Benefit: 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.

    Improved Whirlwind Attack
    Requirements: BAB + 12, Whirlwind Attack
    Benefits: You may perform a Whirlwind Attack as a standard action.

    Mighty Rock Throwing
    Requirements: Str 25, Large size
    Benefit: You gain a powerful rock throwing ability and may throw rocks that deal 2d6 points of damage with a range increment of 80'.
    The rock must weigh between 40-50 pounds.

    Mighty Swing
    Requirements: Cleave, Imp. Bull Rush, Awesome Blow
    Benefit: As a full round action, you may apply Awesome Blow vs. all opponents within reach in a 180-degrees arch.
    Special: As a standard action, you may apply Awesome Blow vs. all opponents within reach in a 90-degrees arch.
    Special: If you possess the Imp. Whirlwind Attack feat, you may apply Awesome Blow vs. all opponents within reach as a full round action.

    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.

    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.

    Requirement: BAB +4
    Benefit: 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.

    Requirement: BAB +4
    While wielding a piercing weapon with which you’re proficient, if you attack a foe with damage reduction, you may ignore points of DR equal to your Str/Dex-mod (whichever you use for attack rolls).

    Sharp Shooter
    Requirements: Far Shot, Precise Shot
    Benefit: 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
    Requirement: BAB +6
    Benefit: 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.

    Sneaky Shot
    Requirements: BAB +4, Sleight of Hand 4, Precise Shot
    Benefits: Just before making a ranged attack, you can spend a swift action to make a Sleight of Hand check opposed by your target’s Spot check (auto-success if the target is oblivious to your attack).
    If you win, your opponent is denied its Dex-bonus to AC against the attack.

    Speed Shooting
    Requirements: BAB+3, Rapid Shot, Shot on the Run, Short Bow proficiency
    Benefits: When armed with a short bow, on your action, before making any attack rolls for the round, you must choose to use speed shooting. If you choose to use speed shooting, when you make an attack, you may fire two arrows instead of one. Both arrows use the same attack roll (with a -2 penalty) to determine success and deal damage normally (but see Special).
    For every 3 points of BAB you have above +3, you may add one additional arrow to this attack. However, each arrow after the second adds a cumulative -2 penalty on the attack roll.
    Damage reduction and other resistances apply separately against each arrow fired.
    Special: Regardless of the number of arrows you fire, you apply precision-based damage only once.

    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
    Benefit: 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.

    Vicious Strike
    Requirements: Str 17+, BAB +5
    Benefit: 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.

    Defensive Feats

    Always Ready
    Requirements: Combat Reflexes, 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 Restrained, climbing or crawling through tight spaces.

    Back to Back
    Requirement: BAB +3
    Benefit: While fighting adjacent to an ally that also possesses this feat, both of you cannot be flanked.

    Bladed Cover
    Requirements: Proficiency with a bludgeoning/slashing weapon, Base Ref +5
    Benefit: When applying total defense and not threatened in melee, all missile attacks from a 120-degree cone (selected by you at the beginning of your turn) take a -2 hit penalty (shield bonus to AC) and have 20% miss chance.

    Close Combat Shot
    Requirements: BAB +6, Mobility, Shot on the Run, Balance 3
    Benefit: You do not provoke AoOs for using ranged weapons in melee.

    Combat Cloak Expert
    Requirements: Dex 15+, BAB +3, proficient with a shield/buckler, Bluff 3
    Benefit: 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
    Benefit: 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.

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

    Expert Survivor
    Benefit: You gain a +1 bonus to all saving throws.
    This feat may only be taken once

    Last Stand
    Requirements: Diehard, Base Fort save +5
    Benefit: 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.

    Requirements: BAB +3, Combat Reflexes
    Benefit: You may trade an AoO for intercepting an opponent's melee or thrown attack. To successfully parry an attack, you must match or beat your opponent's attack roll. You may parry only with a melee weapon (including unarmed strike) or shield with which you're proficient.
    Special: Just like with regular AoOs, you can parry multiple attacks, but only a single attack per opponent (unless you also possess the Combat Reflexes feat, in which case multiple parries vs. a given opponents follow the rules given in Combat Reflexes).

    Spinning Weapon Defense
    Requirements: BAB +4, Balance 4, Perform (dance) 4, Tumble 5, Double Weapon Fighting
    Benefit: 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).

    Tumbling Toss
    Requirements: BAB +5, Tumble 5, Sleight of Hand 4.
    Benefit: As a standard action, you may tumble and make a single attack with a tossed object.
    As a full round action, you may tumble and make a full attack with tossed objects.
    Both cases require a swift action, and in both cases, the Tumble DC increases by 5 and you take a -2 penalty to your attack roll(s).

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

    Unyielding Perseverance
    Requirements: base Fort save +6, base Will save +3, Con 15, Cha 13, Endurance, Diehard
    Benefits: While below 75% of your max HP total, you gain a +1 morale bonus to your AC (dodge bonus) and Saving Throws.
    While below 50% of your max HP total, the bonus increases to +2.
    While below 25% of your max HP total, the bonus increases to +3.
    While at or below 1 HP per class level, the bonus increases to +4.

    Mobility Feats

    Requirements: Balance 4, Climb 4, Jump 4, Tumble 4
    Benefit: 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.

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

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

    Battlefield Control Feats

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

    Hindering Bull Rush
    Requirements: Imp. Bull Rush, BAB +6
    Benefits: You receive a stacking +2 bonus on checks made to bull rush a foe.
    Furthermore, whenever you bull rush an opponent, his movement provokes movement based AoOs (but not from you).

    Hindering Opportunist
    Requirement: 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 yourself.

    Immediate Shot
    Requirements: BAB +6, 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.
    Starting at BAB +11, you no longer suffer the -4 penalty when performing an immediate shot.
    Starting at BAB +16, you lose a move action instead of a standard action during your next turn.
    Special: if you also possess the Ranged Pin feat and your target is moving, then you may perform a ranged Trip against it.
    Special: There's no spell, feat or any other means (nor will there ever be) that would reduce the action cost of this feat (but notice that the Warrior has superior action economy and may actually pull off two out-of-turn shots eventually).

    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 turn, 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.

    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

    Talons of the Beast
    Requirements: Imp. Grapple, Imp. Unarmed Strike, TWF
    Benefits: If you make a successful attack with a light piecing weapon other than Rapier, you may follow up with a grapple attempt at no penalties.

    Vexing Maneuvering
    Requirements: BAB +6, any two feats from: Imp. Disarm, Imp. Sunder, Imp. Trip
    Benefits: Whenever you successfully make a Disarm / Sunder / Trip vs. an opponent, that opponent is both flatfooted and provokes AoOs.

    Weapon Options Feats

    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.
    Special: You may improve your backside attack rolls by taking Multiattack and Improved Multiattack feats (the latter would require BAB +6 to meet the 3-attacks requirement).

    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.

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

    Armor Feats

    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.
    Special: 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)).
    Special: A Dwarf can take heavy armor mastery at BAB +6 and doesn't need med. armor mastery.

    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.

    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.

    Armored Stability
    Requirements: BAB + 3, armor proficiency
    Treat armor check penalty as a bonus instead of a penalty to balance checks made to stay standing or prevent being moved, tripped, overrun, bull-rushed, and grappled.

    Shield Feats

    Modified Shield Feats:

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

    - Improved Shield Bash (PHB)
    Requirement: 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)
    Requirement: 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
    Requirement: 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
    Requirement: Shield Ward
    Benefit: 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. You may push your opponents back up to twice your reach and you do not advance with them.

    Omitted Shield Feats (due to irrelevancy):

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


  9. - Top - End - #9
    Ogre in the Playground
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    Apr 2010

    Default Feats (Cont.)


    Feats (Cont.)

    New Feats (by categories) – Cont.

    Whip Combat Feats

    Stingray Lash
    Through extensive training, you have learned how to hit exposed flesh or transmit shock through even hide and chain defenses.
    Requirements: Whip proficiency, BAB +1, Dex 13.
    Benefit: You can deal lethal or nonlethal damage with a whip, as you prefer, regardless of the target's armor or natural armor bonus.

    Third Hand
    Requirements: Dex 13, BAB +2, Whip proficiency, Sleight of Hand 5, Stingray Lash
    Benefit: When armed with a whip, you are treated as having a free hand that can reach as far as your whip’s reach. You can use your whip to manipulate objects (not including melee weapons), throw weapons, use your whip as a swing line (to cross chasms or rapidly climb the length of your whip) etc.
    You also no longer provoke AoOs for using a whip in combat, or any other use of a whip, such as with the Third Hand feat.
    Furthermore, when armed with a whip or other whip-like weapon, you threaten an area around you equal to your whip's reach and can make AoOs with the whip within that area.
    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.

    Snaring Whip
    Requirements: BAB +3, Proficiency with a whip, Improved Trip
    Benefit: You may use your whip to entangle foes. Make a touch attack. If you hit, the target is entangled. While using a whip in this way, you cannot use it to make normal attacks.
    You may hold onto the whip by succeeding an opposed Str check with the target creature; if successful, the entangled creature can only move within the range of the whip while entangled.
    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).

    Stunning Snap
    Requirements: Third Hand, BAB +4
    Benefit: You can use a whip to stun a creature in addition to inflicting damage.
    A foe struck by your whip must make a Fort save vs. DC [10 + 1/2 your BAB + Str-mod). If the saving throw fails, the opponent is stunned for one round.
    You can use this ability once per round, but no more than once per level per day. You must declare you're using a stun attack before making an attack roll. A missed attack roll is a wasted attempt.

    Swirling Whip
    Requirements: Third Hand, Sleight of Hand 7, Perform (dance) 5
    Benefit: When attacking as a standard action with a whip, you can attack one additional time per round at your highest BAB. All of your attack rolls take a –2 hit penalty.
    Starting at BAB +11, you also gain an additional attack when attacking as a move action. Both attacks are made at your highest BAB and take a –2 hit penalty.
    Furthermore, by keeping your whip constantly in motion, even when not attacking, you make it very difficult for opponents to disarm or sunder your whip. You add 1/2 your BAB to resist Disarm and Sunder attempts made against your whip.
    Special: You may benefit from this feat only when wearing light or no armor, and carrying no more than light load.

    Intimidation Feats

    Show of Strength
    Requirement: Str 13
    Benefit: 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
    Requirement: Str 15, Show of Strength
    Benefit: Add Str to Intimidate checks as well as Cha

    Extended Intimidation
    Requirements: Intimidate 8, Skill Focus: Intimidate
    Benefit: Instead of ending when you leave, Intimidate effect upon your victims lasts for 24 hours.
    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 your Intimidate check to re-establish the effect.

    Swift Demoralization
    Requirements: Intimidate 12, Skill Focus: Intimidate
    Benefit: 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
    Benefit: 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
    Benefit: 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
    Benefit: 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

    Benefit: 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 ignore effects that merely make others shaken).

    Stone-Faced Soldier
    Requirements: 6 HD, Braveheart
    Benefit: 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
    Benefit: 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.
    If you also possess Warrior levels, 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, Warrior level 8
    Benefit: 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 (self not included) 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.

    Counter Measures Feats

    Charge Breaker
    Requirement: BAB +4
    Benefit: Opponents that charge you provoke AoOs from you.
    When taking the Ready action and setting a weapon vs. Charge, you gain a +4 bonus on your attack rolls.

    Requirements: Warrior level 10th or BAB +14, Elusive Attack
    Benefit: 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.

    Deflect Ray
    Requirements: Dex 17, base Ref +5, Combat Reflexes, Deflect Arrows
    Benefit: When wielding a masterwork melee weapon with which you're proficient, you may treat any effect directed at you with the [ray] descriptor as a ranged weapon for the purpose of deflecting it via the Deflect Arrows feat.
    Starting at BAB +6, when deflecting a ray attack, you may spend another AoO to redirect it back at the caster or at anyone else within the ray's remaining range. This essentially substitutes the Snatch Arrow option.
    Special: Monks with this feat may deflect ray attacks unarmed.

    Disrupt Special Ability
    Requirements: BAB +8, Crippling Strike, Int 15, Spot 8
    Benefit: 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 (Su) 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.

    Elaborate Parry
    Requirements: BAB +6, Combat Reflexes, Improved Disarm, Improved Sunder, Parry
    Benefit: When parrying an attack, you may spend an additional use of AoO to gain a free attempt to disarm or sunder your opponent's weapon.
    This does not carry the usual action toll during your next round.

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

    Getting rid of ASF [Spellcaster/Invoker] (NothingAbnormal's proposal)

    War Mage
    Prerequisites: Proficiency with light armor.
    Benefits: You ignore ASF from light armor and with buckler.

    Veteran War Mage
    Prerequisites: Proficiency with medium armor and shields, War Mage or able to cast normally in light armor (via class feature).
    Benefits: You ignore ASF from medium armor and shields (excluding tower).

    Master War Mage
    Prerequisites: Proficiency with heavy armor and tower shields, Veteran War Mage or able to cast normally in medium armor.
    Benefits: You ignore ASF from all armors and shields (including tower).

    Bone-Shaping Feats

    These feats were inspired by the Osteomancer PrC from the "Dragon Magazine" compendium document.

    Boneshaper (Su)
    You gain powerful control over your bones and skeleton
    Requirements: BAB +6, Con 15, Heal 8, Knowledge (arcana) 5, Knowledge (nature) 5, Toughness, TWF, (Su)/(Sp)/(Ex) ability to physically alter your appearance, or change shape/size-category (either racial or acquired).
    Benefit: you gain the following 3 benefits:
    - Bone Spurs: As a swift action, you may cause portions of your skeleton to break your skin and protrude, causing you no damage or disability whatsoever. The protruding bones act as armor spikes and Bladed Gauntlet. You're automatically proficient with the weapons forged directly from your own skeleton, but not necessarily with the normal weapons of the same type. Note that while normal bone is far more fragile than any forged weapon, your supernatural skill causes your exposed bones to have the strength of steel. You may use your ability at will. As natural weapons, your bone spurs cannot be sundered. While this ability is active, you gain nat. armor AC bonus equal to your Con-bonus. This bonus increases by a cumulative +1 for every 3 additional Boneshaper feats you possess.
    - Bone Mending: You recover 1/2 damage from any bludgeoning attack at the beginning of your next turn, as your bones immediately mend themselves, leaving only damage to your soft tissues. Same as with Bone Spurs, this causes no damage or disability whatsoever.
    - Bone Shifting: Your control over your bones allows you to momentarily bend and rearrange them. As a 1-round action, you can pass through minute spaces, as long as those spaces can accommodate your internal organs (spaces no smaller than 6'' for medium humanoid). Moving in such manner provokes AoOs and you're considered flatfooted, prone and unable to properly defend yourself. Class/racial features that usually circumvent such penalties don't function when activating Bone Shifting ability, and the character cannot benefit from Bone Spurs or Bone Mending (or anything that enhances/evolves Boneshaper abilities) during this round.
    Special: Regardless of this feat's powers being (su), any change to your person stemming from this feat or its derivatives is real, and lasts indefinitely until you willingly revert it.
    Special: The powers granted by this feat function only for a character's true form. They're inaccessible when polymorphed/wild-shaped/shape-shifted.

    Magic Spurs (Su)
    Requirements: Boneshaper
    Benefit: Your bone spurs act as magical weapons for the purpose of overcoming DR.

    Iron Spurs
    Requirements: Boneshaper
    Benefit: Your bone spurs act as cold iron weapons for the purpose of overcoming DR.

    Silver Spurs
    Requirements: Boneshaper
    Benefit: Your bone spurs act as silver weapons for the purpose of overcoming DR.

    Mithral Spurs
    Requirements: either Iron Spurs or Silver Spurs
    Benefit: Your bone spurs act as mithral weapons for the purpose of determining their "wieldyness", granting you +1 to attack rolls with your bone spurs (see the "Weapons & Armors" spoiler).

    Adamantine Spurs
    Requirements: either Iron Spurs or Silver Spurs
    Benefit: Your bone spurs act as adamantine weapons for the purpose of overcoming DR and bypassing hardness.

    Aligned Spurs
    Requirements: Magic Spurs
    Benefit: Your bone spurs take on any non-neutral alignment the character has (chaotic, evil, good, or lawful) for the purpose of overcoming DR.

    Keen Spurs
    Requirements: Magic Spurs, Armblade Spurs
    Benefit: Your spurs take on the Keen enhancement.

    Vorpal Spurs
    Requirements: Keen Spurs, Adamantine Spurs
    Benefit: Your spurs take on the Vorpal enhancement.

    Adamantine Skeleton (Su)
    Requirements: Adamantine Spurs
    Benefit: As long as you're conscious and not using Bone Shifting option, your bones are unbreakable. You automatically take 1/2 damage from bludgeoning attacks.

    Skeletal Sculpting
    Requirements: Boneshaper
    Benefit: As a standard action, at will, you can permanently shift the bone structure of your limbs and face (including teeth) to appear as a different person. This ability grants a +3 bonus to Disguise checks.
    Special: You must wait 1 minute before you're able to re-augment your bones, but you may always "reset" to your original form as a swift action.

    Rattle the Core (Su)
    Requirements: Boneshaper, 2 other Boneshaper feats.
    Benefit: As a standard action, you can make a ranged touch attack vs. an opponent within medium range that has a skeleton. If the attack hits, the target's bones are rattled and it takes 1d6 damage for each 2 Boneshaper feats you possess (including this one).
    You may trade HP damage to deal ability damage. For each 2d6 traded, you can deal 1 ability damage to the target's Str, Dex and Con.

    Bone Shrapnel (Su)
    Requirements: Rattle the Core
    Benefit: As a standard action, you can fire a bone shard that flies and explodes like a fireball. This ability functions like Fireball spell, with the exception that the effect deals piercing damage instead of fire damage.
    You are not immune or resistant to this effect. If you're caught in the AoE, you take damage.
    Special: You must wait 1d4 rounds before reusing this ability.
    Special: Feats that augment Bone Spurs (e.g. Iron Spurs) also augment piercing damage taken by the activation of this power.

