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  1. - Top - End - #91
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default The Icerim Mountains

    The Icerim Mountains

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun, Unapproachable East
    Knowledge (Local-Rashemen)

    Campaign Location:
    Shared Regions:

    Lore: Bands of ferocious taer haunt the freezing slopes and mists of the Icerims of the East.

    Region: the Icerim Mountains
    Recommended Subraces: Taer
    Automatic Languages: Giant
    Bonus Languages: Auran, Damaran, Dwarven, Rashemi, Tuigan
    Favored Deities: Auril, Loviatar
    Regional Traits: Battle Jump, Bullheaded, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Greatclub; (B) Masterwork Hide Armor and Six Applications of Taer Stench Grease (see below).

    Spoiler: New Equipment (Taer Stench Grease)
    Show
    Taer stench grease is brewed by Taer alchemists from a combination of common herbs, stink bugs, and their own musk. After a minute spent applying it to a creature or object, it mixes with air to produce a foul stench that is considered to be an inhaled poison. Creatures within 10 feet of the affected creature or object must make a fortitude saving throw DC 15 or gain the sickened condition while they remain within the area of effect. Creatures that exit the area of effect can make a new saving throw with a +5 bonus to their fortitude saving throw to remove the sickened condition. A failed save results in the sickened condition persisting for a further 1d3 rounds. Creatures that re-enter the area must save again and can become sickened.
    Once applied, the effect of the grease persists for 1d6+4 minutes. The sickened condition persists for the duration of the grease as long as the creature remains within the area of the stench.
    Type: Alchemical Item; Price: 50gp (25gp for Taer) Craft DC: 25 (15 for Taer) Weight: 1 lb
    Last edited by Neoxenok; 2017-05-26 at 02:35 AM.

  2. - Top - End - #92
    Orc in the Playground
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Quote Originally Posted by Neoxenok View Post
    Baldur's gate isn't listed specifically, it's subsumed into the rest of the Sword Coast.
    ... at least for humans and dwarves.

    It's really difficult to tell where some regions are in respect to one another, but when I finish the player's guide to faerun and begin working on the main campaign setting book, I'll be able to start grouping regions together in broader campaign areas so it'll be easier to see, for example, if you're starting a game in baldur's gate, you'll know that your halfling character (as an example) can likely come from Amn instead of, say, the Western Heartlands.
    Great to know! Thanks! :D Keep up the amazing work!

  3. - Top - End - #93
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    OldWizardGuy

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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Quote Originally Posted by AOKost View Post
    Great to know! Thanks! :D Keep up the amazing work!
    Seconded, this is a project of incredible scope!

  4. - Top - End - #94
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default The Plateau of Thay

    The Plateau of Thay

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: The Player's Guide to Faerun
    Knowledge (Local-Thay)

    Campaign Location:
    Shared Regions:

    Lore: Many of Thay's gnolls come from the northwestern frontiers of that forbidding land. Centaurs once freely roamed the Plateau of Thay, but now most of them serve the Red Wizards.

    Region: the Plateau of Thay
    Recommended Subraces: Centaur, Gnoll
    Automatic Languages: Gnoll
    Bonus Languages: Abyssal, Draconic, Goblin, Infernal, Mulhorandi, Rashemi
    Favored Deities: Yeenoghu
    Regional Traits: Blooded, Long Reach, Thug
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe or Masterwork Shortspear; (B) Masterwork Spiked Scale Mail.

  5. - Top - End - #95
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Sphur Upra

    Sphur Upra

    Under Construction
    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Underdark (Earthroot))

    Campaign Location:
    Shared Regions:

    Lore: Existing between the plane of shadow and the material plane, Sphur Upra is the city of the Gloamings.

    Region: Sphur Upra
    Recommended Subraces: Gloaming
    Automatic Languages: Undercommon
    Bonus Languages: Aquan, Draconic, Dwarven, Elven, Sylvan, Terran
    Favored Deities: None
    Regional Traits: Fearless, Luck of Heroes, Smooth Talk
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Studded Leather Armor and Twenty Masterwork Arrows; (B) Arcane Scroll of Invisibility and Knock (Caster Level 3rd).
    Last edited by Neoxenok; 2017-05-26 at 01:23 AM.