    Bone Blossom (Su)
    Requirements: Bone Shrapnel
    Benefit: This is an application of Bone Shrapnel, with you serving as the effect's detonation point, but you take no damage yourself, as the bone fragments move away from you.

    Seize the Core (Su)
    Requirements: Rattle the Core, 12HD.
    Benefit: As a standard action, you can take temporary control of the skeletons of your opponents, paralyzing them.
    You can affect up to one creature per Con-bonus within close range, no two of which can be more than 30' apart. Each subject is allowed a Fort save vs. DC [10 + number of Boneshaper feats + Con-bonus].
    Subjects affected by this ability are held immobile as though paralyzed. A winged creature affected by this ability cannot flap its wings and falls. A swimmer cannot swim and might drown.
    Creatures immune to paralysis (such as skeletons & zombies) are not immune to this effect (this ability targets the bone structure of a being, rather than its mind).
    Creatures without skeletons (such as oozes) are not affected.
    The duration of this power equals 1 round per 3 Boneshaper feats taken (including this one), and each target is allowed a save each round at the beginning of your combat turn to break your hold over them.
    Special: You must wait 1 hour before reusing this ability.

    Osteophage (Su)
    Requirements: Seize the Core, 15HD.
    Benefit: You can cause the skeleton of a target within close range to liquefy in a matter of seconds, causing the target to collapse in on itself. This collapse causes instant death on a failed Fort save vs. DC [15 + Con-bonus]; a successful save prevents skeletal collapse but still deals 10d10 points of damage.
    Special: You must wait 6 hours in between uses of this ability.

    Note: The new feats listed below this points don't count as combat feats and may not be taken via the Warrior's Bonus Feat slots.

    Detection Feats

    Earth Sense
    Requirements: Dwarf / Undermountain Dwarf / Goliath, Con 15, Wis 15, Blind-Fight, Concentration 8
    Benefit: 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
    Benefit: 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.

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

    Requirements: Blindsight
    You may search the full area of your Blindsight in a single round.

    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.

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

    Spellcasting Feats

    Automatic Metamagic
    Requirements: 8th CL, any 2 metamagic feats (one of which with exactly +1 SL modifier)
    Benefit: You can apply (a) metamagic feat(s) that you know to a spell you are about to cast. This does not alter the level of the spell or its casting time.
    You can use this feat 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 feat to apply metamagic that increases the spell level by more than 1, you must spend an additional daily use for each level above 1 that the metamagic adds to the spell.
    You may also use this feat to partially reduce metamagic SL modifiers.
    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
    Benefit: You may bestow a recipient (self included) with a SLA, usable once per 24 hours. This costs the recipient a permanent loss of 2 HP per SL of the desired effect, with 1 HP loss for ZERO-level spells.
    The caster may bestow multiple daily uses of a given effect.
    - 1 additional HP per SL investment would allow 1 / 6 hours activation.
    - 2 additional HP per SL investment would allow 1 / hour activation.
    - 3 additional HP per SL investment would allow limitless activation.
    Restriction: To grant an effect as a SLA via this feat, a caster must be able to cast the spell w/o material components. This is where Eschew Materials feat can help expand the list of candidate spells.
    Special: You may apply any metamagic feat you know to the effect, modifying the effect's SL appropriately.
    Special: You may not receive a SLA of an effect if your HD are less than the minimum required CL to cast that effect (some monsters might break this rule – that's because they were bestowed their SLAs via divine intervention, which is not bound by mortal limitations).
    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 other means (class levels, feats etc.).

    Corpse Host
    Requirements: able to cast Telepathic Bond (or its lesser version), Animate Dead, Magic Jar and Animate Objects w/o preparations
    Benefit: This feat enables the caster to combo-cast the prerequisite spells in a casting that takes 1 minute to complete, in order to animate a corpse touched.
    The effect behaves in a similar manner to the Magic Jar spell, except for the following changes:
    - There's no spell focus – the caster's own body serves as the receptacle for this effect.
    - The caster's body can be kept safely hidden up to 1 mile away.
    - While animated, the corpse ceases to decay; however, unless illusionary magic is cast upon it or other physical means are employed, preexisting defects are easily noticeable.
    - The host body is physically an undead construct, gaining all the benefits and penalties of both templates.
    - The host body retains its natural AC and can fight, talk and carry and manipulate things as well as it could in life and according to its condition.
    - The host body has a number of HP equal to those of the caster's, modified by the caster's Cha-mod rather than his Con-mod.
    - The caster is vulnerable to mind affecting effects when either his host body or original body is targeted.
    - The recipient's mind functions in two places simultaneously - within the corpse host and within his real body. The real body can still sense (see, hear, and so on) exactly as before, and benefits from enhancements of magical gear. The tradeoff is paralysis. Aside from breathing, blinking, and moving his eyes, the caster cannot move his real body while the host is animated. The caster's real body still depends upon breathing and sleep, and suffers starvation and thirst, as well as damage, as normal.
    - If the host body drops to 0 or fewer HP, destroyed via Turn Undead or goes anywhere further than 1 mile, the effect ends in a traumatic manner. The caster must make a Fort save vs. DC 20. Failure drops the caster to -1 HP and the caster must successfully make another save or die.
    - The recipient can abandon the link with the host body at any time, with no harm to himself. The host body immediately collapses (resuming its usual decay), and the recipient immediately regains normal control over his real body.
    - The link between the caster's body and host body can be abruptly severed by successfully casting Dispel Magic, Dispel Evil or Break Enchantment against either bodies. This expulsion is not traumatic and does not endanger the caster.
    - When the effect ends – forcefully or voluntarily, the caster is rendered Stunned for 1 round, then Dazed for 1 round (no save).

    Create Deathless [metamagic]
    Requirement: Able to cast one of: Animate Dead / Create Undead / Create Greater Undead
    Benefit: You have learned how to augment the above spells to bestow the Deathless template upon your creations.
    Applying this feat elevates the spell's SL by +2 (meaning that only epic spellcasters can form greater deathless creations).

    Gaze Spell
    Benefit: 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/Short/Medium range spell and applicable against a single target.
    It requires eye-to-eye contact to deliver a spell effect as a Gaze Spells.
    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.

    Guided Touch
    Requirement: Able to cast 3rd level spells.
    Benefit: When making an attack roll with a touch or ranged-touch spell, you gain a +2 bonus to your attack roll.
    Special: If you have access to 6th level spells, this bonus increases to +4. If you have access to 9th level spells, this bonus increases to +6.

    Pseudonatural Summoning
    Requirement: Able to cast any summoning spell w/o preparation.
    Benefit: Whenever you use any summon monster spell to summon an animal, magical beast, celestial or fiendish creature, you instead summon a pseudonatural version of that creature. For example, by casting summon monster IV, you could summon a pseudonatural dire wolf. This adds the pseudonatural template (CArc, p.160) to the summoned creature.

    Spell-like to Supernatural Conversion
    Requirements: Bestow Spell-Like Ability, having at least 1 beneficial SLA with non-instantaneous duration that may be applied to self.
    Benefit: You may transform a SLA the target (possibly you) possesses into an always-active (Su) power. The target effectively loses the SLA that was transformed in favor of having it always active.
    The recipient takes a permanent loss of 1 HP per SL of the converted (Sp), with 1 HP loss for ZERO-level effects. However, any excess HP investment due to improved frequency of the transformed (Sp) is restored upon it becoming (Su).
    The above cost is set for spells with at least 12 hours duration. Spells with Long/Medium/Short (i.e. 1-hour/10-min/concentration) durations require an extra reduction of 1/2/3 HP respectively.
    Special: In case of continuous spell effects that have a terminating move (e.g. the "Violent Thrust" option of Telekinesis spell), your (Su) ability is suppressed for 1d4 rounds after such option is executed.
    Special: After having your SLA turned into a (Su) ability, you may later on regain it via another use of Bestow Spell-Like Ability and the normal payment of HP.
    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. Unlike its parents, the offspring doesn't pay the HP toll, but is likely to have a LA.

    Subtle Spell
    Requirement: Silent Spell, Still Spell
    Benefit: For spells that don't require material components (Eschew Materials feat can help a lot here) or focus (same goes for the Mage's ability Fabricate Focus), you may omit their verbal and somatic components without increasing their SL.

    Touch Spell
    Benefit: Any range spell that affects individual targets (i.e. not an AoE) can instead be cast at a single target as a spell with the range of Touch and with a +2 bonus to its DC.
    Furthermore, when you cast a spell with Range:touch, your touch attack serves as the somatic component for your cast spell, thus if the spell doesn't also have material or focus components, then you do not provoke AoOs (because all you really do is trigger the effect by attacking).
    Touch Spell does not modify a spell’s casting level.
    Note: When casting a ranged spell as a touch spell, you must decide if you increase the spell's DC or avoid AoOs. A specific casting of a ranged spell cannot gain both benefits via this feat.

    Counterspell Feats

    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) - supplement
    Special: If you do not identify the spell, you may still block an effect that targets you directly rather than disrupt another caster's spellcasting.

    Reactive Counterspell (MoF/PGtF)
    Requirements: Combat Reflexes, Dampen Spell (PHB-II)
    Benefit: Counterspell as an immediate action.

    True Counterspell (new feat)
    Requirements: Reactive Counterspell
    Benefit: When counterspelling any magical effect, you can redirect it back at the caster or at anyone else within the spell's full range.

    Telepathy Feats

    Note: All Telepathy feats below may be taken as Mage/Bard bonus feats.

    Combat Telepathy
    Requirements: (Su): Telepathy (see post #28), (Su): Detect Thoughts, Int 13
    (see the new feat "Spell-like to Supernatural Conversion")
    Benefit: Your Detect Thoughts ability blends into your Telepathy. You may detect thoughts as far as your telepathy reaches (60' sphere).
    By engaging the minds of sentient opponents around you as a free action, you can detect minute indicators of intended actions even before they fully materialize in your opponents' minds.
    You may engage 1 sentient creature per Combat Telepathy feat you possess (including this one) at a time.
    In combat, this translates into an insight bonus to AC and attack rolls equal the number of Telepathy feats you possess.
    Outside of combat, you gain this enhancement to Bluff, Diplomacy, Gather Information, Intimidate and Sense Motive checks.
    Special: This power collects residue of thought fragments from your targets, not invades their minds. Therefore, your opponents have no means of detecting it (inherent, magical or otherwise).
    Special: You may not converse telepathically or detect thoughts while probing opponents in this manner.

    Instant Mindscan
    Requirements: Combat Telepathy, Int 15
    Benefit: You may now enter minds at the speed of thought.
    You gain all the information from detect thoughts (presence or absence of minds, Int-score, and surface thoughts) in a single round. Your enemies still get Will saves to keep their surface thoughts secret.

    Telepathic Discourse
    Requirements: Combat Telepathy, Int 15
    Benefit: You may simultaneously converse with a number of creatures equal to the number of Telepathy feats you possess.
    All participants in a discourse hear each other's thoughts. They don't have to speak mentally, but they can't prevent transmitted thoughts from reaching them (just as much as one cannot avoid using his ears).

    Barbed-Armor Mind
    Requirements: Instant Mindscen, SLA: Mind Probe (see the Mage class, post #14), Int 17
    Benefit: You add your Int-bonus to save vs. any spell or effect tagged "mind affecting".
    Furthermore, any time your mind is contacted by another in an offensive manner and you make your save vs. the effect, the creature that initiated the assault takes 1d6 points of nonlethal damage and 1d4 damage to its Int & Wis.

    Web of Intrusion
    Requirements: Instant Mindscan, Telepathic Discourse, Int 19
    Benefit: Once you've made contact via Combat Telepathy, you gain an array of benefits:
    - You're always aware of your targets' locations. Invisibility, hide attempts, and concealment used by your targets are completely ineffective against you.
    - You're always aware of your targets' intentions and are thusly immune to Cha-based opposed checks, flanking attempts, and enchantment & illusion powers they initiate.
    - If one of your targets uses a spell, spell-like, or supernatural ability, you're automatically aware of the effect's associated school and target.
    Special: if you also possess Telekinesis as a (Su) ability, then you gain a unique combat option: as an immediate action, you can affect a target of Web of Intrusion as follows: If the victim directs an action (harmful or beneficial) towards another creature (attack/skill/spell/...), you may direct that opponent's action(s) toward someone else (assuming that the affected victim could perform that action vs. your chosen alternative target). The victim of this option is allowed a Will saves vs. DC [10 + ½ your character level + Cha-mod] to avoid. Executing the redirect option counts as a variation of "Violent Thrust", which suppresses your Telekinesis for 1d4 rounds.

    Mental Fortress
    Requirements: Barbed-Armor Mind, (Su): Mind Blank, Int 21
    Benefit: Your understanding of the mind now endows you with unequaled mental resilience.
    From this point and on, you cannot be mentally intruded or influenced by mortal means of any sort.

    Blood Magic Feats

    Cannibalized Casting
    Requirements: Con 13, Concentration 6, able to cast 3rd level spells
    Benefit: In times of need, when a spellcaster has exhausted her tolerance (see the spellcasting entry above, 2nd spoiler) 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 SL of the spell being cast.
    Cannibalized spells are subject to spell failure and foil as normal, and function in all respects as standard spells.

    Blood Metamagic
    Requirements: Cannibalized Casting, any metamagic feat
    Benefits: You may sacrifice Con-points instead of SLs to fuel your metamagic.

    Blood is Thicker than Water
    Requirements: Con 15, Heal 8, Endurance, Cannibalized Casting
    Benefit: When you're injured, your blood withdraws from the wound, avoiding some damage that you would otherwise take.
    This ability gives you DR 3/bludgeoning.

    Blood Whip
    Your blood is laced with magical powers, coming to life when spilled.
    Requirements: Blood is Thicker than Water
    Benefit: Once per round, when you take piercing or slashing damage from a melee attack, you may cause your blood to well from the wounds to strike back before it withdraws.
    As an immediate action, you may lash out at the offender with your blood. You take 1d6 damage and make an attack vs. your opponent. If you hit, your opponent takes bludgeoning damage equal to the amount you took from the attack.

    Blood Draught
    Your blood may serve as storage for spell effects.
    Requirements: Blood is Thicker than Water
    Benefit: You may now store spells of up to 3rd level in your own blood, as if they were potions.
    All potion brewing rules apply to this ability, with the following exceptions:
    - Once “brewed”, a blood draught remains in circulation indefinitely until used, but if you're ever slain, they all dissipate — even if you're subsequently returned to life.
    - The max number of SLs stored as draughts may not exceed your CL + spellcasting ability-bonus.
    - Blood draughts are never accidentally lost through major blood loss or by a blood-draining attack.
    To consume a draught, you prick your skin, automatically bringing forth the desired effect. This is usually a standard action that provokes AoOs, like drinking a potion. Spellcasters that possess this feat frequently wear a special ring needle that allows pricking your finger as a move action or swift action that don't provoke AoOs. You take 1 HP damage and may consume your dose of blood draught (a standard action that provokes AoOs).
    Another individual may consume a blood draught (if he or she has a strong stomach) by drinking 1 ounce of the caster’s blood as a full-round action.
    You cannot store your blood in a container to share at a later time. A blood draught must be drawn fresh from your body, or it loses potency within 1 round.

    Durable Casting
    Requirements: Embrace the Pain, Cannibalized Casting
    Benefit: For the purpose of making a Concentration check to cast, concentrate on, or direct a spell when you might be distracted by damage, you subtract your [HD + Con-mod] from any HP damage dealt to you by an attack that strikes you or continuous damage (such as Acid Arrow).

    Blood Homunculus
    Requirements: Cannibalized Casting
    Benefit: You can use your blood to give life to a new companion creature — a homunculus (see page 154 of the Monster Manual).
    You need not meet any of the given prerequisites to create the homunculus; however, you must permanently sacrifice 3 HP as part of the creation process.
    The process requires 1 hour, and you can have only one homunculus at any given time.
    By touching your blood homunculus, you can transfer your wounds to the creature (up to 1 HP per HD with each touch). This is a standard action that provokes AoOs.
    If your homunculus is destroyed, you take 2d10 points of damage, as noted in the Monster Manual, but your 3 HP loss becomes HP burn instead, and you regain them 1 point per long rest.
    If you die, your homunculus dies along with you.

    Awaken Blood
    Requirements: Blood Whip, (Su): Telekinesis
    Benefit: You have learned how to agitate your opponents' blood in a terrible way.
    If you hit a foe with a melee touch attack, the opponent’s blood tries to get free of its confinement—all at once.
    The pressure disrupts the victim’s tissues, dealing 10d10 points of damage. The victim is allowed a Fort save vs. DC [10 + 1/2 HD + Con-mod] to take 1/2 damage.
    Executing this option counts as a variation of "Violent Thrust", which suppresses your Telekinesis (and subsequently, availability of this power) for 1d4 rounds.
    Constructs, elementals, oozes, plants, undead, and any creatures without blood are immune to this effect.

    Soul Reaper Feats

    Soul-Fueled Spellcasting
    You have leant the vile art of sucking the energy of a soul trapped via Imprison Soul spell and using it to cast spells
    Requirements: any evil, Spellcraft 7, Imprison Soul spell (BoVD p.98), Dark Speech feat (BoVD p.32,48)
    Benefit: Each HD of the victim's soul holds enough energy to substitute 12 spellcasting strain points.
    Each HD partially in this manner counts as one energy drain effect.
    Each HD fully drained in this manner is gone – if the victim is ever brought back to life it has irrevocably lost those levels. Only direct divine intervention can restore levels lost in this manner.
    Once a soul's last HD is partially drained, the receptacle shatters and the soul (whatever's left of it) escapes to the afterlife. If by some misfortune the spellcaster is of high enough epic level and has managed to fully exploit it (this is something that would probably be done on purpose), the soul is entirely drained of its essence and is gone. Nothing can ever restore it, because there's nothing left of it.
    Special: If one is to allow this feat, Imprison Soul spell also counts as an 8th level Mage spell.