  6. - Top - End - #96
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    Neoxenok's Avatar

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    Default The Stormhorns

    The Stormhorns

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun, Races of Faerun
    Knowledge (Local-Cormyr)

    Campaign Location:
    Shared Regions:

    Lore: Driven from their home in the Star Mounts by a dragon, many Aaracokras founded new Aeries in the Stormhorns of Cormyr.

    Region: the Stormhorns
    Recommended Subraces: Aarakocra
    Automatic Languages: Auran
    Bonus Languages: Chondathan, Draconic, Elven, Orc, Sylvan
    Favored Deities: Aerdrie Faenya
    Regional Traits: Fearless, Furious Charge
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javalin or Masterwork Longspear or Masterwork Spear; (B) Masterwork Flight Lance (See Below).

    Spoiler: New Equipment (Flight Lance)
    Show
    This is a 10-foot wooden shaft topped by blade. The back end is fletched to keep the lance's flight true. This weapon is normally used with a charge while flying, hurled at the bottom of a swoop maneuver to impale the target. It may be used as a melee weapon as if it were a shortspear.
    Type: Exotic Weapon; Damage (Medium): 1d8 Piercing; Critical Hit: x3; Range: 30ft; Weight: 5 lbs
    Last edited by Neoxenok; 2017-05-26 at 02:33 AM.

  7. - Top - End - #97
    Dwarf in the Playground
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    Default Re: Finding your Path in the Forgotten Realms 2: Still Looking

    Now I understand that this is not strictly a forgotten realms class, but it fits into the lore and you've already laid the groundwork with your tying mysteries to deities. Since I've been playing NWN 2 again as this class, I figured I'd give it a try.

    Favored Soul (Oracle Archetype)
    While most oracles draw their strength from a variety of gods and do not tend to venerate any one deity in particular, the Favored Soul draws their strength from one deity who has blessed and cursed them with their favor. Blessed them with divine abilities and cursed them with the resulting negative impact of storing such divine power in a mortal form. Favored souls are often loners, wandering the land serving their deities. They are welcomed by their churches but treated as unusual and are sometimes misunderstood. They are emissaries of their deities and outside the church's command structure - respected mystics not requiring the support normally crucial to a priest's success. This makes them sometimes revered and sometimes envied by their cleric cousins. While favored souls are occasionally disrespected for their perceived lack of discipline, devout worshipers know that they are a powerful message from, and indeed a living manifestation of their deities.
    • Alignment: A favored soul's alignment must be within one step of her deity’s, along either the law/chaos axis or the good/evil axis.
    • Weapon and Armor Proficiency: The Favored Soul gains proficiency in their deity's favored weapon. If the favored soul worships a deity with unarmed strike as its favored weapon, the favored soul gains Improved Unarmed Strike as a bonus feat.
    • Divine Weapon Specialization (Ex): At first level, the favored soul gains the increased base weapon damage of the warpriest’s sacred weapon ability with her deity's favored weapon at her favored soul level. This replaces the revelations gained at 1st and 15th levels.
    • Divine Wings (Su): At 7th level you may manifest either feathered wings (good aligned) or batlike wings (evil aligned; neutral may choose either upon gaining this class feature). You gain a fly speed of 60 feet with good maneuverability. This effect lasts for 1 minute per favored soul level. At 15th level this becomes permanent. This replaces the revelation gained at 7th level.
    Last edited by arcaneshield; 2017-05-26 at 07:09 PM.

  8. - Top - End - #98
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Surkh

    Surkh

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Vilhon Reach)

    Campaign Location:
    Shared Regions:

    Lore: While the lizardfolk hunt in many marshlands, the city of Surkh on the shores of the Deepwash is home to a great number of civilized scaly warriors.

    Region: Surkh
    Recommended Subraces: Lizardfolk
    Automatic Languages: Draconic
    Bonus Languages: Aquan, Chondathan, Goblin, Illuskan, Orc
    Favored Deities: Semuanya
    Regional Traits: Axethrower, Dauntless, Tireless
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin; (B) Masterwork Hide Armor and Heavy Wooden Shield.

  9. - Top - End - #99
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    Neoxenok's Avatar

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    Default Underdark (Deep Imaskar)

    Underdark (Deep Imaskar)

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Underdark [Earthroot])

    Campaign Location:
    Shared Regions:

    Lore: A hidden vault buried deep below the Endless Wastes, Deep Imaskar is the home of the Deep Imaskari people whose very flesh has been steeped in the magic of the deep-earth.

    Region: Underdark (Deep Imaskar)
    Recommended Subraces: Deep Imaskari
    Automatic Languages: Roushoum
    Bonus Languages: Abyssal, Aquan, Celestial, Draconic, Terran, Undercommon
    Favored Deities: Chauntea, Grumbar, Kossuth, Mystra, Shar
    Regional Traits: Arcane Schooling, Otherworldly
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) One 2nd Level Spell Scroll (Arcane) (Caster Level 3rd) or One 2nd Level Psionic Power Stone (Manifester Level 3rd) and Three Thunderstones; (B) Wand of Detect Magic or Wand of Light (Caster Level 1st; 20 Charges).
    Last edited by Neoxenok; 2017-05-29 at 11:40 PM.

  10. - Top - End - #100
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Underdark (Fluvenilstra)

    Underdark (Fluvenilstra)

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Great Bhaerynden)

    Campaign Location:
    Shared Regions:

    Lore: Known as the Garden City of the Underdark, Fluvenilstra lies below the Shaar. This beautiful area is home to the mysterious race known as the slyths.

    Region: Underdark (Fluvenilstra)
    Recommended Subraces: Slyth
    Automatic Languages: Undercommon
    Bonus Languages: Aquan, Dwarven, Elven, Gnome, Terran
    Favored Deities: Chauntea, Grumbar, Shar
    Regional Traits: Dauntless, Discipline, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Melee Weapon or Masterwork Melee Weapon or Masterwork Melee Weapon; (B) Masterwork Armor and potion or scroll (2nd level).
    Last edited by Neoxenok; 2017-05-29 at 11:56 PM.

  11. - Top - End - #101
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Underdark (Reeshov)

    Underdark (Reeshov)

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Northdark)

    Campaign Location:
    Shared Regions:

    Lore: Deep below the Serpent Hills lies the grimlock city of Reeshov.

    Region: Underdark (Reeshov)
    Recommended Subraces: Grimlock
    Automatic Languages: Terran, Undercommon
    Bonus Languages: Abyssal, Elven, Kuo-Toan, Orc
    Favored Deities: Shar
    Regional Traits: Blooded, Surefooted, Thug
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Battleaxe; (B) Masterwork Spiked Scale Mail Armor.

  12. - Top - End - #102
    Orc in the Playground
     
    Neoxenok's Avatar

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    Default Underdark (Sloopdilmonpolop)

    Underdark (Sloopdilmonpolop)

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Old Shanatar)

    Campaign Location:
    Shared Regions:

    Lore: Reputed to be the greatest kuo-toa city in the Underdark, Sloopdilmonpolop lies beneath Firedrake Bay, off the coast of Tethyr.

    Region: Underdark (Sloopdilmonpolop)
    Recommended Subraces: Kuo-toa
    Automatic Languages: Kuo-toa, Undercommon
    Bonus Languages: Aquan, Draconic, Dwarven, Elven
    Favored Deities: Blibdoolpoolp
    Regional Traits: Dreadful Wrath, Survivor
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Pincer Staff or Masterwork Spear; (B) Arcane or Divine Scroll of Bear's Endurance and Arcane or Divine Scroll and Scroll of Resist Energy (2nd Level; Caster Level 3rd).
    Last edited by Neoxenok; 2017-05-30 at 12:28 AM.

  13. - Top - End - #103
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    Default Underdark (Yathchol)

    Underdark (Yathchol)

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    Note that more lore information will be added when I start converting the actual forgotten realms campaign setting including examples of what the broader strokes of the kind of information you can gain with an appropriate knowledge (local) check.

    Source: Player's Guide to Faerun
    Knowledge (Local-Northdark)

    Campaign Location:
    Shared Regions:

    Lore: Beneath the Graypeak Mountains lies the chitine realm of Yathchol.

    Region: Underdark (Yathchol)
    Recommended Subraces: Chitine
    Automatic Languages: Undercommon
    Bonus Languages: Drow Sign, Elven, Kuo-toan, Orc
    Favored Deities: Lolth
    Regional Traits: Discipline, Knifefighter, Resist Poison
    Equipment: In addition to your normal starting equipment at first level, you can select either (A), (B), or neither and add 100gp to your starting gold. These benefits only apply to starting 1st level characters. (A) Masterwork Javelin or Masterwork Short Sword; (B) Potion of Lesser Restoration.
    Last edited by Neoxenok; 2017-05-30 at 12:36 AM.