    Soul-Fueled Spell Deflection
    You may now use soul energy to shield you from harm
    Requirements: Soul Spell
    Benefit: Whenever you're targeted by a spell or (Sp) ability, if you have the soul receptacle at hand or wear it as jewelry, you may spend an immediate action and some of the victim's soul energy to repel the spell effect. Instead of substituting spellcasting strain points, soul energy is measured vs. the accumulated SLs of spells that target you.
    A given soul in a given receptacle can be used for both Soul Spell and Soul Shield interchangeably.

    Umbral Spell Fuel
    Requirements: Rebuke Undead, able to cast Animate Dead and Undeath to Death.
    Benefit: As a free action, you may sacrifice undead under your control to fuel your spellcasting.
    For each 2 HD you sacrifice, you gain a SL to use for spellcasting.

    Misc. Feats

    Benefit: You may use all skills untrained.

    Embrace the Pain
    You are so accustomed to pain that it doesn't bother you anymore.
    Requirements: BAB +5, Con 15, Toughness, Endurance, Concentration 5, Autohypnosis 5.
    Benefit: You are immune to Sickened and Nauseated conditions, as well as pain-derived speed reduction and ability damage.

    From the Brink of Death
    Requirement: Heal 7 ranks
    Benefit: You may attempt to revive someone that has been killed for up to 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.
    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 (or potentially pushes the subject beyond the reach of this feat).
    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: 1 minute per round elapsed since its demise.

    Benefit: This is a Skill Feat (see "Modified Feats" >> "By Categories" above) that relates to Autohypnosis and Concentration.

    Iron Lungs
    Requirements: Endurance, Swim 4 ranks
    Benefit: 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.

    Navigate Planar Rift
    Between any two planes that are connected, there are countless rifts that allow for one simply to pass between them, though to do so would be quite an achievement as they require very specific negotiation.
    Requirements: Knowledge (the planes) 15, Spot 8, Balance 5, Teleportation Stowaway skill trick.
    Benefit: A planar rift leads to a specific location on a bordering plane ("bordering" according to the gameworld's cosmology). The character can take a Knowledge (the planes) check to see whether or not there are any planar rifts between his current general location and a specific other plane.
    - Searching for a planar rift requires 15d12 (15-180) minutes of uninterrupted experimentations and measurements to complete and requires a successful Knowledge (the planes) check vs. DC 30. Success reveals the direction to a rift within 1-100 (% dice) miles of the character's location.
    - Once the direction to a planar rift is determined, a Spot check vs. DC 20 is required with each mile passed, until the rift is found. Failing this check means that the character has lost track of the way to the rift and must repeat the initial research (15d12 minutes + Knowledge check) until successful, but vs. DC 25.
    - Once the rift is found, a Spot check vs DC 25 is needed for detecting the structure of its energy lines (a 5-minute study). If this is also accomplished, the character can move through it in a pattern specific to that rift. This requires a Balance check (or Swim check, if underwater) vs. DC 15 and takes one minute to achieve (retries are allowed without penalties). Failure to detect the structure of a rift's energy lines allows retries, but with the DC increasing by 5 with each failure.
    - Note that some rifts (15%) might require flight capabilities, due to their pattern stretching above the reach of non-flyers.
    - The character can instruct another creature on how to pass through the rift, but doing so takes five minutes as the character painstakingly instructs the other creature on exactly how to move their body. Both need to pass DC 15 Concentration check (and the normal Balance/Swim check) for this to be successful.
    - Interrupting a creature who is trying to move through a planar rift disorientates them a little (they must start anew), but has no appreciable negative effects.
    - Discovering a rift's location on "this" plane provides no information about where it ends up on the other plane. This can only be determined by passing through the rift – something that might prove lethal if proper means are not taken (vs. environmental elemental damage, falling, being attacked by local denizens etc.). It is best practice to use known rifts that have been recorded by others as being safe for travel, or at least having the surprises on the other end noted and taken into account.
    Special: Planar rifts are nonmagical. Even in demiplanes there are planar rifts. A planar rift is usually the effect of planar movement, but sometimes due to repeated plane shifting.
    Special: For an unknown reason, unattended nonliving objects and substances don't pass through planar rifts. It takes a conscious mind to trigger passage.

    Speed Reader
    Requirement: Extensive vocabulary in a given language
    Benefit: 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.

    Requirement: Perform (comedy/mime/oratory) 4
    Benefit: 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).

    Requirement: Con 15
    Benefit: 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 your sleep is interrupted.


  10. - Top - End - #10
    Ogre in the Playground
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    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 firmly oppose 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 6 hybrid classes, each of which also bringing a lot of new stuff to the gaming table:
    - Bard
    - Witch
    - Hexblade
    - Bladeweaver
    - Spellthief
    - Polymath

    Unfortunately, some character concepts are just beyond the reach of the above classes.
    Therefore, I will also propose 13 specialized classes:
    - Monk
    - Colossus Hammer
    - Soulknife
    - Mirror Dancer
    - Dragon Evolutionist
    - Weirding Channeler
    - Portalist
    - Time Bender
    - Telekineticist
    - Binder
    - Elementalist
    - Netherhost
    - Radiant Soul

    Classes By Frequency of Appearance (Descending):

    Common Classes
    The following classes are frequently encountered:
    - Warrior
    - Rogue
    - Monk
    - Priest
    - Mage

    Uncommon Classes
    The following classes are encountered from time to time, but are obviously less common:
    - Bard
    - Druid
    - Witch
    - Warlock
    - Plymath

    Rare Classes
    The following classes are rarely encountered, but their existence is still common knowledge:
    - Hexblade
    - Bladeweaver
    - Spellthief
    - Binder
    - Elementalist

    Very Rare Classes
    The following classes are almost never encountered. The majority of the population isn't even aware of their existence:
    - Soulknife
    - Dragon Evolutionist
    - Weirding Channeler
    - Telekineticist
    - Portalist

    Practically Unheard-of Classes
    The following classes are so rare that not even all the campaign deities are aware of their existence. It is even reasonable that generations go by w/o the existence of some/any of them:
    - Colossus Hammer
    - Radiant Soul
    - Time Bender
    - Mirror Dancer
    - Netherhost

    In terms of general party roles, the proposed classes roughly spread as follows:
    Martial Combat:			Colossus Hammer, Elementalist, Hexblade, Monk, Netherhost, Soulknife, Warrior
    Skills / Complementary:		Bard, Mirror Dancer, Polymath, Rogue, Spellthief, Time Bender, Weirding Channeler
    Blasting / Utility:		Binder, Dragon Evolutionist, Elementalist, Mage, Polymath, Radiant Soul, Telekineticist, Warlock, Witch
    Party Survivability / Recovery:	Binder, Druid, Netherhost, Polymath, Priest, Telekineticist, Time Bender, Weirding Channeler
    Buff:				Bard, Druid, Mage, Polymath, Priest, Weirding Channeler
    Debuff:				Dragon Evolutionist, Hexblade, Mage, Polymath, Radiant Soul, Warlock, Weirding Channeler, Witch
    5th Wheel / Support:		Bard, Binder, Dragon Evolutionist, Elementalist, Mirror Dancer, Polymath, Radiant Soul, Soulknife, Time Bender, Spellthief, Telekineticist, Warlock, Weirding Channeler, Witch
    Mage Killer:			Hexblade, Monk, Netherhost, Spellthief, Warlock
    Meat Shield:			Hexblade, Monk, Netherhost, Warrior
    Battlefield Control:		Binder, Colossus Hammer, Dragon Evolutionist, Elementalist, Mage, Mirror Dancer, Polymath, Radiant Soul, Soulknife, Telekineticist, Warlock, Warrior, Witch
    Party Face:			Bard, Mage, Mirror Dancer, Polymath, Priest, Radiant Soul, Rogue, Spellthief, Time Bender, Witch, Weirding Channeler

    Spellcasters and Multiclassing:

    Characters with spellcasting gain a special benefit when multiclassing.
    For each 2 levels that a character has in classes without spellcasting, he increases his spellcasting in each class that does advance spellcasting.
    This increases his Tolerance, spells known and CL 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 of his spellcasting classes.
    Any class features other than spellcasting are unaffected by this increase.
    For example, Gish, a Warrior 2 / Mage 3, has all the spellcasting characteristics of a 4th level mage, but not Minor School Esoterica.
    If he gained two more Warrior levels, his spellcasting would not improve, because 2 synergy levels are more than 1/2 of 3 Mage levels.
    Special: Invoking behaves just as spellcasting when it comes to multiclassing.
    Special: Binders count as casters in regards to multiclassing, as well as Retrievals / day (see the Binder's Retrieval class feature).

    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 for 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 no 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 / Caster Y has never been reasonably viable.

    Tolerance when multiclassing 2 or more classes with spellcasting:
    Given that Tolerance = [primary ability score] + [CL] + [Con-mod]...
    1. Use a single unified pool.
    2. Take the best [primary 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 offset nicely with class features and makes multiclassing a dilemma.

    Feats for multiclassing 2 or more spellcasting classes:

    Magical Synthesis
    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 it applies to spellcasting.

    Trinity Mystic
    You have learned how to synergize all three primary sources of spellcasting: arcane, divine and nature.
    Requirements: 2 levels in Druid, Priest (non-variant) and Mage (Wizard in specific - see the Mage class below), Magical Synthesis.
    Benefits: For each level you have in all the prerequisite classes, you increase your spellcasting 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.

    Versatile Spell Practice
    You have learned how to share spellcasting techniques between multiple spellcasting classes.
    Requirements: Magical Synthesis
    Benefits: You may now apply spell manipulation feature of one class to spells of another class. If the other class' SLs access exceeds that of the class to which the feature belongs, it may not be applied to those higher SLs.
    Example: A Priest 2(3) / Druid 6(7) that has taken Versatile Spell Practice may empower his holy symbol with up to 2nd level Druid spells via his Spell Talisman class feature (see the Priest class). Since his Druid SL access exceeds his Priest SL access, he may create infusions empowered with any Priest spell he knows.
    Special: If you also possess the Trinity Mystic feat, this feat applies to all 3 classes.

    The Great Unification of Magic
    You have unlocked the deepest secrets of magic, realizing that all forms of magic are in fact the same.
    Requirements: Trinity Mystic, Versatile Spell Practice, able to cast 9th level spells from all 3 Trinity Mystic classes, triple CL 20, able to cast spells from all schools and sub-schools without preparation, able to cast disjunction, foresight and wish without preparation.
    Benefits: You lose all Spells Known - for the simple fact that you may now form whatever magical effect you desire.
    You now have spontaneous access to all spells from all spell-lists. In case of spells that are available to more than one spellcasting class, you now use the lowest "instances" of the spells.
    Any spell manipulation feature you possess (e.g. the Mage's Fabricate Focus) may be applied it to any and all spells.
    Note: This feat is not meant for PCs. Ever. It's strictly for a gameworld's highest authority on magic (probably a centuries' old elf or fey). It should probably not come to use in a given gameworld more than once per millennium.

    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 (raw power vs. versatility) seems to be solidly maintained from 4th level and all the way to 20th.

    Spell-Invocation Combo Feats:

    Note: The following feats mount spell effects onto EB or essences onto spells.

    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
    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
    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
    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 if the spell allows a save and the target makes the save, the essence doesn't take effect.

    Feats for Combat Casters

    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.
    This insight also reminded me 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.

    Requirements: BAB +4, 3rd SL spells
    (Example: W2/M4(5))
    Benefits: As a swift action that doesn't 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.
    Reminder: This is a modified version of Arcane Strike feat.

    Spell Channeling (single attack)
    Requirements: BAB +6, 4th SL spells, Spellstrike, Touch Spell
    (Example: W4/M5(7))
    Benefits: You may use a 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. move / 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
    Requirements: BAB +8, Spell Channeling
    Benefits: You may use a 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. move / 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.

    Greater Spell Channeling (full attack)
    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)
    Requirements: BAB +12, 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 by you only once in a given combat round.

    Cast on the Run
    You can cast a spell while moving, without stopping or slowing down.
    Prereqisites: Dex 17, BAB +6, base Ref +3, Combat Casting, Mobility, Silent Spell, Still spell, able to cast 3rd SL spells
    Benefit: When casting a spell with a casting time no greater than a standard action, you can move both before and after casting the spell, provided that your total distance moved is not greater than your speed.
    While moving through difficult terrain, you must succeed in whatever skill check necessary (Jump or Tumble checks, in particular) to cast a spell on the run.
    Note: This feat appears last in this spoiler because it is not exactly a combat casting feat, but it is highly valuable for combat situations.

    Multiclassing and Path-Devotion:

    This section details an option of continuing honing certain class features while drifting to other classes.
    The details for this set of option are specified in the feat below, which was inspired by official feats from the category of Ascetic KnightCAdv and Swift HunterCSco.
    Though the feat below advances only a feature from one class (contrary to the official feats that progress features from two classes), the features presented in this overhaul are richer and more substantial on average.

    Requirements: 4 levels in a chosen class with the desired feature to hone, 2 levels in other classes
    Benefits: Choose a single class feature (as specified below) from a given class. Levels in any and all other classes count as levels in that class in regards to the chosen feature.
    Limitations: Certain features (see the specifications in the spoiler below) come later than 4th level – those features cannot be targeted by this feat unless you already possess them via class levels. Furthermore, features that modify spellcasting (such as Cloaked Casting) or that are spellcasting-like powers (such as Eldritch Mark) have their progression restricted to the pace of the spellcasting they augment/replicate.

    Path Devotion Features (by class):

    - Combat Edge
    - Weapons Expertise
    - Physical Prowess
    - Combat Adaptation

    - Rogue's Expertise
    - Rogue's Knack
    - Skill Savvy

    - Turn or Rebuke Undead
    - Bonus Domain (6th level)

    - School Esoterica
    - Spellpower (6th level)

    - Nature Sense + Wild Empathy
    - Wild Shape (5th level)

    - Eldritch Blast
    - Shapes & Essences (requires Path Devotion: Eldritch Blast)
    - SR
    - Fast Healing + Eldritch Resilience (5th level)

    - Bardic Knowledge
    - Bardic Inspiration
    - Loremaster

    - Eldritch Mark
    - Familiar
    - Hex
    - Wild Shape (5th level) (disregard if Witchcraft alternative is applied)

    - Blade of Woe

    - Quick Cast
    - Channeled Penetration

    - Siphon Magic
    - Cloaked Casting

    - Synergistic Adaptation

    - Unarmed Damage
    - AC Bonus
    - Unarmored Speed
    - Ki Strike (requires Path Devotion: Unarmed Damage)

    Colossus Hammer:
    - Combat Crafter
    - Physical Might

    - Psychic Strike
    - Psychic Armor
    - Blade Enhancement
    - Mindstrike

    Mirror Dancer:
    - Mirror Blade
    - Mirror Lance (requires Mirror Blade)
    - Nimbus of Mirrors
    - Pain Reflection (requires Nimbus of Mirrors)

    Dragon Evolutionist:
    - Breath Damage
    - Draconic Senses
    - Primal Vitality

    Weirding Channeler:
    - The Voice
    - Int Increase
    - Placebo
    - Defensive Shield

    Time Bender:
    - Mote of Time

    - Max Portal Radius
    - Max Portal Distance
    - Portals Limit (requires Path Devotion: Max Portal Radius + Path Devotion: Max Portal Distance)

    - Telekinetic Weight
    - Telekinetic Reflection (requires Path Devotion: Telekinetic Weight)
    - Ranged Legerdemain (requires Path Devotion: Telekinetic Weight)

    - Soul Fortress

    - Rebuke Elementals

    - Nether Senses
    - Resistance
    - Nether Aura

    Radiant Soul:
    - Nimbus of Light
    - Lightburst
    - Radiant Gaze

    Class-Combo Feats

    Class-Combo feats pose a small group of feats that spawn entirely new features, based on the specialized combination of specific classes/features/feats/skills/spells/powers.
    Class-Combo feats are by definition character-resources-intensive and force a character into extremely specific builds, granting benefits that offset the high resource investment.
    Unless otherwise noted, Class-Combo feats can only be taken via General feat slots.
    Class-Combo feats cannot be retrained under any circumstances.
    When Class-Combo feats have continuation feats - those are brought up attached under them.

    Class-Combo: Blank Aura (Ex)
    Requirements: invocation: Devil's Sight, invocation: Entropic Warding, invocation: Walk Unseen, Darkstalker Rogue's special ability
    Benefit: You radiate no detectable aura of any sort. Detect Chaos, Detect Magic, See Invisible, Scry and similar spells simply register you as a blank.
    You may suppress and renew this effect as a free action.

    cont.: Empty Form (Ex)
    Requirements: Blank Aura, (Su): Blink, (Su): freedom of movement
    Benefits: You become "transparent" to force effects. Such effects either deal no damage (e.g. magic missile), don't exist for you (e.g. wall of force, which you can simply walk through), or otherwise fail to affect you (e.g. mage armor).
    Note: This power is switched on and off with your Blank Aura.

    cont.: Null Alignment (Ex)
    Requirements: Blank Aura, (Su): Undetectable Alignment
    Benefits: Regardless of your actual alignment, for all intents/purposes/situations, you always count as having the alignment most beneficial to you – or none at all.
    Note: This power is switched on and off with your Blank Aura.

    cont.: Void Presence (Ex)
    Requirements: Blank Aura, Empty Form, Null Alignment, (Su): Misdirection, (Sp): Mislead
    Benefits: This continuous mind-affecting effect makes all opponents within 60' unconsciously ignore your presence, rendering them flatfooted to you (i.e. no Dex-bonus to AC), unless they succeed on a Will save vs. DC [10 + your char-level + Cha-mod] to avoid ignoring you. Damaging an opponent or negatively affecting it in any way causes that opponent to notice you, but at the start of your next turn, it potentially ignores you once again.
    Note: This power is switched on and off with your Blank Aura.