  14. - Top - End - #104
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    Default Feats of the Forgotten Realms (A-I)

    Feats of the Forgotten Realms

    Arcane Preparation [General]
    Source: Player's Guide to Faerun
    You can prepare your spells in a manner similar to a wizard or cleric.
    Prerequisite: Ability to cast spells without preparation.
    Benefit: If you cast arcane spells without preparation similarly to a bard or sorcerer, you gain the ability to record spells to and prepare spells from a spellbook using your spell list.
    If you cast divine spells without preparation similarly to an oracle, you gain the ability to pray for and prepare spells similarly to a cleric or druid would from your spell list.
    You can prepare a number of spells equal to one spell in a spell slot up to one spell level below the highest spell level you can cast or two spells at any spell level up to two spell levels below the highest spell level you can cast. These spells are cast no differently as other prepared spells are.

    Blessed of the Seven Sisters [Initiate]
    Source: Player's Guide to Faerun
    The Seven Sisters and faithful of Mystra have taught you to be a force of good in the world and a positive representation of the art.
    Prerequisites: Ability to cast arcane spells of 1st level or higher, Any Good Alignment, Knowledge (Local-Aglarond), Knowledge (Religion) 1 rank, Patron Deity: Mystra, Spellcraft 1 Rank
    Benefit: You gain a +2 sacred bonus to all saving throws against spells with the [Evil] descriptor
    • Exhalted Magic of Mystra: You gain the the following spells, adding them to your arcane class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      2 Ranks (1st Level)- Ray of HopeMythic, Vision of Heaven
      4 Ranks (2nd Level)- Ease PainDF
      6 Ranks (3rd Level)- Blessed Sight
      8 Ranks (4th Level)- Sword of ConscienceDF
      10 Ranks (5th Level)- Crown of FlameMythic, Sacred GuardianMythic
      12 Ranks (6th Level)- Crown of BrillianceM, Mythic
      14 Ranks (7th Level)- Righteous SmiteMythic
    • Protect the Innocent: In order to select this ability, you must have already selected the Defense Against Evil ability offered by this feat and you must have 6 ranks in the Knowledge (Local-Aglarond) skill. Creatures protected by the defense against evil ability are not affected by any hostile spell that you or anyone that possesses the Protect the Innocent ability can cast, as though you had failed to overcome their spell resistance. If you possess 11 or more ranks in Knowledge (Local-Aglarond), creatures protected by your Defense Against Evil ability additionally gain spell resistance against evil spells and spell-like abilities and spells and spell-like abilities cast by evil creatures equal to 10 + your ranks in the Knowledge (Local-Aglarond) skill.
    • Defense Against Evil (Sp): You gain the ability to cast the protection from evil spell once per day per five ranks you possess in the spellcraft skill (minimum 1). Your caster level for this is equal to your ranks in the spellcraft skill. Any saving throw is equal to 10 plus half your ranks in spellcraft plus your primary spellcasting ability modifier. When you possess 3 ranks in the spellcraft skill, you can divide the duration of the spell into 1-minute intervals among the creatures touched.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, your sacred saving throw bonus against spells with the [Evil] Descritpor increases by 1.

    Circle Spellcaster [General]
    You can focus the magic of several casters to create spells of tremendous potency.
    Prerequisite: Ability to Cast Spells, Spellcraft 1 Rank
    Benefit: You gain the ability to lead in a form of Circle Magic able to cast all varieties of circle spells (see circle magic).

    Daylight Adaptation [General]
    Source: Player's Guide to Faerun
    You have adapted to the painful sunlight of the surface world.
    Prerequisite: Light blindness or light sensitivity racial drawback.
    Benefit: You no are no longer affected by your light blindness or light sensitivity racial drawbacks.

    Delay Spell [Metamagic]
    Source: Player's Guide to Faerun
    You can modify your spells to delay their effect until a time of your choosing up to thirty seconds after you finish casting the spell.
    Benefit: You can delay the spell's activation by one or more rounds after you finish casting the spell to a maximum of 5 rounds. You determine the delay as you cast the modified spell and once the delay is set, it cannot be changed. The spell activates at the beginning of the round you designate. Only personal, touch, targeted, and area-of-effect spells can be modified by this metamagic feat and all decisions affecting the spell's result must be made when the spell is cast (such as where the spell takes effect, who or what the spell targets, the shape of the spell, and so on). All end-result effects of the spell (such as saving throws) are determined when the spell activates. Conditions that would cause the spell to fail or invalidate the spell in any way, such as targets leaving the spell's maximum range or the environment changes to nullify the spell's effect, cause the spell to fail.
    A delayed spell does not use up the spell's normal duration while it is delayed and begins when the spell activates. The spell can be detected at the point where it was cast and can be dispelled or suppressed normally.
    A delayed spell uses up a spell slot one level higher than the spell's actual level.

    Extra Lettering [General]
    You can use your destructive runes more often.
    Prerequisites: Destruct Letter (1d6)
    Benefit: You gain two additional uses of your destruct letter.
    Special: You can select this feat multiple times. It's effects stack.

    Favored of the Zulkirs [Initiate]
    Source: Player's Guide to Faerun
    Your talents and ruthlessness haven't gone unnoticed by the influential and powerful of Thay. You have been given access to hidden knowledge and magical secrets, of which few know.
    Prerequisites: Ability to cast arcane spells of 1st level or higher, Human, Knowledge (Local-Thay) 1 Rank, Neutral Evil or Lawful Evil Alignment, Spellcraft 1 Rank, Tattoo Focus
    Benefit: You gain a +2 bonus to all concentration checks involved in Thayan Circle Magic.
    • The Magic of Rulers: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's list of spells known. When you gain the indicated number of ranks in Knowledge (Local-Thay), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      1 Rank (0th Level)- Unnerving Gaze
      2 Ranks (1st Level)- Bestow WoundM, Mythic, SorrowMythic
      4 Ranks (2nd Level)- Slow ConsumptionMythic
      6 Ranks (3rd Level)- Drown
      8 Ranks (4th Level)- Psychic PoisonM/DF
      10 Ranks (5th Level)- Morality UndoneMythic
      12 Ranks (6th Level)- False SendingM/DF
      14 Ranks (7th Level)- Whirlwind of TeethM/DF, Mythic
    • Thayan Circle Master: Through advanced training, you have mastered Thayan Circle Magic to a far greater extent than your peers. Spells you cast that are augmented through Thayan Circle Magic are always considered to be cast at a spell level equal to the highest spell level you have access to, as though it were heightened by the heighten spell metamagic feat to the highest spell level you are capable of casting. You must possess at least 5 ranks in Knowledge (Local-Thay) in order to select this ability.
    • Thayan War Magic: Any spell you cast that inflicts damage adds 1 point of damage of the same type of damage the spell inflicts per two ranks you possess in the spellcraft skill. This bonus damage cannot be healed through magical means unless the caster succeeds on a caster level check DC 11 + your ranks in Knowledge (Local-Thay).

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to concentration checks involved in Thayan Circle Magic improves by 1.

    Greater Tenacious Magic [General]
    Your spells are nearly impossible to dispel.
    Prerequisite: Tenacious Magic
    Benefit: Your spells are especially resilient against dispelling magic. The dispel DC of any spell you cast is increased by 4 points. In addition, if a dispel attempt is successful against your spells they continue to persist for another 1d6 rounds or until the duration would normally end, whichever is sooner. This benefit does not stack with the benefits from Tenacious Magic.