    Class-Combo: Deadwood:
    Deadwood is half-plant half-undead existence – an incredibly rare hybrid template obtainable only by those utterly devoted to plant life and necromancy.
    This feat involves rituals that span across an entire lunar cycle, under the light of the moon.
    - Abilities Scores: Cha 15, Wis 17
    - Classes: Priest (Ur-Priest variant) 3, Druid (Verdant Lord ACF) 7
    - Class Abilities/Features: Death Domain, Plant Domain
    - Skills: Knowledge (nature) 13, Knowledge (religion, the planes) 10, Spellcraft 13
    - Feats: Plant Devotion, Spell Focus (necromancy), Undead Empathy EbCS
    - Spells: Consecrate, Desecrate
    - Special: You must be a Plant based life form.
    Deadwood Traits:
    Your plant-undead dual nature grants you many unique qualities:
    - Deadwood Body (Ex): You gain an inherent +4 turn resistance. Other than that, you gain all the benefits of plant and undead creatures. You also gain Energy Resistance 10 vs. Cold, Electricity and Sonic energy. At this point, though, you also have minor vulnerability to Fire, taking 25% more damage from fire and fire-based attacks.
    - Deadwood Wild Shape (Ex): Regardless of whatever shape you take, for better or worse, you always count as Deadwood.
    - Divine Continuation: You now use your Druid levels when determining the spells you have access to from the Death and Plant domains, and Turn/Rebuke Undead as a priest of your character level.
    - Dual Polarity (Ex): Being partially alive and partially undead in the most beneficial manner, you heal from both positive and negative energy where such option is possible (e.g. Cure/Inflict Wounds spells)
    - Hurt and Healing: You gain access to all Priest Cure and Inflict spells (limited by you max SL access, of course).
    - Photosynthetic Sight (Ex): The transformation into Deadwood alters your Photosynthesis trait. Your bark gains the power of sight. Any amount of light grants you all the benefits that a human would gain from Daylight illumination. When no light is present, you benefit from Darkvision out to 60', as normal for undead. Your Darkvision penetrates any effect equal or lower in potency to Deeper Darkness.
    - Spontaneous Counter-Turning: When subject to Turn/Rebuke Undead, if you haven't used up all your Turn/Rebuke attempts, you automatically lose one in favor of thwarting the Turn/Rebuke attempt aimed against you.
    - Unbonded: You lose your Animal Companion and any other type of companion/mount/familiar you might possess. You also lose access to Summon Nature's Ally spells.
    - Unburdened: You lose whatever LA you carry for being a plant-based creature. Your 3 Priest levels toll is in effect LA+3 (for total lack of synergy).
    - Spells: You gain Animate Dead and Speak With Dead as known spells. In addition, when choosing new Druid spells via Druid-level progression, you may select any Priest spell from the Divination / Enchantment / Illusion / Necromancy schools.

    cont.: Necromantic Seed (Su)
    Requirements: Deadwood
    Benefits: You gain the ability to create seeds of necromantic power inside your body.
    You can have up to [1/3 char-level] seeds at a time, and it takes 3 minutes to renew a seed.
    You can plant a necromantic seed as a standard action touch attack, or with a successful natural weapon or unarmed attack.
    Your target gets a Fort save, with the DC calculated as if it was one of your highest-level spells. A target that fails its save will automatically be animated as a zombie, as by Animate Dead, upon death.
    The seed endures for 12 hours, and can otherwise be removed by Greater Restoration, Miracle, or Wish.

    cont.: Enervating Seed (Su)
    Requirements: Necromantic Seed
    Benefits: You can now create a special necromantic seed brimming with negative energy that saps life.
    An Enervating Seed bestows a negative level per round for a duration of 1d4 rounds. Then it deals 1d6 Negative Energy damage for 1 round / Druid level, then it dissipates. While active, an Enervating Seed also functions as a Necromantic Seed.
    Growing an enervating seed takes 24 hours. Only one out of 3 of your seeds can be an enervating seed at any given time.

    cont.: Tendriculous (Su)
    Requirements: Deadwood
    Benefits: As a standard action, you may assume a form similar to a Shambler, with the exception of your HD (use 3/4 BAB as appropriate for normal wild shaped) and saves. When assuming Shambler form, you may deliver you necromantic seeds via its Slam attacks (or touch attacks).
    This power is different than regular Wild Shape on 2 aspects:
    1. Your mass remains the same, so you gain the Slight Build trait.
    2. You may assume and shed Tendriculous form as often as desired, as a standard action.

    cont.: Swarm of Roots (Su)
    Requirements: Tendriculous, Swarm wild shape
    Benefits: Once per day, as a standard action, when you have them, you may thrust your tendrils into the ground, and rapidly grow over an entire field. Every square within 60' of your position sprouts with your vines, and these are covered in thorns. They can reach up to 30' high. Make a Grapple check against every target (that you want to attack) within the area - for this check you are effectively a Colossal+ creature, so you gain a +20 size bonus on this check. You can ignore any Freedom of Movement effects on your targets, as well.
    Each grappled target takes Constriction damage equal to your Slam attack's damage in piercing and bludgeoning damage, and you may use your roots to distribute your Necromantic Seeds. You are immobile for as long as you maintain your Swarm of Roots, and doing so requires your concentration; if you break your concentration, the roots crumble to dust, but it still takes a standard action to free yourself from the earth.
    You can maintain the roots for up to 1 round per 3 Druid levels.
    Special: This feat may be taken multiple times. Each time granting another daily use.

    Class-Combo: Eldritch Whip
    Requirements: Whip prof., Stingray Lash, Third Hand, Mind Blade class ability, Psychic Strike class ability, Hideous Blow invocation, Weaponry Blast invocation, Path Devotion: Eldritch Blast
    Benefits: Your EB is manifested as a whip of tangible energy, dealing your normal EB damage plus your Cha-bonus on a successful touch attack within 15'.
    You may perform combat maneuvers and make AoOs with your eldritch whip.
    Note: Eldritch Whip cannot be split via the Versatile Mind Blade ability or by any other means.

    Class-Combo: Hammer of the Verdant Lord
    Requirements: Druid 6 (Verdant Lord ACF), Soulknife 2, Touch Spell (see the New Feats section), able to cast Spikes (Dr 3rd; SC,p.202)
    Benefits: Your Mind Blade ability forever changes. Your mind blade – in all its forms – now visually seems (and feels) as if made out of varnished oak, not a semisolid dull grey item.
    You may now also manifest your Mind Blade as a Club or Quarterstaff. When you choose either form, you gain several unique benefits:
    1. Your manifested cudgel continuously carries the Shillelagh, Spikes and Greater Magic Weapon spell effects as enhancements (effective CL = Druid level) - any/each may be turned on and off as a swift action).
    2. Starting at 10th Druid level, your manifested cudgel is as durable as adamantine and counts as adamantine for the purpose of overcoming hardness.
    3. As a standard action, you may channel certain Druid spell effects through your cudgel (as detailed below) instead of casting them, thus avoiding AoOs and the risk of spell failure:
    - Any zero range spell, and spell effect that's deliverable by touch (e.g. Remove Disease), including spells with range, but you have to make a successful ranged-touch attack even if the spell usually doesn't require one.
    - Any spell effect to which the druid serves as focal point or originating point for an AoE (e.g. Obscuring Mist, Fog Cloud at zero-range, Anger of the Noonday Sun (SC,p.11), Blood Sirocco (SC,p.33), Eye of the Hurricane (SC,p.86) etc.).
    Special: When you carry your manifested cudgel, Throw Mind Blade works differently: instead of throwing the weapon, you fire a concussive ball of thorns from its top (multiple times when making iterative attacks – only BAB accumulated from your Druid and Soulknife classes counts for iterative attacks applicable for this specific option) that deals your cudgel's enhanced damage, and keeping the weapon at hand (thus leaving no room for counter-maneuvers that might catch you unarmed).
    Writer's Note: The thought behind this feat is to allow a druid to go about his business without carrying weapons. This serves for taking a role of a kind of emissary of the forest that strives to start an encounter relaying peaceful intentions. Furthermore, I like the cinematic image this power portrays. I'm well aware that this is not the best strategy if one wishes to optimize his character's power, because a lot of character resources go into this feat, but there could be strategic value in being inconspicuous and prepared at the same time, and the unique option with Druid spells certainly has its advantages.

    Class-Combo: Shadowdancer (Su)
    - Class Abilities: Evasion, Illusionist, Rogue's Expertise (Stalker), Sneak Attack, Special Ability: Darkstalker.
    - Spells: able to cast Darkness, Shadow Cache (SC, p.183), Dimension Door, and Shadow Conjuration w/o preparation
    - Skills: Hide 12, Lucid Dreaming 5, Move Silently 9, Perform (dance) 5, Tumble 5
    - Special: Innate Darkvision from any source – racial / spell / (Sp) . . .
    - Darksight (Ex): Shadowdancers gain the ability to see through all forms of darkness. Shadowdancers are easy to pick out, as their eyes turn flat silver.
    - Shadow Jump (Su): You gain the Shadow Jump ability with two differences:
    1. The ability is available a number of times per day equal [3 + your Cha-bonus + the number of Shadowdancer feats you possess].
    2. Each use of this ability functions as the Dimension Door spell.
    3. Making a Shadow Jump is a move action. Creatures adjacent to you at the point of exit are susceptible to SA.
    - Shadow Affinity (Su): Shadowdancers gain +4 on saves and checks to resist any shadow-associated power aimed against them.
    Special: Bonus feats gained by taking levels in the Rogue or Mage class may be taken/retrained as Shadowdancer feats (including this one).

    cont.: Enhanced Shadow Reality (Su)
    Prerequisite: Shadowdancer
    Benefit: Your illusion (shadow) spells deal one-fifth (20%) more real damage if disbelieved. For example, a creature summoned with Shadow Conjuration deals 40% of the damage a real creature of the same kind would deal in case of disbelieves, instead of 20%.

    cont.: Guardian Shadow (Su)
    Requirements: Shadowdancer
    Benefits: Your shadow gains an awareness and personal existence of its own.
    - Whenever you're entitled to a Spot check, your shadow also makes one, effectively granting you the better of 2 Spot checks.
    Your shadow never rests. When you're asleep, your shadow keeps watch over you. If it makes a spot check, you immediately wake up, immediately aware of its detection, just as if you had made the Spot check yourself.
    - Once per round, when you make a melee attack, your shadow makes a melee touch attack of its own, using your BAB. If the attack hits, the target takes 1d6 Strength damage (no save). As long as you're conscious – even if helpless – you can order your shadow to attack.
    - Once per encounter, at your will, your shadow may make an Intimidate check to unnerve all targets within 30'. Anyone that had witnessed that behavior in the past is immune to this effect.
    Your shadow cannot be attacked separately from yourself. It exists as long as you're alive.

    cont.: Shadowcrafter (Su)
    You have learned how to infuse certain figment spells with material from the Plane of Shadow, making them partially real.
    Requirements: Shadowdancer, able to cast Shadow Evocation and any 3 spells from the list below w/o preparation
    Benefits: The subschool of your altered spell changes from figment to shadow. You can use the altered spell to mimic any Conjuration (summoning), Conjuration (creation) or Evocation spell at least one level lower than the chosen illusion spell. The altered spell functions identically to the Shadow Conjuration or Shadow Evocation spell, except that the spell's strength equals 10% per level of the traded spell.
    For example, a shadowcrafter who uses Silent Image to create an Acid Splash would deal 10% of the normal damage to a creature that succeeds on its Will save to disbelieve the shadow. If she used Programmed Image to mimic Summon Monster V, the creature would have 60% of the HP of a normal creature of its kind, and its damage would be 60% normal against a creature that succeeds on its Will save to disbelieve.
    A shadowcrafter can shadowcraft any of the following figment spells: Silent Image, Minor Image, Major Image, Persistent Image, Programmed Image.
    Special: This feat works in concert with Enhanced Shadow Reality.
    Special: Shadowcrafting is applicable to the noted spells only in their original level. Heightening them has no effect on shadowcrafting strength (percentage) or the level limit of mimicked spells.

    cont.: Animated Shadow (Su), D
    Requirements: Guardian Shadow
    Benefit: By spending a Shadow Jump usage, you may animate your Guardian Shadow as a Greater Shadow for a number of rounds equal to 1/2 your HD. Targets reduced to 0 strength by your animated shadow's touch do not die, they simply fall unconscious, allowing you to temporarily spawn their shadows. When you regain your shadow, the targets regain their shadows and (the ones still alive) wake up with Str score 1.
    If your animated shadow is slain, you lose the benefits of Guardian Shadow for 2d4 hours and may not animate your shadow for 24 hours.

    cont.: Shadow Mark (Su)
    Requirements: any 2 Shadowdancer feats
    Benefit: The Shadowdancer can make a touch attack, and if successful, attune to his target. He can then track it down and shadow-teleport to its location, regardless of the distance, as long as they're on the same material plane. A Shadowdancer can only have one marked target at a time.
    Note: unless you take Shadow Leap feat, you're restricted to the normal distances of Dimension Door.

    cont.: Shadow Leap (Su)
    Requirements: any 3 Shadowdancer feats
    Benefits: You may spend 3 uses of Shadow Jump to mimic the effect of either greater teleport or Plane Shift (plane of shadows only). When disappearing, a shadowdancer seems to shrink and vanish into her own shadow and when reappearing she seems to explode in a burst of shadows.
    Special: If you have at least 5 Shadowdancer feats, you may spend 4 uses of Shadow Jump to mimic the effect of Greater Plane Shift

    cont.: Shadow Discorporation (Su)
    Requirements: Shadow Leap
    Benefit: When you are targeted by an attack or effect that deals damage, by either melee or ranged attack (physical as well as unnatural), you may spend 4 uses of Shadow Jump as an immediate action. You're immediately pulled into the bordering plane of shadows (before taking any damage) and become invisible, while on the material prime it seems as if you're broken down into shadow fragments and disappear.
    You travel alone as with the Shadow Walk spell, but for a much shorter duration: 5 rounds + concentration (3 minutes max).

    cont.: Shadow Self (Su)
    Requirements: any 4 Shadowdancer feats
    Benefit: Your body is now only partly where you are, the rest being replaced by substantial shadow.
    This ability can be activated or de-activated as a free action during your turn or as an immediate action.
    When this feature is active:
    1. You gain both Concealment (20%) and Cover (20%). The shadows make you impossible to identify or detect via smell.
    2. You count as a native outsider rather than humanoid (or whatever original creature type you are). This also grants you DR 10/magic.
    3. You may shadow-jump into your own shadow or end a shadow jump out of it, appearing in its square or in a square adjacent to it, rendering any light conditions irrelevant to your jump.
    4. You do not need to eat, drink or breathe. You're sustained by shadows.

    cont.: One with the Shadows (Ex)
    Requirements: Shadow Self
    Benefit: From this point and on, all of the Shadowdancer's shadow powers become extraordinary abilities.
    Furthermore, you automatically resist/bypass any undesired shadow-based power aimed against you.

    Class-Combo: Vessel of Destruction (Ex)
    Your touch weakens all things, as you become a direct vessel of your god for destruction.
    - Class Abilities: Rage, Physical Prowess: Applied Force, Destruction domain, Turn/Rebuke Undead, Baleful Utterance, Hammer Blast, Hideous Blow, able to cast Spiritual Weapon
    - Feats: Destruction Devotion, Destructive Rage, Extra Rage, Extra Turning, Fragile Construct, Improved Sunder
    - Faith: You must revere a deity that has Destruction in the list of its associated domains.
    - You may gain the benefits of Destruction Devotion as a swift action.
    - While you benefit from Destruction Devotion and in a state of Rage, you completely ignore your targets' Armor, Natural Armor, DR, hardness, SR and energy resistance (but not energy immunity). Affected objects take full damage from physical attacks.
    - When making physical contact with a creature or object while in a state of Rage, you may expend Turn/Rebuke Undead uses as a free action to make it lose whatever Armor, Natural Armor, DR, hardness, SR and energy resistance (but not energy immunity) it possesses. For each Turn/Rebuke Undead use you expend, the target if affected for 1 round. The target is not entitled to a save and SR does not apply. Affected objects take full damage from physical attacks.
    - Once per round, as a swift action, any Destruction domain spell you have access to that may target a single creature can be delivered by your melee attacks or touch attacks.

    Class-Combo: Wake of Destruction (Su)
    - Classes: Monk 6, Soulknife 4, Warrior 6
    - Ability Scores: Str 21, Dex 21, Con 19, Wis 17
    - Selected Class Features: Warcraft: Rage, Combat Prowess: Applied Force
    - Skills: Jump 15, Balance 12
    - Feats: Combat Brute, Controlled Rage, Dungeon Juggernaut, Forceful Combat, Ki Extend, Ki Slash, Leap Attack, Path Devotion: unarmed damage, Path Devotion: Ki Strike, Path Devotion: Psychic Strike, Path Devotion: Mind Surge
    Benefits: Among the most devastating attacks a noncaster can possess, this feat gives a whole new meaning to the term "Overcharge". It combines incredible brute force and willpower, translating the attacker's charge into a destructive wave of force.
    To activate the power of this feat, you must have Mind Surge (Burst of Speed) and Combat Focus abilities active, as well as your mind blade manifested and fully charged with Psychic Strike, and in a state of Rage.
    Spending a swift action, you invest 5 uses of Stunning Fist and your Breach the Gap power to activate this ability.
    You charge into the area you intend to affect, unleashing all of your physical and mental might and momentarily becoming a destructive – 30' wide – wave of force, moving a distance of up to your speed (standard action) or twice your speed (full round action). You may move in this fashion horizontally or in a vertical angle (upwards or downwards) of up to 45 degrees.
    Everyone and everything in the area of effect are affected as given below (and in the given order):
    1. Take damage as if you had charged them with your mind blade fully charged while applying Leap Attack. Items in the AoE are targeted by Sunder.
    2. Bull-Rushed. Anyone hitting a solid object that stops their forced movement, also takes 8d6 damage (according to the Dungeon Juggernaut feat).
    3. Overrun.
    4. Must succeed on a Fort save vs. DC [10 + 1/2 BAB + Str-bonus] or become stunned.
    All the above require no attack roll. The effect is a force effect. Everything in the AoE suffers the consequences.
    For the purpose of all the above calculations, you count as 2 size categories larger than your actual size (with the appropriate Str enhancement) and as having rolled 20.
    Special: This attack ignores Force effects, bypassing them as if they weren't there.
    Once this power has executed, you re-materialize at the far end of the effect.
    Drawbacks: This exertion of your physical and mental reserves carries a severe toll with it. When you complete this maneuver:
    1. You immediately lose your Rage, your Combat Focus and Burst of Speed.
    2. Your manifested mind blade dissipates and your Psychic Strike is used up.
    3. You may not perform swift/immediate actions until the end of your next turn.