    Hathran [Initiate]
    Source: Player's Guide to Faerun
    The Hathran, also known as the Witches of Rashemen, are the protectors of the Rashemi people. They are a unified sisterhood of powerful spellcasters that work as the real power of Rashemen. When interacting with outsiders and even more often than not otherwise, they wear masks to conceal their identities.
    Prerequisites: Ability to cast 0 and 1st level spells, Any non-chaotic and non-evil alignment, Ethran Trait, Knowledge (Local- Rashemen) 1 Rank, and Skill Focus (Knowledge (Local- Rashemen)). Must be a good member in standing with the Witches of Rashemen.
    Taboo: In Hathran society, the crafting of magic items, save scrolls and power stones is taboo for its women. As such, no Female Hathran can select or use an item creation feat. However, this allows female Hathrans to focus on other aspects of their magic and develop it further. Female Hathrans add their ranks in Knowledge (Local-Rashemen) and their bonus from skill focus (Knowledge (Local-Rashemen)) to their caster level to determine the duration of their abjuration and conjuration spells.
    Benefit: You radiate such power and authority amongst the Rashemi people, you gain a +1 bonus to all bluff, diplomacy, and intimidate checks when interacting with them and with all creatures with the spirit subtype. Those that also possess the leadership feat add +1 to their overall leadership score. In addition to the above benefit, you can also select one of the items below.
    • Hathran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Local-Rashemen), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      1 Rank (0-Level)- Naturewatch
      2 Ranks (1st Level)- Low-Light Vision, Scatterspray
      4 Ranks (2nd Level)- Flame dagger, Moonbeam, One with the Land
      6 Ranks (3rd Level)- Flashburst, Moonblade
      8 Ranks (4th Level)- Land Womb, Lesser Planar Ally
      10 Ranks (5th Level)- Lesser Entice Fey, Lesser Planar Binding, Moon Path
      12 Ranks (6th Level)- Planar Ally*, Planar Binding*
      14 Ranks (7th Level)- Entice Fey*
      16 Ranks (8th Level)- Greater Planar Binding*
      18 Ranks (9th Level)- Greater Entice Fey*
    • Rashemi Circle Magic: You gain the ability to lead in Rashemi Circle Magic. When synchronizing the magical energies of the participants in your circle, you can substitute your Spellcraft check for Knowledge (Local-Rashemen). You also acquire a power called Spirit Speech (Su), which allows you to speak to and understand any creature with the spirit subtype. A circle leader of Rashemi circle magic requires a minimum of two participants and a maximum of two participants plus one additional participant when you have two ranks in the Knowledge (Local-Rashemen) skill and an additional participant every three ranks you possess thereafter.
    • Rashemi Spirit Magic (Su): You gain the ability to summon Spirits of Rashemen. Any animal, fey, magical beast, or plant you summon through any summoning spell you possess, such as summon monster or summon nature's ally, gain the Spirit of Rashemen Template. If a summoned creature were to already gain a template (such as the fiendish or celestial template for creatured summoned through summon monster), then this benefit replaces that template with the Spirit of Rashemen template.
    Special: You can select this feat multiple times. Each time you select this feat, you can select another one of the benefits described and your bonuses to bluff, diplomacy, intimidate, and your leadership score all increase by +1.
    *= This is a Pathfinder spell that exists on other class spell lists. If you select this spell, this provides you no benefit outside of possibly lowering the spell level of a pre-existing version of that spell on your spell list. If you choose to do this, this spell will not be added in addition to the pre-existing spell but instead replaces it on your spell list.

    Initiate of Bane [Initiate]
    Source: Player's Guide to Faerun
    You've been initiated into the greatest secrets of the faith of Bane.
    Prerequisites: Intimidate 1 Rank, Knowledge (Religion) 1 Rank), Patron Deity (Bane), and Skill Focus (Intimidate).
    Benefit: You can select one of the following benefits. In addition to those benefits, anytime you demoralize a foe using intimidate, the duration is one round greater than normal.
    • Cowing Intimidation: When demoralizing a foe, all of the penalties caused by the condition and the number of targets the character can affect with demoralize increase by 1 per 5 ranks the character possesses in Knowledge (Religion).
    • Domineering Strike: You can intimidate a foe as a swift action when casting a spell or successfully connecting an attack. Successful hits against multiple foes can also be intimidated with no additional actions up to one additional target per 5 ranks the character possesses in the Knowledge (Religion) skill.
    • Banite Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      2 Ranks (1st Level)- Selfish Cure, LightMythic
      6 Ranks (3rd Level)- Mystic LashMythic, Selfish Cure, ModerateMythic
      8 Ranks (4th Level)- Selfish Cure, SeriousMythic
      10 Ranks (5th Level)- Battletide, Selfish Cure, CriticalMythic
      12 Ranks (6th Level)- Stone WalkM
      14 Ranks (7th Level)- Undeath after DeathM
    Special: You can select this feat multiple times. Each time you select this feat, you can select another one of the benefits described and anytime you demoralize a foe, the duration increases by one more round.