    Spoiler: Possible Build

    L1: Human1:			Imp. Bull Rush, Imp. Trip
    L1: Warrior1 (Rage):		Controlled Rage
    L2: Warrior2 (Applied Force):	Dungeon Crasher
    L3: Monk1:			Imp. Sunder
    L4: Monk2:			< FILLER FEAT >
    L5: Monk3:			Cleave (retraining filler feat)
    L6: Monk4:			Path Devotion: unarmed damage
    L7: Warrior3:			Path Devotion: Ki Strike (trading Warcraft)
    L8: Warrior4:			Leap Attack
    L9: Monk5:			Ki Extend
    L10: Monk6:			Combat Brute
    L11: Soulknife1:		-
    L12: Soulknife2:		Ki Slash
    L13: Soulknife3:		-
    L14: Soulknife4:		-
    L15: Warrior5:			Path Devotion: Psychic Strike, Path Devotion: Mind Surge (trading Warcraft)
    L16: Warrior6:			Dungeon Juggernaut
    L17: Warrior7:			Forceful Combat (trading Warcraft)
    L18: Warrior8:			Path Devotion: Blade Enhancement, Wake of Destruction

    Class-Combo: Wrath of the Silver Flame (Su)
    Requirements: Turn Undead, Tempered Body, LG/NG/CG
    Benefit: You can spend one of your daily turn undead attempts as a swift action to cause your unarmed attacks (or any special monk weapons you hold) to erupt with silver flames.
    This fire gives off no heat but sheds light as a torch. Silver Flames add 2d6 points of damage to your melee strikes vs. undead, lycanthrope and any creature with the Evil subtype.
    This damage is purely divine power and is thus not subject to fire resistance.
    Once activated, the silver flame burns for a number of rounds equal to 5 + your Cha-bonus.
    Special: A character with this feat that has attained 13th Monk level may sever the silvery cord of astrally projected beings.

    cont.: Mantle of the Silver Flame (Su)
    Requirements: Wrath of the Silver Flame, Ki Strike (ghost touch)
    Benefit: When you activate your Wrath of the Silver Flame ability, you also become engulfed in an aura of argent fire.
    • You radiate light as if you were the center of a daylight spell (counts as actual sunlight).
    • You gain fast healing equal to your Wis-bonus.
    • Any lycanthrope, undead, or Evil creature within 30' of you takes a -2 penalty to AC, as well as 2d6 points of damage each round at the end of your turn (this is a continuous damage that provokes and penalizes Concentration checks).

    Epic Level Characters:

    Epic Stats:
    BAB and saves continue to progress normally passed level 20, according to accumulated class levels.

    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.
    - Binders gain an additional spell power per power-group at level 21 and each 5 levels thereafter.
    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 no meta-invocation feats.

    Epic-Level Invokers:
    Starting at level 21, a warlock/Dragon Evolutionist may take an extra Grand invocation via Extra Invocation feat.
    Starting at level 21, a hexblade/witch may take an extra Greater invocation via Extra Invocation feat, and may take a 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).


  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: Warrior
    Saves Special
    Level BAB F R W Class Abilities Combat Edge Weapons Expertise
    Warcraft, Basic Training, Combat Aptitude
    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

    Weapon and armor proficiency: Warriors are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Also, for each 3 Warrior levels, a warrior gains a bonus proficiency with an exotic weapon of his choice.

    Alternative Equipment Packages:
    - Tank: A warrior may trade one Weapon Expertise (see below) for gaining heavy armor and tower shield proficiency, and Toughness as bonus feat.
    - Unfettered: A warrior may trade medium armor, shield and buckler proficiency for any single combat feat he could normally take at 1st level, plus having Escape Artist, 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 other characters cannot grasp.
    At every odd level, the warrior chooses one warcraft to which he qualifies (see the table below).
    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
    Notes & Extras
    Rage 1 See below
    Uncanny Dodge 3
    Imp. Uncanny Dodge 5
    Tireless Rage 7, 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
    Dazzling Intimidation 3 See below
    Evaluate Combat Gear 3, Craft (Weaponsmithing, Armorsmithing, Bowmaking) 4 ranks each See below
    Gut Feeling 3, Sense Motive 6 See below
    Discern Battle 5, Track See below
    Maneuvers Expertise 5 See below
    Fearless Rage 5, Rage The warrior is immune to fear while raging
    Assess the Enemy 7 See below
    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
    Gut Confidence 11, Sense Motive 9 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
    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), Intimidate 12 ranks See below
    Rallying Cry (negate conditions) 11, Rallying Cry (swift oratory) See below
    Daunting Presence 13, Demoralizing Presence See below
    Rallying Cry (immunity to conditions) 13, Rallying Cry (negate conditions) See below
    Supreme Commander 15, Tactical Leader, Rallying Cry (negate conditions) See below

    Warcrafts that Emulate Core Features

    Rage mechanics are as given by RAW. The number of daily uses equals [1 + 1/3 Warrior level].
    Rage now comes with 2 extra changes:
    1. During rage, a character's movement is increased 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
    Requirements: Knowledge (arcana, dungeoneering, local, nature, religion, the planes) 4 ranks each, Knowledge Devotion
    You have battled against a multitude of foes, and learned to identify them quickly. Your level stands as the number of ranks in any of the above Knowledge skill for the purpose of identifying creatures to gain tactical advantage and in planning for a large battle (Heroes of Battle).

    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.
    If a warrior's opponent breaks contact (i.e. exits the warrior's reach) w/o acting against him, the opponent also provokes an AoO.

    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).

    Dazzling Intimidation
    While wielding a weapon you have selected for Weapons Expertise, you add your Weapons Expertise bonus to all Intimidate checks.

    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, 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.

    Gut Feeling
    This warcraft functions as detailed for step one of Trusting his Gut.
    Special: This warcraft may be taken for the second time, making it function as detailed for step two of Trusting his Gut.

    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) 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
    You draw 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.
    Your 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 your 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 become 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), or simply take a general feat. In all cases, he must meet all the prerequisites, alleviated by Combat Aptitude.

    Basic Training
    Warriors begin their career with a basic "suite" of feats that defines their preferred fighting style.
    When attaining 1st Warrior level, choose 3 feats from the list below. You must meet the prerequisites for the chosen feats.
    - Combat Reflexes
    - Double Weapon Fighting
    - Exotic Weapon Proficiency
    - Heavy Armor Proficiency
    - Imp. Bull Rush
    - Imp. Disarm
    - Imp. Feint
    - Imp. Grapple
    - Imp. Overrun
    - Imp. Shield Bash
    - Imp. Sunder
    - Imp. Trip
    - Imp. Unarmed Strike
    - Mounted Archery
    - Mounted Combat
    - Precise Shot
    - Quick Draw
    - Rapid Shot
    - Ride By Attack
    - Superior Unarmed Strike
    - Tower Shield Proficiency
    - Two Weapon Fighting

    Combat Aptitude (Ex)
    For the purposes of qualifying for "Fighter feats" (gained by either class or HD 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).
    The same alleviation is applied to ranks in prerequisite skills, with the constraint that skills that cannot be used untrained require at least 1 rank.
    Furthermore, once per day, a warrior may spend 5 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 or fought with the weapon.
    - The warrior has completed 5 minutes 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, 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 cumbersome to allow 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.
    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.
    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).
    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)
    At 9th level, the warrior learns to flawlessly place himself where he is most needed in combat.
    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 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. He can choose to expend 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 or 2 swift actions).
    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 (stacks w/ Weapons Expertise) until the beginning of his next turn. Instead of applying the bonuses to all attacks, a warrior 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.
    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 qualifies 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 qualifies, 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.
    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:
    - When leveling, a warrior may replace a single feat in the pool.
    - A warrior may replace a single feat in the pool via 8 hours of training.
    - Whenever a warrior selects a feat from the pool via feat slot, he immediately gains a new feat of his choice to put into the pool.
    - 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.

    Warrior ACF: Nature-Attuned Warrior

    Trade-Off: At 4th level, you do not gain a bonus feat or Combat Adaptation, and your Combat Adaptation takes a 4-level delay.
    Requirements: "Unfettered" starting package, Climb 5, Knowledge (nature) 3, Survival 2 (any three terrains), Swim 5, Track
    Benefits: You gain the Druid's Nature Sense & Wild Empathy abilities. Your effective Druid level for these abilities counts as [your Warrior level -3].
    Special: You can take this ACF at later levels divisible by 4, but each such delay lowers your effective Druid level by 4, making it quite pointless.

    Warrior ACF: Reliable Offense

    Some warriors trade combat creativity for a more solid and reliable offense.
    Trade-Off: Combat Adaptation
    Benefits: No matter what the d20 shows on the attack roll, it never drops below 1/2 the character's Warrior level.
    Example: An 11th level warrior rolls 2 on his attack roll. It automatically counts as scoring 5 on the d20 roll.

    Warrior Feats

    Combat Mastery
    Requirements: 5th Warrior level
    Benefit: Your BAB increases by +1.
    Special: This feat may be taken multiple times. For each 5 Warrior levels gained, you may take this feat once.

    Controlled Rage
    Requirements: Rage, Concentration 4
    Benefit: 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.
    Special: If you also possess Mad Foam Rager feat, you may not benefit from it alongside with Controlled Rage simultaneously. When you rage, you must choose which one takes effect.

    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.

    Destroyer’s Blessing
    Requirements: Orc or Half-Orc, Rage class feature.
    Benefit: When raging, if your attack reduces an enemy to negative HP or kills it, or if you make a successful Sunder maneuver, you regain 1 round of rage.
    You can only gain this benefit once per round.

    Dispelling Strike
    Requirements: Combat Edge +3, 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.
    Requirements: Warrior level 6 or BAB +9, Spellcraft 4, Knowledge (religion) 4, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: As a standard action that doesn't provoke 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 -1 Con ability burn

    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).

    Mad Foam Grappler
    Prerequisites: Imp. Grapple, Rage, Mad Foam Rager, Tide of Battle
    Benefits: When raging during a grapple, as long as you're not pinned, you can make multiple attacks vs. an opponent you're grappling.

    Melee-Range Interchange
    You have learned how to exchange melee and range attacks to your heart's content.
    Requirements: Warrior level 6th, Close Combat Shot, Quick Draw, Sleight of Hand 5
    Benefit: This feat grants two unique combat options:
    You may stab with an arrow, dealing its normal damage as a piercing melee attack. You may pierce with an arrow and withdraw it, then fire it on your next attack.
    You may make a range attack and then immediately draw a light or 1-handed weapon (melee or thrown, not a missile device) and attack with it on your next attack.
    Special: If you have Rapid Shot / Rapid Reload feat, you may also use your bow / x-bow to make a ranged attack after a regular melee attack with a light / 1-handed weapon. You do not gain the extra attack from Rapid Shot / Rapid Reload when interchanging between melee and range attacks.

    Numbing Rage
    Requirements: Con 15+, Base Fort save +5, Rage
    Benefit: 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.

    Overwhelming Assault
    You know how to make an overwhelming series of maneuvers while pushing forward.
    Requirements: Warrior level 16th, Imp. Bull Rush, Imp. Disarm, Imp. Sunder, Imp. Trip, Intimidate 9, Maneuvers Expertise
    Execution of this feat requires a standard action and involves a sequence of maneuvers, all of which are made at your highest BAB.
    You start by attempting to sunder your opponent's weapon. You make a Sunder check - if you fail, it means that your opponent's weapon didn't give in, but you may attempt to move it out of the way with a successful Disarm check (if you prize your opponent's weapon, you may skip the Sunder attempt and go straight for disarming it).
    If successful on either attempts, it means that you've managed to remove your opponent's weapon out of the way and you may attempt to Bull Rush your opponent.
    If successful, it means that you've managed to undermine your opponent's footing and you may attempt to Trip it (with a follow-up attack).
    If successful and the follow up attack hits, you undermine your opponent's confidence and can make an Intimidate check to unnerve your opponent.
    Special: If your weapon cannot Trip, you may attack immediately after Bull Rushing, but you don't gain the free Intimidate attempt, unless you have some other means of attacking and intimidating.

    Ready For Everything
    Requirements: Warrior level 12, Combat Reflexes, Expert Tactician, Always Ready
    Benefit: The warrior may ready an action without specifying a trigger condition, allowing him to use it at any point in the round he wishes.
    He could ready a generic action and use it to move his speed, ready a shield, attack an opponent within reach, or perform any other task that requires a standard (or shorter) action.

    Rage Swimmer
    Requirements: Rage Warcraft, Swim 5
    Benefits: When raging you gain a swim speed equal to 1/2 your land speed (and a +8 bonus to swim checks due to having a swim speed).

    Shatter Magical Barriers
    Requirements: Warrior level 17th, Spellcraft 6, Dispelling Strike, Mage Slayer, Pierce Magical Concealment, Pierce Magical Protection
    Benefits: By spending your extra swift action plus a standard action, you may augment your 'Find the Mark' option to obliterate a magical barrier of any sort within reach in a single blow.

    Unorthodox Weapon Usage
    Requirements: Weapons Expertise class feature, Warrior’s Combat Edge +2
    Benefits: Choose a specific weapon with which you have Weapons Expertise.
    One of the following weapon qualities may be added to the weapon:
    - Disarm
    - Set: piercing; 1-handed or larger
    - Thrown: range increment 20’ for piercing, 10’ otherwise, 30’ for thrown weapons that already have 10’ range increment
    - Trip: 1-handed or larger.

    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 could probably come in handy for my Warrior as well.

  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: 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, Skillful Intuition
    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, Studied Foe (1st)
    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, Studied Foe (2nd)
    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, Studied Foe (3rd)
    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, Studied Foe (4th)
    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.

    Weapon and armor proficiency: Rogues are proficient with all simple and 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, contrary to all other classes, a rogue's regular skill-tricks-limit is set 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, 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.
    Using this option, a rogue may also choose from the list of feats in the "Rogue Feats" spoiler detailed below.

    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: "Stalker" Rogue's Knack, Rogue level 4, BAB +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. Furthermore, those special sensory powers may not be used to track you down.
    In addition, you can flank creatures that have the all-around vision capabilities.
    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.

    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
    The rogue can move at full speed with no penalty to Hide or Move Silently checks, and only takes a -10 penalty while running or charging.

    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.

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

    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.

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

    Skill Mastery Perfection
    Requirements: Skill Mastery
    You may now take 15 on all skills of your associated (prereq) Skill Mastery.

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

    Sneaky Larceny
    Requirements: Opportunist, Sleight of Hand 12
    Benefit: Whenever an opponent is subject to SA from you and is within reach, you may substitute an attack with a Sleight of Hand check against it. This special ability may also by applied to AoOs – in which case you gain +4 to your Sleight of Hand check.

    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.

    Skillful Intuition (Ex)
    Starting at 2nd level, a 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.

    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.
    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 finessible 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, skill check, saving throw or power/spell DC.

    Skill Savvy (Ex)
    The rogue excels at learning useful tricks and ploys to confuse and confound his opponents.
    At 4th level and every 4 Rogue levels 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.
    Every time the rogue gains this ability, he's also 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.

    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.

    Studied Foe
    A 6th level rogue starts becoming more adept at using his SA against unusual enemies.
    Pick one of the following categories: Undead, Constructs, Plants, Oozes, Elementals. Creatures of this type are no longer resistant to the rogue's SA.
    Every 4 levels passed 6th, the rogue selects a new special foe from the above list

    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 now gains a +2 attack bonus (+4 vs. unwary targets).
    When unobserved (invisibility / total concealment / a successful Hide check...), the rogue may trade 3 SA dice and deliver a Coup de Grace as a full round action. A rogue may choose to substitute death for unconsciousness for 3d6 rounds.

    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, an unobserved rogue may trade 4 SA dice and deliver a Coup de Grace as a standard round action.
    The rogue may trade 5 SA dice to deliver a Coup de Grace as a standard action even while observed.

    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 Feats

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

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

    Improved Flanking
    Requirements: BAB +4, Rogue's Expertise: Stalker.
    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.

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

    Slow Reactions
    Requirements: Sudden Strike
    The rogue can sacrifice 3d6 SA damage to prevent his target from taking immediate or swift actions for 1 round.
    The target is allowed a Fort save to negate the effect. DC = [10 + 1/2 damage dealt].

    Sneaky Shot
    Requirements: Sneak Arrack class feature, Sleight of Hand 5
    Benefits: Just before making a ranged attack, you may spend a move action to make a Sleight of Hand check opposed by your target's Spot check.
    If you win the opposed check, your opponent is denied its Dex-bonus to AC against your next attack.

    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, Skillful Intuition
    3rd +2 +1 +3 +1 Sneak Attack
    4th +3 +1 +4 +1 Special Ability, Audacity (+1) Skill Savvy (2 / encounter)
    5th +3 +1 +4 +1 Cruel Comment Cunning Breach
    6th +4 +2 +5 +2 Special Ability, Studied Foe
    7th +5 +2 +5 +2 Punchline Rogue's Expertise (2nd)
    8th +6 +2 +6 +2 Special Ability, Audacity (+2) Skill Savvy (3 / encounter)
    9th +6 +3 +6 +3 Sudden Strike
    10th +7 +3 +7 +3 Special Ability, Killer Clown Studied Foe
    11th +8 +3 +7 +3 Last Trick Insightful Surge
    12th +9 +4 +8 +4 Special Ability, Audacity (+3) Skill Savvy (4 / encounter)
    13th +9 +4 +8 +4 Jack-in-the-Box King Rogue's Expertise (3rd)
    14th +10 +4 +9 +4 Special Ability, Studied Foe
    15th +11 +5 +9 +5 Death Blow
    16th +12 +5 +10 +5 Special Ability, Audacity (+4) Skill Savvy (5 / encounter)
    17th +12 +5 +10 +5 Annoy the Gods Cunning Brilliance
    18th +13 +6 +11 +6 Special Ability, Studied Foe
    19th +14 +6 +11 +6 Grandmaster of Comedy Rogue's Expertise (4th)
    20th +15 +6 +12 +6 Special Ability, Audacity (+5), 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 for Will saves), 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 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.