    Initiate of Cyric [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Cyric's church.
    Prerequisites: Patron Deity: Cyric, Knowledge (Religion) 1 Rank.
    Benefit: You gain a +2 Profane bonus to your will saving throws against fear. In addition, you gain one of the follow abilities listed below.
    • Cyricist Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      4 Ranks (2nd Level)- Black TalonMythic
      6 Ranks (3rd Level)- Skull WatchF, Mythic
      8 Ranks (4th Level)- Dread BlastMythic, Skull of Secrets
      10 Ranks (5th Level)- Skull EyesF
      14 Ranks (7th Level)- Triple MaskDF Mythic
    • Faith of Intrigue (Ex): You gain the ability to use your bonus, including your class skill bonus, in your Knowledge (Religion) skill bonus in place of your bluff and disguise skill bonuses, effectively treating your knowledge (religion) skill as those skills.
    • Murderous Glee (Su): Whenever you successfully kill an opponent, you gain a +2 morale bonus to your attack rolls, saving throws against fear, and temporary hit points equal to your ranks in Knowledge (religion). These benefits persist for one round per rank you possess in knowledge (religion). Multiple kills within the time of this duration does not stack. Instead, it simply resets the duration and total amount of temporary hit points to equal your ranks in knowledge (religion.)

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to will saves against fear increases by 1 point.

    Initiate of Gond [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Gond's church.
    Prerequisites: Patron Deity: Gond, Knowledge (Religion) 1 Rank.
    Benefit: You gain the ability to use your Knowledge (Religion) skill bonus in place of one craft skill of your choice upon selecting this feat. Once selected, this choice can not be changed. In addition, you can select one of the abilities listed below.
    • Gift of Gond (Sp): You can create raw materials as the minor creation spell as a spell-like ability usable once per day per point of your intelligence modifier (minimum once). You must have a minimum of 7 ranks in knowledge (religion) to select this ability. You can use this ability to create materials as major creation once you have 9 ranks in knowledge (religion).
    • Gondaran Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      2 Ranks (1st Level)- WieldskillMythic
      6 Ranks (3rd Level)- Understand Device
      12 Ranks (6th Level)- Fantastic Machine
    • Touch of Gond (Sp): You gain the ability to instantly transform raw materials into a finished product. This works precisely as the fabricate spell. You must have 9 ranks in knowledge (religion) to select this ability. You can use this ability a number of times per day equal to your intelligence modifier (minimum once).

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and you can use your knowledge (religion) bonus in place of another selected craft skill.

    Initiate of Helm [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Gond's church.
    Prerequisites: Patron Deity: Helm, Knowledge (Religion) 1 Rank.
    Benefit: You gain a +2 bonus to all initiative checks and you can select one of the three abilities listed below.
    • Magic of Helm: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      4 Ranks (2nd Level)- WarningMythic
      6 Ranks (3rd Level)- ForcewardDF, Mythic, Mace of OdoDF, Mythic
    • Pierce Deception (Ex): You can make an immediate will saving throw against any illusion spell that normally requires interaction, such as most figment and glamer illusion spells like disguise self and silent image when the effect comes within 30ft of you and you are aware of the illusion. You get a +1 bonus to your will saves against all illusions per 5 ranks you possess in knowledge (religion) (minimum +1).
    • Unending Vigilance (Ex): You have learned to push your body to extremes in order to maintain a vigilant watch. You can add half your ranks in knowledge (religion) to your consitution checks or fortitude saves to resist starvation, thirst, or any deleterious effects of sleep deprivation.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to initiative increases by 1 point.

    Initiate of Ilmater [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Ilmater's church.
    Prerequisites: Patron Deity: Ilmater, Knowledge (Religion) 1 Rank.
    Benefit: You gain a +2 sacred bonus to your fortitude saving throw against death effects in addition to one of the benefits selected below.
    • Envigoration (Ex): Any time you cure a creature of it's hit points regardless of whether it is magical or not, any excess hit points recovered that would normally exceed it's normal maximum hit points is retained as temporary hit points to a maximum equal to your total ranks in knowledge (religion). These temporary hit points persist for one hour per rank you possess in the knowledge (religion) skill or until those hit points are lost through damage or some other means.
    • Ilmater's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      8 Ranks (4th Level)- Favor of Illmater, Glory of the MartyrF, DF, Pact of MartyrdomMythic
    • Gift of Life (Su): You gain the ability to enhance any effect that cures hit point damage. Once per day, you can add one point per rank you possess in knowledge (religion) to the number of hit points restored by that effect. In addition, if cast upon a creature that has died within 1 round, apply the healing from this spell to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature’s hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through gift of life gain a temporary negative level that lasts for 1 day.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, you can select another of the three abilities and your bonus to fortitude saving throws against death increases by 1.