    An experienced jester's natural talent for performance, his often outrageous dress, and his seemingly lackadaisical attitude throws his opponents off guard in combat. Even a jester armed with a vicious looking weapon cuts a comedic figure that many warriors have trouble taking seriously.
    Starting at 4th level, and every 4 Jester levels thereafter, a jester gains a cumulative +1 dodge bonus to his AC, as well as to his opposed defensive rolls to avoid being Grappled, Tripped, Bull Rushed, Overrun, Trampled, or Disarmed. This bonus can never be greater than the jester's current Cha-bonus. The jester's audacity draws in part on his shameless ability to project himself as nonchalant, goofy, and inept in even the deadliest struggle.
    A jester loses this benefit whenever he loses his Dex-bonus to AC.

    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 + 1/2-level + Wis-bonus] check.
    If the target fails, 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 24 hours, 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 2 Jester levels.
    The victim is allowed a new saving throw each round to break the effect.
    This is a mind-affecting fear effect.
    A jester may use this ability once per hour. Anyone targeted by or witnessing this ability becomes immune to it for 24 hours and gains +4 to resist such future attempts by that jester.

    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 break enchantment spell, 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 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 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: Priest
    Level BAB F R W Special
    1st +0 +2 +0 +2 Channeling, Domains, 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

    Weapon and armor proficiency: 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 light armor, medium armor, and light shield.

    Good-aligned priests channel positive energy, while evil-aligned priests channel negative energy. Neutral priests must 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'.
    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'.
    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'.
    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: 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.

    Undead Empathy (optional): Playing a priest that does not inherently gain cure and restorative spells is more challenging than playing a positive-energy priest. It seems within reason to me to grant Undead Empathy (using the rules of Wild Empathy) to negative-energy priests.

    A priest’s deity influences his alignment, what magic he can perform, his values, and how others see him.
    A 1st level priest chooses 3 domains from his patron deity's portfolio. This selection may not be altered later on.

    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, Vecna, 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 arcane 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 synergy 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. Evil priests may attempt to break each other's control over 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. The subject might be obligated (determined by the DM on a case-by-case basis) to 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 Leadership feat.
    If he already has taken the feat, then his maximum number of assistants (see the modified feat) increases by 2, and his maximum number of followers is multiplied (compared to the core chart of followers) with each level starting at 11th (x2 at 11th, x3 at 12th and so on). Alternatively, a priest without Leadership may take it (once) later on, to gain this feature's enhanced benefits.
    Both followers and assistants contribute anywhere from 10% to 80% of their financial resources to your religious cause – depending on your quality as a people's leader, a religious authority and a politician (DM's call). The priest may use those resources to gain religious and political power, but using them to gain personal combat power will not be looked upon with favoring eyes.
    The priest may have one church, whose construction he'd financed and supervised, which serves as his religious sanctum. Within the holy of holies of his sanctum, the priest gains 5% bonus for crafting magical items with divine magical powers.
    A priest's religious sanctum may be replaced by another, but the latter must be grander than the former.

    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
    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 ACF: Reach of Faith

    Some priests trade personal resilience for greater influence.
    As a swift action, you can spend one daily use of Turn/Rebuke Undead to deliver a touch spell you cast during the current round to a target up to 30' away.
    Replaces: Divine Resilience.

    Priest ACF: Shield of Faith

    The priest gains no proficiency with armor or shields.
    - Instead of defending himself with donned/held physical barriers, the priest's strength of conviction grants him deflection bonus to AC and Ref save increase equal to his Cha-bonus, capped by his Priest class level. This value further increases by +1 for each Priest level divisible by 8. These bonuses are lost if the priest is unconscious.
    - At 6th level, the priest gains Uncanny Dodge. At 9th level, the priest gains Improved Uncanny Dodge.
    - Starting at 12th level, the AC bonus applies even while the priest is unconscious, and the priest cannot be made the target of a coup de grace attempt.
    - Starting at 16th level, once per day the priest may block the effects of a single attack or spell. The priest can choose to do this after discovering if the attack would hit or if her saving throw had failed but before damage is rolled or the effects of the spell are determined.
    A priest that takes this ACF may not use armor of shields of any sort. Any voluntary use of armor or shield in combat deprives the priest of the benefits of this feature until he atones via a quest and receiving the Atonement spell from a higher level priest of his order. Being trapped in an armor merely negates the benefits of this ability until the armor is removed.
    If the priest ever takes armor or shield feats, this ability is forever lost and the priest also permanently loses 4 Cha points.
    Replaces: Armor and Shield proficiency.

    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.
    • Divine Resilience
    • Atonement
    • Rising Church: Clerics serve as the hand of execution for their church - they're not religious authorities
    • Ghostbane Blessing
    • Spellcasting progression and strain toll both 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 3 domains. A deity that wishes to garner clerics must have these domains in its portfolio.
    HD: d8
    BAB: Med
    Armor Proficiency: Heavy
    Level 5: Divine Grace (Ex): As the core Paladin
    Level 9: God's Champion (Su): You gain one of the powers detailed below – whichever best reflects your deity's role and personality (decided upon between player and DM). Each power is a self-applied-only effect that's usable once per day at 9th level + once more per 3 levels thereafter.
    Divine Inspiration: During an encounter, you may add a +20 bonus on any single attack roll, any single saving throw, any single skill check, and any single ability check you make. Benefiting from any of these bonuses does not consume an action. Multiple uses of Divine Inspiration (at levels 12, 15, 18...) are expressed as different daily encounters where these bonuses are available.
    Divine Wings: You gain the ability to sprout and dismiss wings as a free action. These supernatural wings grow through clothing and armor without damaging them. The wings appear either as feathery wings (good) or draconic wings (evil). With the wings, you can fly at a speed equal to twice your land speed with good maneuverability. You can fly in light, medium, or heavy armor, but not when carrying a heavy load. Flying with the wings takes only as much concentration as walking, leaving you free to cast spells, make ranged attacks, or take other actions. This ability counts as having a fly speed when qualifying for feats such as Flyby Attack (MM 303) and Wingover (MM 304). The wings last for up to 1 round per level.
    Hammer of God: When wielding your deity's favored weapon in battle, the first opponent successfully hitting you or being hit by you in melee (either by a regular attack or touch attack) in a given round takes sacred or profane damage equal to your character level. This power is activated as a swift action and lasts 10 rounds.
    Righteous Might: This power operates as the core spell of the same name. It is activated as a move action and lasts 10 rounds, or until you dismiss it.
    Smite Opposition: This ability is an improved version of the official Paladin's Smite Evil ability:
    1. Smite applies vs. opponents of opposing alignment to one of your alignment-extremes (chosen upon announcing your foe) – with a TN cleric being able to target LG/CG/LE/CE opponents. Opponents with an alignment subtype of the chosen alignment take additional Smite damage equal to 1/2 your level.
    2. Smite is activated as a swift action and applies to all physical attacks in a given round vs. a single declared foe – be they melee and/or range, manufactured and/or natural).
    3. Your declared foe may be targeted once per round with a carrier effect of either Bull Rush/Disarm/Sunder/Trip maneuver or Dazzled/Shaken/Sickened/Entangled/Fatigued condition (choose one)
    4. The attack bonus is derived from your conviction, so it applies even if your opponent doesn't possess the appropriate alignment. Additional damage is still alignment-associated.
    Level 11: Battle Blessing: From this point and on, you may cast any of your domain spells as a swift action and w/o the need for material components.
    Level 15: Holy/Unholy Sword: For a total number of rounds equal to the cleric's level, as a swift action, the cleric may turn his deity's weapon into a Holy/Unholy Avenger. If the cleric doesn't already possess his deity's favored weapon, he may conjure one as a Holy/Unholy Avenger by spending one round worth of usage of this ability, as part of the activation of this power. Dismissing a Holy/Unholy Avenger is a free action.
    Level 17 (optional): God's Right Hand: Replace Divine Cohort with a second iteration of God's Champion.

    Note I: Not all deities have war priests (e.g. War Priest of Fharlanghn just doesn't sound right).
    Note II: There are no godless clerics. The very definition of being a cleric is to serve a god.

    Adaptation: Combat Medic
    Sometimes the difference between demise and victory lies in the ability to heal during combat.
    One thematically essential iconic Paladin feature that's still missing in this variant is Lay On Hands. A cleric has the option of replicating the Healer's iconic powers, but to a lesser effect and with substantial investment. At 2nd level and on, a cleric may trade the next 2 instances of Divine Gift (that of the current level and the one to come) in order to gain the Healer's Lay On Hands ability (see below). Each step of the Healer's Mercy ability may be acquired by trading 2 instances of Divine Gift up front. Thus, by trading his divine gifts altogether (a total of 10 known spells), a cleric may progress as far as being able to counter Cursed/Diseased/Poisoned conditions with his Lay On Hands ability.

    Missing Paladin Features
    Two Paladin characteristics are not part of the Cleric's makeup: Aura of Courage and Special Mount. This is intentional.
    The Cleric already possesses the best saves of all classes in this system starting at 5th level, so it is already inherently as courageous as they come (and not all zealots are fearless or leaders of men). Stone-Faced Soldier and Stand Against the Tide feats combine to cover Aura of Courage with extra. The usefulness of a mount is situational, and Wild Cohort feat covers the Paladin's mount nicely.
    Given the lengths at which this variant is superior to the core Paladin within this system (even with med. BAB), it's OK that some Paladin aspects are left for character resources.

    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
    • 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 elect 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 (Plant ; Tiny) *
    Level 17: Wild Shape (Elemental) *
    Level 20: One with the Green*

    * Taken from this codex' Druid class.

    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) and Lucid Dreaming.
    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.

    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, Skill Focus (Heal)
    Level 1: Healer's Intuition
    Level 1: Merciful Conversion
    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.
    A Healer can use Lay on Hands as a melee touch attack to deal damage to undead.

    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).

    Merciful Conversion (Su)
    A healer can modify any Priest spell cast that deals HP damage to instead deal nonlethal damage.

    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 60'
    Level 15: Quick Warning
    Level 17: Blind Sight 30'

    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.

    Spoiler: Ur-Priest

    Ur-Priests despise gods and renounce the authority of deities over divine magic. They gain access to divine spells by stealing the residual essence projected by deities without praying to or worshiping.

    Requirements: Non-Lawful

    Spell Talisman
    3 domains
    Divine Resilience
    Rising Church
    Divine Cohort
    Divine Ascension

    Starts with 2 domains of choice. These domains can even be conflicting (Light and Darkness, Good and Evil etc.)
    Divine Gift is renames "Divine Prize"
    Class Skills: the following skills are added as class skills: Bluff, Disguise, Escape Artist, Hide, Listen, Move Silently and Spot.
    Mixed Channeling: While your total amount of known spells is no greater than that of other priests, you may choose any combination (from both positive and negative channeling) of divine spells as Know Spells.
    Levels 3: Turn/Rebuke Alternation: Ur-Priests may turn and rebuke undead - whatever they choose on a moment's whim.
    Levels 5: Divine SR 12 + CL.
    Levels 9, 11, 17, 20: Choose one of the Rogue’s special abilities to which the ur-priest qualifies via class levels & features (or take a general feat).

    New Priest Spells

    Enlighten the Infidels
    This spell is detailed here.

    Starlight Blade
    Conjuration (good)
    Level: Priest 5
    Components: S, V
    Casting Time: standard action
    Range: Touch
    Target: 1 melee weapon
    Duration: short
    Saving Throw: No
    SR: No
    The spell creates a night-black weapon (the priest's deity's preferred weapon, or another weapon the priest is proficient with).
    When the blade is swung, each stroke leaves a trail of white sparkles, like stars in the night sky.
    The weapon deals 2d8 base damage (medium size).
    An undead struck by the blade is affected as if turned by the priest.

    True Atonement
    This spell is detailed here.

    Extra Stuff on Domains

    Note: I find it best practice to use the PHB domains and integrate the rules given below.

    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: You gain +4 bonus on all Craft checks and cast conjuration (creation) spells at +2 caster levels
    Spells: Create Water (1), Create Magic Tattoo (SC, p.55) (2), Enchant Item (3), Fabricate (4), Create Golem (5), Hardening (SC,p.109) (6), Create Artificial Sentience (7), True Creation (8), Pavilion of Grandeur (SC,p.153) (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 cannot 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 causes a target that fails its Fort save to become 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.
    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.
    • Chaos / Good / Law / Evil: These domains allow turning of opposite outsiders instead of granting +1 CL.
    • 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
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    Join Date
    Apr 2010

    Default Mage

    Class: Mage



    Given that all official arcane spellcasters are generally categorized as “Mage”, I find the name “Mage” most appropriate for the base class that does arcane magic.
    The name “Mage” is synonymous with Magus / Spellbinder. Those are all legitimate names for a member of this class.
    Sorcerer: The core Sorcerer is regarded to as the one with innate magical capabilities. Therefore, “Sorcerer” is now synonymous with “Warlock”.

    I’ve therefore 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.

    Hit Die: d4

    Table: Mage
    Level BAB F R W Special
    1st +0 +0 +0 +2 Arcane Spellcasting, Scribe Scroll
    2nd +1 +0 +0 +3 Bonus Feat
    3rd +1 +1 +1 +3 Spell Accuracy
    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 True Specialist
    20th +10 +6 +6 +12 Bonus Feat

    * Taken from the Master Specialist PrC (CM, p.70), with some changes.

    Class Features:

    Class Skills: Appraise, Bluff, Concentration, Craft, Decipher Script, Knowledge (arcana, the planes), Profession, and Spellcraft
    Skill Points Per Level: : 2 + Int modifier.

    Weapon and armor proficiency: Mages are proficient with all simple light melee weapons and with 1 simple range weapon. They’re not proficient with armor or shields.

    Arcane 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 (in effect, a mage may choose Conjuration & Transmutation as her prohibited schools and gain access to all other schools), and when either Conjuration/Transmutation is chosen as specialization school, a mage must select a total of 5 banned schools.
    A mage gains one additional spell from her school of specialization for each SL she has access to, and has them permanently memorized.
    A mage gains a +2 bonus on Spellcraft checks to learn spells of her chosen school.
    A mage pays ½ the time and cost for copying spells of her chosen school to her spellbook.
    Spells from your chosen school ignore any and all CL caps.
    Special: A mage may choose not to specialize (see the Wizard ACF below).

    All mages have 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 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.
    With each 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 spellbooks, as shown in the table below:

    Mage Spells-Permanently-Memorized

    level	0	1	2	3	4	5	6	7	8	9
     1	2	1	-	-	-	-	-	-	-	-
     2	3	2	-	-	-	-	-	-	-	-
     3	3	2	1	-	-	-	-	-	-	-
     4	4	2	2	-	-	-	-	-	-	-
     5	4	2	2	1	-	-	-	-	-	-
     6	5	3	2	2	-	-	-	-	-	-
     7	5	3	2	2	1	-	-	-	-	-
     8	6	3	3	2	2	-	-	-	-	-
     9	6	3	3	2	2	1	-	-	-	-
     10	7	3	3	3	2	2	-	-	-	-
     11	7	3	3	3	2	2	1	-	-	-
     12	8	3	3	3	3	2	2	-	-	-
     13	8	3	3	3	3	2	2	1	-	-
     14	9	4	3	3	3	3	2	2	-	-
     15	9	4	3	3	3	3	2	2	1	-
     16	9	4	4	3	3	3	3	2	2	-
     17	9	4	4	3	3	3	3	2	2	1
     18	9	4	4	4	3	3	3	3	2	2
     19	9	4	4	4	4	3	3	3	2	2
     20	9	4	4	4	4	4	3	3	3	2
    Note: The number of bonus known spells gained from high Int is in addition to the ones specified here.

    A mage may temporarily memorize a certain amount of spells each day.
    The total number of SLs a mage can temporarily memorize equals twice her 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 spellbooks. The substitute spell's level may not exceed the slot's SL, but it may be lower if the mage so chooses.

    A mage may also cast spells from her own open spellbooks. Casting a spell from an open spellbook requires 1 round of reading per SL of the desired spell, followed by a successful Spellcraft check vs. DC [15 + 2*SL].
    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.

    Spell Accuracy
    At 3rd level, a mage gains a +1 bonus on all attack rolls that involve aiming spell effects.
    This bonus increases by +1 for every 4 levels thereafter (7, 11, 15, 19 etc.)

    Minor School Esoterica (Su)
    At 4th level, your focus on your chosen school opens your mind to new possibilities.
    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 HP equal to your CL.
    Divination: You gain a bonus equal to 1/2 your CL on initiative checks, as well as on Gather Information, Listen, Search, Sense Motive, and Spot checks.
    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 nature.
    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: You gain Undead Empathy. This works as the Druid’s wild empathy for the purpose of influencing the attitudes of undead. Targets influenced by this ability gain +4 turn resistance 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.

    At 6th level, you gain Spell Focus as well as Spell Penetration in regards to your chosen school.
    At 12th level you gain the Greater versions of the above feats.
    At 18th level, the above bonuses increase for the last time to +3 (DC) and +6 (overcoming SR) respectively.
    Note: Taking Spell Focus or Spell Penetration at early levels doesn't grant their Greater version(s) as bonus feats when hitting 6th level, but then retraining restores the invested feat slots. Same goest for Greater Spell Focus/Penetration at 12th level.

    Moderate School Esoterica
    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.
    Abjuration: You gain universal Energy Resistance equal to your CL, 1/4 your CL as deflection bonus to AC, and 1/6 your CL to all saving throws.
    Conjuration: Dispel checks made against your conjuration spells treat your CL as if it were 5 higher than normal.
    Divination: Whenever you succeed on a Sense Motive check against a creature, you may read its mind as if by detect thoughts. Creature normally immune to mental intrusion are not excluded from this ability, unless they're mindless.
    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 may alter an arcane spell's energy upon casting. You may alter a spell with the acid, cold, fire, electricity, or sonic descriptor. The spell’s casting time is unaffected.
    Illusion: You gain concealment.
    Necromancy: You are immune to ability damage, ability drain, energy drain, and negative levels.
    Transmutation: You can immediately re-roll 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.

    Major School Esoterica
    At 16th level, your knowledge of your chosen school reaches its peak.
    You gain an ability from those below, based on your chosen school.
    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: Whenever you teleport or summon a creature, you can cause it to "blink" (as the spell) for 5 rounds.
    Divination: Creatures do not benefit from supernatural means to elude or deceive you (invisible creatures don't get a bonus on Hide checks, polymorphed creatures do not get a bonus on Disguise checks, displaced creatures do not get 50% concealment, etc.).
    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: Undead with CR less than [your CL – 5] don't count against your limit of influenced undead (by Undead Empathy, animate dead etc).
    Transmutation: Whenever you cast a Transmutation spell on a creature or object, you can grant it DR 5/- or energy resistance 15. Alternatively, you may lower resistance in enemies by the same amounts.

    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 cast even from within Antimagic.
    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, and they cost no less than 1 strain point per SL (unless their strain toll is already higher). Furthermore, they dissipate with no effect when the Mage falls asleep or unconscious.
    This ability can also be very dangerous. If the Mage is struck by Spellfire (see the "Arcane Feats" spoiler below) while charged with arcane power, she must make a Will save vs. DC 20 to avoid a chain-reaction that causes all stored SLs to discharge and add to the damage the Mage takes.

    True Specialist
    A 19th level mage unlocks the deepest secrets of her school of specialization.
    She may now spend a full round action to cast a non-specific 10th level spell, using its energies to replicate the effects of any spell of her school of specialization that's currently beyond her spellcasting capabilities.
    Spell that exist in one of her spellbooks take their normal casting time to activate.
    Game-approved spells have their casting time doubled, or increased by 1 round (whichever's longer).
    On-the-fly-approved spells have their casting time increased tenfold, or increased by 2 minutes (whichever's longer).

    Mage ACF: Wizard

    Some mages prefer to delve into all arcane schools, trading the benefits of a school of specialization.
    Wizards don't get extra known spells from a school of specialization, since they don't have one.
    Wizards also lose Minor/Moderate/Major School Esoterica, Spellpower and True Specialist class features.

    Mage ACF: Unorthodox Specialist

    Although a specialist, you compromise your specialism-based raw power for versatility.
    You trade Minor/Moderate/Major School Esoterica for gaining 3 feats instead – one for each esoterica traded.

    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)
    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 specifies a focus, the mage's bonded item replaces it.
    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. 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.

    Observation: Bonded items are endowed with powerful Abjuration, Conjuration, Divination and Transmutation powers. A mage cannot have any of those schools in his list of prohibited schools. In effect, this means that Bonded Item ACF may only be taken by abjurers, diviners and wizards.

    Arcane Feats

    Arcane Breach
    Requirements: Arcane Apotheosis, able to cast Antimagic Field and Mage’s Disjunction without preparation
    Benefits: Though spells don’t work within Antimagic and cannot be activated within it, 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].
    there’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 level 6, Concentration 6, Spellcraft 9, Enlarge Spell, Extend Spell, Widen Spell
    Benefits: You have gained an understanding of how to 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 willing 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).

    An Archmage is effectively a wizard who cannot be deprived of his primary source of power.
    - Class: Mage (Wizard)
    - Skills: Able to decipher script in 3 known languages.
    - Skills Tricks: Codebreaker.
    - Feats: Speed Reader.
    - Spells: Able to cast Animate Objects, Blink, Fly, Ghostform (SC, p.103), Greater Invisibility, Make Whole*, Permanency and Tongues.
    * Without multiclassing / Arcane Disciple feat, access to this spell is available via Limited Wish.
    Benefit: In a laboratory ritual that takes 24 hours to complete, you animate one of your spellbooks in a unique manner, forever bonding it with your essence. Your chosen grimoire dematerializes, appearing only as you summon it to your presence by a simple act of will. Whenever you wish to cast a spell, the grimoire materializes in front of you, open in the page where the spell starts. The pages are flipped in a way that's most convenient to you as you progress in the casting of the spell. The grimoire is also present in front of you when you wish to add more spells to it. The total number of pages such a grimoire contains increases with your power growth, equaling the "arithmetic progression" of your current level. Thus, a 15th level archmage possesses a bonded grimoire of (15 + 1) * 15 / 2 = 120 pages. Your bonded grimoire cannon be permanently altered by anyone except yourself. If damaged in any way, it is perfectly mended the next time it is materialized.
    Note: From practicality's standpoint, most archmages are also runemages (see "Alternative Spellbooks" below), choosing to bond with a grimoire that would contain as many spells as possible. Most all also record handpicked key spells not rune-encoded, to cast as silent/still spells when the need arises.

    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, limited to a single target.
    - 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.

    Force Missile Mage

    The Force Missile Mage is one of the more iconic unofficial 3.5e PrCs. Here's an attempt to make the concept viable with feats.

    Force Missile Mage
    Requirements: Minor School Esoterica: Evocation, able to cast Magic Missile w/o preparation
    Benefit: Every time a force missile mage casts magic missile, she creates an addition missile, even if this extra missile exceeds the normal maximum of five missiles that the spell normally allows. At 7th level and every 4 levels afterwards, a force missile mage gains an additional missile when casting Magic Missile.

    Subtle Missiles
    Requirements: Force Missile Mage
    Benefit: From now on, you cast Magic Missile w/o the Verbal or Somatic components. The spell's SL remains unchanged.

    Elemental Missiles
    Requirements: Force Missile Mage, able to cast spells with either acid/cold/electricity/fire descriptors w/o preparation
    Benefit: When casting Magic Missile, you may change the energy descriptor of each missile according to whatever prereq energy spells you possess.
    Missiles with altered energy descriptor deal additional damage against vulnerable creatures and less damage against creatures with related resistances/immunities.

    Greater Missile Impact
    Your magic missiles deal more damage
    Requirements: Force Missile Mage
    Benefit: This feat may be taken a total maximum of 3 time, each increasing the damage of your missiles to d8s / d10s / d12s.

    Extraordinary Missile Burst
    Requirements: Force Missile Mage, Subtle Missiles
    Benefit: You now discharge the effect of Magic Missile as an (Ex) ability. This still requires a standard action.

    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 Mage 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.

    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 she'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 looks 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 other spellcasters to identify a spell as it is being cast, which raises the the identification DC by 10 (or by 5, for anyone who took this feat).

    Spellfire is fully detailed here.
    Overhaul adaptation: When making melee or range attacks with Spellfire, a mage adds her Int-bonus to the attack rolls. This offsets the dodge-AC increase that all characters gain with BAB progression.

    Spellwarp Sniper
    Requirements: able to cast a 3rd SL (or higher) arcane spell with the ray descriptor w/o preparation, Concentration 8, Precise Shot
    Benefit: you gain the "Spellwarp" ability described for the CSco Spellwarp Sniper PrC.

    Spellwarp Sudden Strike
    Requirements: Spellwarp Sniper, SA, BAB +6, Rogue's special ability: Improved Sneak Attack
    Benefit: You gain the Rogue's Sudden Strike class ability, but only when making ray attacks.

    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 take 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.

    Third Eye
    Requirements: Eschew Materials, Silent Spell, Still Spell, Moderate School Esoterica.
    Benefit: you gain a third eye – an animated tattoo – in the center of your forehead.
    The eye remains shut most of the time. You may cast a spell from your chosen school of specialization through your third eye as a free action silent act of will, causing the eye to open and glow with a dim light.
    Using the eye requires the caster to be able to cast the spell w/o material components (if the spell doesn’t have any in its description or via Eschew Materials feat). This does not alter the level of the spell.
    You may use this [Int-bonus] times per day, and no more than once per hour.

    New Mage Spells

    Awaken Self
    This spell is described here.

    Duel Dome
    Level: Mage 8
    Components: V, S
    Casting Time: 1 round (see below)
    Range: long (120')
    Area: 60' diameter dome
    Duration: long (1 hour) (see below)
    Saving Throw: None (see below)
    Spell Resistance: No
    This specialized spell is used for resolving conflicts between two individuals.
    The effect of this spell may only come to be when two mages cast it simultaneously. The area to be affected must contain exactly 2 sentient individuals who are willing to duel each other to the death. The spellcasters must genuinely believe without a shadow of a doubt that this is the case at the moment of casting or the spell fails. The area may contain no other living/construct/undead/conjured/called/summoned/animated creatures of any sort or the spell fails.
    Upon completion of the spell, an impregnable and opaque dome is formed. The dome contains illumination equivalent to Light spell and may not be entered, exited, penetrated, or prematurely ended by any means whatsoever.
    The dome persists until one of the duelers is dead or an hour has passed. In the latter case, both duelers are disintegrated with no save allowed and potential SR ignored.

    Folded-Space Pocket
    Level: Mage 3
    Components: V, S
    Range: Personal
    Duration: 12 hours
    This spell creates a spatial distortion under your control that allows you to store and retrieve objects.
    You may store up to 1lb per [CL * Int-bonus].
    Items within your folded space do not count towards encumbrance.
    This folded space can even be accessed through the folds of your clothing. Only you can access your own folded spell, and other beings cannot even identify that you have it.
    Placing or removing an object into or from your folded space is a move action, and you always grab whatever item you want.
    If you possess the Quick Draw feat, you may store or recover an item as a swift action.

    This spell is described here.

    Ghost Hands
    Level: Mage 6
    Components: V, S
    Casting Time: standard action
    Range: Medium (60')
    Effect: A pair of potent spectral hands
    Duration: 12 hours
    Saving Throw: None
    SR: No
    This spell works similar to Spectral Hand, but is significantly more potent.
    1. You gain 2 spectral hands.
    2. The hands possess the Ghost Touch property and may manipulate objects as if they were solid, and they transmit sensations to you (not to the point of pain though).
    3. You do not lose HP upon casting the spell, and each hand has a number of HP equal to your CL + Int-bonus.
    4. The hands may only be harmed by force effects and Spellfire.
    5. Each hand may strike like a sledgehammer, dealing 1d8 + your Int-bonus force damage. For determining the hands' attack rolls, your CL replaces your BAB.
    6. Only one hand may deliver a touch spell in a given round, and a hand may not punch and deliver a touch spell at the same time.
    7. The hands may flank with you, themselves or an ally.
    8. Upon casting the spell, and at any given time, as an immediate action, either hands or both may be made invisible (as with Greater Invisibility) or visible.

    Greater Prestidigitation
    This spell functions as described here.

    Level: Mage 9
    Casting Time: standard action
    Range: touch
    Target: 1 non-mindless creature (Mind Blank spell effect doesn't count)
    Duration: instantaneous
    Saving Throw: None
    SR: yes
    A nemesis exists in one place and one place only – the victim's mind. The confrontation is immediate, where the victim, in its mind, fights a precise duplicate of itself at the instance of being affected.
    All character resources spent in this confrontation are wasted, all damage and conditions taken persist.
    If the victim loses, it dies, but that's not all. This defeat also permanently polarizes the victim's alignment. Only Miracle, Wish or a second casting of this spell can undo this alignment polarization.

    Sense Probe
    Level: Mage 4
    Components: V, S
    Casting Time: standard action
    Range: Short (60')
    Target: Self
    Duration: Concentration
    Saving Throw: None
    SR: No
    You may experience the sensations of others.
    You can use the effect to experience a single sensation of one target at a time or to experience an emotion the target is currently experiencing.
    You may switch senses or emotions each round without the need to re-cast the spell.
    The effect can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt block it.

    Evocation [Fire]
    Level: Mage 1
    Components: S
    Casting Time: Immediate Action
    Range: Close (30')
    Target: You
    Duration: Instantaneous
    You may deal up to [CL + Int-bonus] points of fire damage, divided as you choose amongst any number of inanimate objects. This typically allows you to light many candles or a single campfire (even one with sodden wood) in an arcane display.
    Similarly, you may extinguish any flame(s) you could have ignited with this spell.
    You may also combine igniting and extinguishing in a single casting of this spell.

    Star Burst
    Level: Mage 9
    Components: V, S, M (a diamond worth 2500gp)
    Casting Time: Standard action
    Range: Long
    Area: 30' radius
    Duration: Instantaneous
    Saving Throws: No
    Spell Resistance: No
    As you hurl the diamond in your hand toward your enemies, it inflates and shatters into a swarm of blazing fragments..
    This spectacular spell rains down a hailstorm of diamond-like meteorites of different shapes and sizes upon the affected area. The meteorites explode upon impact.
    All targets in the AoE take damage as follows:
    - 4d8 bludgeoning *
    - 4d8 piercing *
    - 4d8 slashing *
    - 4d8 force ** (the concussive explosion)
    - 4d8 fire ** (the heat)
    - 4d8 pure light ** (flash of light)
    * Damage is treated as magical and adamantine and silver.
    ** This damage is halved by a successful Ref save.
    The area of effect is then filled with smoke for 2d4+1 rounds. Treat as Fog Cloud effect.
    Special: Treat the entire AoE as exposed to 3 consecutive rounds of Daylight effect.

    Level: Mage 2
    Casting Time: standard action
    Range: personal (short)
    Target: you
    Duration: 1-hour
    Saving Throw: None
    SR: No
    You gain the ability to communicate telepathically with any creature within range that has a language of any sort.
    If you converse mentally with multiple creatures, each of them is completely oblivious to your conversation with others.

    Transdimensional Trump
    Conjuration (summoning)
    Level: Mage 9
    Components: S, V, F
    Casting Time: 1 round
    Range: Infinite
    Target: 1 creature
    Duration: 1 round / level
    Saving Throw: No (harmless, see below)
    SR: No
    A transdimensional link is formed between the caster and a target creature the caster has met personally.
    -- On the recipient’s side of the link, an image appears (in her mind) of the caster reaching out her hand, telling them to arrive or accept her arrival.
    -- On the caster's side of the link, an image of the recipient telling the caller to wait for the recipient who is on her way, or that the recipient is busy and can/will not answer.
    The recipient has 1 round / level of the caster to grab the phantasmal hand or the transdimensional link collapses. The recipient / caster travels through the link and appears before the caster / recipient. Once the conversation is over, the recipient / caster simply rings a magical bell hovering nearby (this time with 3 rounds / level window of opportunity) and is returned to the original location.
    The spell is capable of working across the Planes of the Multiverse as its name implies. It will work through all types of warding, save those of 8th level or higher.
    Focus: A small golden bell

    Alternative Spellbooks

    Structures, Tattoos and Tokens:
    Those can all be taken as given in CArc (p.186,187).

    Arcane Geometry:
    Since these rules don't have a corresponding counterpart to the CArc Geometer PrC, the following feats serve as this codex' answer to both Rune Magic and Arcane Geometry.

    Spoiler: Rune Casting feats

    Some mages study rune magic, abandoning the standard arcane symbology of words and equations. The spellbook of a runemage, filled with painstakingly precise cryptic letters, looks nothing like a spellbook of a typical mage.
    Requirements: Dex 10 (see below), Search 4 ranks, able to cast Comprehend Languages and Explosive Runes w/o preparation, Literate Fluency (arcane runes) and the ability to decipher script (see below).
    Benefits: While a standard spellbook requires a number of pages scribed with phrases and formulae to record a single spell of 2nd level or higher, a runemage can record any spell of any level on only a single page of her book.
    Learning the language of arcane runes is almost as difficult as learning to prepare Mage spells in the first place.
    - A mage must be literate and fluent in the language of arcane runes and able to decipher scripts (a total of 5 skill point), to be able to record and prepare 1st – 3rd level spells (see entry #7; "Skills and the study of Languages" spoiler for details).
    - A mage must have extensive knowledge in the language of arcane runes to be able to record and prepare 4th – 6th level spells.
    - A mage must possess mastery in the language of arcane runes to be able to record and prepare 7th – 9th level spells.
    All rune-encoded spells have the Somatic component, even spells that usually don't. Furthermore, Still Spell feat cannot be applied to rune-encoded prepared spells.
    Runecasting requires Dex score of [10 + SL] to cast. Mages with lower scores must make a successful ability check vs. DC [10 + SL] to avoid spell fizzle.
    Special: A runemage that can inscribe 4th SL runes is eligible to learning Glyph of Warding as a 4th level arcane spell. A runemage that can inscribe 7th SL runes is eligible to learning Greater Glyph of Warding as a 7th level arcane spell.
    Special: If a runemage has the Bestow Spell-Like Ability feat and wishes to grant one of her rune-encoded spells to a subject as a SLA, the subject must carry a tattoo representing the bestowed upon spell, using the same rules given for Tattoos (CM, p.186), with tattooing DC = [10 + SL]. Physically removing a magical tattoo with a sharp instrument or defacing it with fire or acid can destroy it. Doing so is a full-round action that requires the target to be willing or helpless, and provokes AoOs. At least [3 / SL + 2 / CL] damage must be dealt to destroy a magical tattoo in this manner.

    Sigilsight (Ex)
    Requirements: Runemage, able to inscribe 4th SL runes
    Benefit: The runemage can use a Search check to find magic traps based on runes, glyphs, sigils, symbols, and other writings the same way a rogue w/ Trap Spotter special ability can find traps. She gains a bonus equal to her CL on all Search checks to find traps of this sort – able to make a Search check as if she were actively searching for the magic trap.

    Pass Sigil (Su)
    Requirements: Sigilsight
    Benefit: The runemage can temporarily negate magical wards based on written symbols, sigils, runes, or glyphs.
    As a standard action, a runemage can attempt to pass such a sigil. She must succeed on a level check (DC 6 + the sigil creator’s CL). If successful, she can suppress the effects of the device for as long as she maintains concentration (which might make it possible for others to pass the sigil safely, too).
    A runemage must be able to see the device to be passed.

    Note: Rune Casting may be combined with the rules for Tattoos and Tokens.

    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: 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 Nature Adaptation
    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 Primal Voices
    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.

    Weapon and armor proficiency: 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. Starting at 2nd level, instead of a spell, you may elect to gain a Drift, as specified for the Geomancer PrC (CDiv), gaining access to higher drift stages every 4 levels passed 2nd.
    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' 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' 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.

    Spells removed from the Druid's list:
    • Guidance (0) – Druids cannot turn to mystical insights
    • Virtue (0) – Utterly useless and thematically meaningless
    • Hallow / Unhallow (5) – Druids don't make holy-unholy distinctions.
    • Foresight (9) – Druids cannot turn to mystical insights.

    Spells added to the Druid's list:
    • Alter Self (2)
    • Polymorph (4)
    • All spells from the following domains not already on the list: Air, Animal, Earth, Fire, Plant and Water.

    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 places 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.
    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.
    Creating an infusion costs [SL x CL x 50] in gp.

    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.

    Combined with this ability, druids' version of Enchant Item spell allows them to bestow magical qualities upon non-monstrous plants just as if they were inanimate objects.
    Enchanting living plants with magical properties does not harm them in any way.

    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 adds his Wis-bonus to attack 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 plant-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.

    Nature Adaptation (Ex, Su)
    An 8th level druid gains extraordinary resistance to cold and fire equal to his Druid class level.

    In addition, the druid gains the following (Su) abilities*:
    - Eyes of the Storm: Moderate natural weather conditions such as snow, hail, rain, light fog and strong winds (21 mph) do not raise the DC on Spot, Listen, and Search checks. The druid can also see through 20' of magical fog, mist, gas, wind, rain, or similar inclement weather conditions, ignoring any concealment they might grant. This distance increases by 5' for every 3 levels passed 8th.
    - Ice Walker: The druid can move across snow and ice as if they were solid ground, without sinking, losing foothold or breaking through it, and does not need to make Balance, Climb or Tumble checks associated with snow and ice. Snow and ice that are magically manipulated to impede movement still affect the druid as normal.
    - Natural Swimmer: The druid gains a swim speed equal to half his land speed, as well as +8 to all Swim checks.
    - Mountain Stance: The druid is immune to altitude sickness. The druid also receives a +4 bonus to resist actions or effects that would move him against his will (Bull Rush, Grapple, Overrun, Trip, as well as being lifted/pushed/pulled/dragged, becoming blown away/knocked down/checked by high winds, and spell effects such as Repel Wood, Reverse Gravity etc.).

    * Whenever the druid is conscious, one of the above options is active. Switching between them requires a standard action that doesn't provoke AoOs.

    Avenger of Nature (Ex)
    Starting at 10th level, a druid adds his Wis-bonus 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 now adds twice his Druid level to all attack rolls against such creatures. This includes weapons, natural weapons, and any Druid spells which might 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 the effect to break and revert to his normal form (similar to how Statue spell works).

    Primal Voices (Su)
    When a 16th level druid speaks to the world – the world listens.
    The druid now radiates a primal magnificence that "animals" automatically sense. Unless magically or supernaturally coerced, an animal will not attack the druid. Those animals that come within 20' are automatically affected by the Charm Animal spell effect. Save is allowed as normal and an animal that makes the save is immune to the effect for the next 24 hours.
    Furthermore, the druid may now use Speak with Animals, Speak with Plants, Commune with Nature and Stone Tell – as by the spell effects of the same names – at will.

    Special: Level 16 is a pivotal point for a druid. Any Druid class variant or ACF (see below) can be taken no later than 48 hours passed reaching this point. Whatever choice the druid makes for this level seals his role in the world. The druid also becomes immune to alignment manipulation, and any effect or application of power that would shift his allegiance automatically fails (or is broken upon having to make allegiance-tied decisions).

    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 it was made of 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 a full round action to root himself to the ground (or un-root). 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 weekly 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 oldage 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. The druid's body reforms in the wild shape most commonly used that's native to the material prime. Though retaining his Int/Wis/Cha, the druid does not remember his true nature until 1d20 days have passed, although contact with an ally can revert this. Contact with an enemy will let him remember his true form if making a Will save vs. DC [10 + enemy's char-level]. If slain in this animal form, the recovery duration is elevated to d20 + 20 days, and the DC to 15 + enemy's char-level.
    From this point and on, a druid can maintain Wild Shape indefinitely.

    Druid ACF: Verdant Lord (Ex, Su)

    Some druids give up dominance over animals for gaining greater plant affinity and benign influence over plant life.
    A druid that chooses to become a Verdant Lord does not gain the Wild Dominion (6th level) or Primal Voices (16th level) class abilities.

    Verdant lords gain the effect of Barkskin spell as an (Ex) ability.
    A number of times per day equal to [3 + WIS-bonus], the druid can enact accelerated plant growth within 30', causing flowers to bloom, grass to sprout, trees to sprout from a seedling (growing to sapling size only), vines to snake up a wall, a tree's roots to delve deeper, etc. Vines and trees grow at the rate of 1 foot per round; saplings and bushes require a full minute to grow from a seedling; flower growth takes only one round; fully ripened fruits are available within 3 rounds. Plants must be able to survive in the soil and climate where they are planted (no oak trees in the desert, cacti in the tundra, etc.), or they slowly die out. Tree roots deal 1d8 points of damage to structures each round.
    Initiating plant growth is a standard action with Duration: Concentration.
    For each 4 levels passed 6th, the druid gains one additional daily use of this ability.

    A 16th level verdant lord becomes a Verdant Overlord.
    Verdant overlords affect all plants within 240' radius when enacting accelerated plant growth and no longer need to concentrate – the power is in effect for as long as the verdant overlord wishes it to linger, up to 5 minutes per activation.
    Alternatively, 3 Druid spells may be augmented by expending 1 use of this power:
    - When casting Liveoak spell, a verdant overlord may affect multiple trees simultaneously, paying separate spellcasting toll per affected tree.
    - When casting Change Staff spell, the treant is automatically affected by Barkskin (a separate spellcasting toll), gains +4 increase to Str & Con, and deals damage as if it were 1 size larger.
    - When casting Shambler spell, a verdant overlord ensures that 6 shambling mounds are summoned.

    Druid ACF: Primal Overlord (Su)

    Some druids trade personal communication powers for making a difference in rare cases where it really counts.
    A druid that chooses to become a Primal Overlord does not gain the Primal Voices class ability.

    Whenever the druid is aware that “The Land” is in an immediate peril (such as deforestation, massive mining, despoilment of a large lake, damming etc), the druid may issue a great mental callout to all of the area’s natural denizens of above Int 0 (animals, dire animals, giant animals, legendary animals, magical beasts, monstrous plants and native fey) within 1 mile per Druid class level.
    All the alpha specimens of any pack/pride/herd creatures and anything between 10% and 40% (depending on the urgency and required "task force") of all adult denizens arrive as fast as they can to aid the druid.
    During the combined effort, the calling druid can mentally coordinate the arriving creatures to act against their common foe, using general instructions such as “regroup”, “stand in defiance”, “fight”, “retreat”, “run away”, “disperse” etc. – all depending on the circumstances.

    Once the animals respond to the mental callout and arrive, the druid's power to mentally direct them last for 12 hours.
    Once such a call is issued, it cannot be used again for [one month minus 1 day per level of the druid passed 16th].
    The druid can divide them into a number of groups equal to his Wis-bonus and give each group its own directions.

    Note: The druid must genuinely believe that the very ecology of the land is in jeopardy and that there’s a reasonable chance for a combined effort to thwart off the menace for this ability to take effect (a natural disaster such as earthquake or volcanic eruption is not something that requires the guiding hand of a primal overlord). A failed attempt is still a wasted attempt.

    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 Nature Adaptation 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, a 19th level 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'.
    • 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' 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'.
    • 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.
    • 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.
    • Wail of the Banshee: Kills creatures in a cone.

    Druid Variant: Master of Many Forms

    Some druids become so obsessed with Wild Shape, that they abandon their roles as defenders of nature and devote themselves utterly to honing their Wild Shape powers.
    A master of many forms retroactively loses his Defender of Nature ability (3rd level), as well as any of the following abilities (either retroactively or when their level is reached):
    - Wild Dominion (6th level)
    - Nature Adaptation (8th level)
    - Avenger of Nature (10th level)
    - Primal Voices (16th level)
    - Resident of the Elemental Planes (19th level)

    Each of the above is replaced with a bonus feat that may only be taken to further develop Wild Shape – in form, size or new options.
    Starting at 11th level, a Master of Many Forms may use a feat slot to gain Aberration form and Ooze form (with the former serving as prereq for the latter).

    A druid must be of 5th level or higher to become a Master of Many Forms, when Wild Shape ability is gained.

    New Druid Spells

    Enchanted Forest
    Click This.

    Conjuration (Creation)
    Level: Druid 6
    Components: V, S, M
    Casting Time: 1 round
    Range: Medium
    AoE: 10 ft. radius/level
    Duration: 1 week
    Saving Throw: None
    Spell Resistance: No
    When this spell is cast, grasses, vines, and creepers in the area of effect grow at an accelerated rate, and more of the same magically sprout to support the ones already there. These plants grow up along any structures in the area, including objects left out in the open – wagons, siege engines, etc. The plants ignore living beings, but they totally engulf corpses. They grow at the rate of 1 foot per hour; after the first day (when, presumably, they've overgrown most structures), they deal damage at the rate of 1 structure damage per minute, bypassing hardness, as the roots burrow into stone and wood (metal objects are unaffected). The plants can be cleared away, but it takes about an hour to completely free a small house or hut, and the plants immediately start to grow back.

    Tumultuous Thump
    Evocation (Earth)
    Leve: Druid 4
    Components: S
    Casting Time: 1 swift action
    Range: Personal
    AoE: 40-ft radius spread centered on you.
    Duration: Instantaneous
    Saving Throw: see text
    Spell Resistance: no
    With a stomp of your foot, as a standard action that doesn't provoke AoOs, you cause the ground to lurch with sudden vehemence.
    When your foot touches the ground, you evoke a sudden and violent convulsion of the ground that affects creatures in contact with the ground within the area of effect.
    Creatures within the area of affect make a Ref, Fort AND Will save.
    - Creatures that fail the Ref save are knocked prone and take 2d6 damage + 1d6 / 6-CLs (max 5d6 at 18th).
    - Creatures that fail the Fort save are dazed for 1d4 rounds (save allowed at each consecutive round to negate).
    - Creatures that fail the will save are stunned for 1 round and shaken for 1d4 rounds after that (save allowed at each consecutive round to negate).
    This upheaval does not damage structures.

    Wild Shape Feats

    Type Expansion:

    Fey Wild Shape
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Fey to the repertoire of form-types available to you.
    Special: This feat does not grant any (Su) abilities the emulated fay might possess. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Giant Wild Shape
    Requirements: Large Wild Shape
    Benefits: You may wild-shape into a giant type whose size you have access to.
    Special: This feat does not grant any (Su) abilities the giant might possess. Those have to be gained individually via the Assume Supernatural Ability feat (SS p.30).

    Magical Beast Wild Shape
    Requirements: Plant Wild Shape, Knowledge (arcana) 7
    Benefits: You add Magical Beast to the repertoire of form-types available to you.
    Special: You gain all (Su) abilities of the magical beast whose form you take.

    Dragon Wild Shape
    Requirements: Magical Beast Wild Shape, Elemental Wild Shape, Knowledge (arcana) 10
    Benefits: Choose a specific Dragon race (1 of 6). You add that Dragon type to the repertoire of form-types available to you.
    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.

    Size Expansion:

    Diminutive Wild Shape
    Requirements: Tiny-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Diminutive size category.

    Fine Wild Shape
    Requirements: Diminutive-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Fine size category.

    Gargantuan Wild Shape
    Requirements: Huge-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Gargantuan size category.

    Colossal Wild Shape
    Requirements: Gargantuan-sized Wild Shape
    Benefits: All of the monster categories available to you also gain one Colossal size category.

    Expanded Wild Shape Options:

    Alternative Humanoid Identities
    Requirements: Extraordinary Wild Shape class ability
    Benefit: This feat blends the Druid's Wild Shape and A Thousand Faces abilities to grant the druid new (and real) earthly identities. The druid can assume Humanoid and Monstrous Humanoid forms (one of each for Small and Medium sizes) and Giant forms (one Large-sized Giant species and eventually (18th) one Huge one).
    Switching between humanoid identities consumes 1 hour of daily Wild Shape, but once a form is taken it is real and is maintained indefinitely.
    Assuming an alternative identity is actually more an expression of A Thousand Faces ability than of Wild Shape. It does not increase the druid's class-tied BAB, but the druid also doesn't lose the ability to cast spells.
    The act of transformation is a (Su) ability, however, when assuming an alternative identity, for all intents and purposes, the druid is physically a member of that race, gaining all racial powers and weaknesses, and having all physical attributes modified accordingly.
    No spell or mortal ability can detect an alternative identity as anything but the druid's true form. Furthermore, if the druid is slain, his body does not transform back into his original race. Only total obliteration of the body and True Resurrection cancel out an assumed alternative identity.
    Special: If the druid has also taken Wild Qualities feat prior to taking this feat (or prior to choosing his alternate Huge-sized identity), he may choose an identity of a Humanoid or Giant race with extraordinary qualities and benefit from them (e.g. Troll's Regeneration, or a Fire Giant's immunity to fire-based damage).

    Form Blending
    Requirements: Wild Shape class ability
    Benefit: The druid can "import" a single physical mechanical feature from one of his known Wild Shape forms into another form. So, if for instance a 7th level druid can Wild Shape into a lion and a giant eagle, then he could change into a lion with wings.
    If the imported body part is used for movement, then the speed is reduced by 10' compared to the original form and (when relevant) the form's maneuverability drops by one grade (e.g. Average flight maneuverability drops to poor).
    If the imported body part is used for attack, then attacks with that part are made at -2 to hit, but the damage is calculated as normal.
    If it is a sensory organ, no penalties apply.

    Trait Blending
    Requirements: Wild Shape class ability, Form Blending
    Benefit: The druid can "import" a single trait from one of his known Wild Shape forms into another form. This could be any (Ex)/(Su) ability that doesn't require specialized external organs. So, if for instance a 7th level druid can Wild Shape into a lion and a giant bat, then he could change into a lion that has Blindsense.

    Wild Qualities
    Requirements: Extraordinary Wild Shape class ability, Wild Senses
    Benefit: When assuming Wild Shape, the druid gains all the extraordinary special qualities of the assumed form.
    Example: Changing into an octopus bestows upon the druid the Ink Cloud and Jet abilities.

    Wild Reach
    Requirements: Wild Shape class ability
    Benefit: When assuming Wild Shape, the druid can suddenly stretch his limbs, neck, or other appendages outward, giving him 5' extra reach over the creature he's emulating.
    Unlike most creatures, the druid's assumed form don't appear to have a longer reach until he actually uses this option.

    Wild Senses
    Requirements: Wild Shape class ability
    Benefit: When assuming Wild Shape, if and when relevant, the druid gains the senses of his assumed shape.
    Senses include extraordinary special qualities such as Blindsense, Blindsight, Darkvision, Low-Light Vision, Scent, and Tremorsense.

    Note: Wild Shape feats cannot be retrained.

    Other Feats

    Augury in Blood
    The druid is able to see the future in the spilling of blood.
    Requirements: 4th level Druid spells, non-good.
    Benefit: The druid may use Augury or Divination as 2nd or 4th level spells respectively. To do so requires them to kill a living creature with a coup de grace using a slashing weapon. A creature must have blood to be a viable sacrifice for this effect.
    The casting of Augury as a Druid spell requires a non-sentient creature, and the casting of Divination as a Druid spell requires a sentient creature (Int 3+).
    Reading the blood requires 1 minute after the sacrifice is made.

  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: Warlock
    Saves Special
    Level BAB F R W Class Abilities Invocations Shapes & Essences
    1st +0 +0 +0 +2 Eldritch Blast, Overload
    2nd +1 +0 +0 +3 Eldritch Eyes
    3rd +2 +1 +1 +3 Heritage
    4th +3 +1 +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, the planes, religion), Profession, and Sense Motive.
    Skill Points Per Level: 4 + Int-mod.

    Weapon and Armor Proficiency: Warlocks are proficient with all simple weapons. They're also 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.
    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.
    Retraining: Every time a character gains a new level in the Warlock class, he may retrain a single invocation or shape or essence he knows for another of the same level. An invocation may be swapped for a shape or essence. That slot preserves its status as invocation, if the warlock decides to retrain it back to another invocation in the future. Shapes gained by leveling in the Warlock class may be retrained as essences (and vice versa), but not into invocations. In addition to leveling, a warlock may swap an invocation/shape/essence he knows with another of the same grade by spending a week of meditation and focus (uninterrupted 8 straight hours each day). This swap costs 1000gp per level of the invocation.
    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.

    Overload (Su)
    Once per minute, a warlock may overload his EB to make it deal additional damage. After overloading, the warlock may not use his EB until after the end of his next turn.
    At 1st level, when overloading his EB, the warlock deals an additional 1d6 damage. At 5th level and each 4 levels thereafter, overload increases EB damage by 1d6 more (+2d6 at 5th Warlock level, +3d6 at 9th etc).
    When making iterative attacks with EB, only the first attack is overloaded, while the rest deal normal damage.
    When using Split Blast (see below), only one of the blasts is overloaded.

    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)
    Starting at 4th level, a 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.

    Fast Healing (Su)
    At 5th level, a warlock's body starts feeding off of magical energies. The warlock gains Fast Healing 1 (recovers 1 HP / round).
    Starting at 13th level, the warlock gains Fast Healing 2.
    If the warlock is cut off from magic (i.e. A-M), this trait doesn't function.

    Spectral Blast (Sp)
    Starting at 6th level, a warlock's EB stretches to the ethereal plane and no longer suffers the usual 50% miss chance against ethereal or phased targets.

    Aspect of Power (Su)
    A 7th level warlock may concentrate to produce a mage hand effect or any effect of Prestidigitation or Thaumaturgy 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.

    Energy Resistance (Su)
    Starting at 8th level, a warlock's gains innate energy resistance 10 against the two types of damage at the warlock’s disposal (and against all three types, starting at 10th level).

    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 bla