    Initiate of Lathander [Initiate]
    Source: Player's Guide to Faerun
    You have been initiated into the greatest secrets of Lathander's church.
    Prerequisites: Patron Deity: Lathander, Knowledge (Religion) 1 Rank.
    Benefit: The followers of Lathander respect art, culture, and nature and the betterment of oneself. When you select this feat, you gain a +1 bonus to any two craft or perform skills (or one of each) of your choice as well as knowledge (nature) and you can use these skills as though they were untrained. In addition, you can select one of the following abilies listed below.
    • Dawn's Magic: You gain the the following spells, adding them to your class spell list. This allows a character to select them as a spell known but these are not automatically added to the character's spells known. When you gain the indicated number of ranks in Knowledge (Religion), you gain the listed spells of the indicated spell level. If you do not have access to the indicated spell level, you do not gain access to that spell until you do. If you have the ability to cast spells from multiple spell lists (such as if you are a multiclass character), you must select one class to which you add the acquired spells to. If the acquired spell is already on your spell list, you use just the lowest level version of the spell.
      2 Ranks (1st Level)- RosemantleM Mythic
      4 Ranks (2nd Level)- Negative Plane Protection
      6 Ranks (3rd Level)- SunriseDF Mythic
      10 Ranks (5th Level)- Shield of LathanderMythic
      14 Ranks (7th Level)- Greater Shield of LathanderMythic
      18 Ranks (9th Level)- Undeath's Eternal FoeDF Mythic
    • Natural Light (Sp): You gain the ability to cast the light spell as a standard action a number of times equal to three plus your charisma modifier with a caster level equal to your total ranks in knowledge (religion). The caster can, however, choose as many as three additional functions for this spell, depending upon the target touched. If a weapon or ammunition is touched, the light dims to a low glow that is visible in darkness but does not meaningfully emit light, similarly to luminescent fungus. However, for the duration of the effect, the weapon is considered to be magical for the purpose of attacking incorporeal undead. If the spell is cast upon armor or a shield it's glow is also reduced to a low glow. The affected armor or shield AC bonus can be added against the touch attacks of attacking undead including incorporeal undead. Finally, you can use this spell to directly attack an undead creature as a melee touch attack, discharging the spell instantly in a bright flash and dealing 1d6 points of positive energy damage +1 per two ranks you possess in the knowledge (religion) skill.
    • Talented Healer: When using the heal skill, any spell with the word "cure" in the name, or the breath of life spell to recover hit point damage, you can add your ranks in knowledge (religion) to the total number of hit points healed. When treating deadly wounds, this benefit only applies if the heal skill check DC of 25 or higher is met to add your wisdom modifier to the number of hit points recovered.

    Special: You can take this feat multiple times to a maximum of three times. Each time you select this feat, your skill bonuses increase by 1 and you can select another of the listed abilities.

    Last edited by Neoxenok; 2022-04-10 at 12:05 AM.

  15. - Top - End - #105
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    Default Arcane Devotee

    Arcane Devotee [5 Level Prestige Class]
    Source: Player's Guide to Faerun
    The hierarchies of the faiths of Faerun are not just made up of those with divine power. Those churches, particularly those with a devotion to magic in general, employ individuals of faith with arcane magic. Arcanists of all stripes can possess as much devotion as any other within any faith and the gods of Faerun recognize this and frequently grant their faithful a number of divine blessings to compliment their talents and devotion.
    Arcane devotees are most common amongst the deities that themselves favor arcane magic, such as Azuth, Mystra, Savras, and others.

    Role: Arcane devotees fulfill the same role as other arcanists would in the party though enhanced with some divine powers. They may be able to fufill a role as a secondary cleric depending upon their choices with the arcane devotee's class abilities.
    Prerequisites: Knowledge (Arcana) 7 Ranks, Knowledge (Religion) 7 Ranks; Ability to cast 4th level arcane spells; You must have a patron deity and it must be the deity that you serve as an arcane devotee; Alignment within one step of the devotee's patron deity's.
    Alignment: An arcane devotee's alignment must be within one step of their patron deity's.
    Hit Dice: d6
    Class Skills: Craft (Int), Knowledge (Arcana) (Int), Knowledge (Religion) (Int), Profession (Wis), Spellcraft (Int).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Poor (1/2 Level, round down)
    Saving Throws: Good Will Save (1 + 1 per 2 Levels), Bad Fortitude and Reflex Saves (+1 at 2nd level + 1 per 3 levels after)
    Class Features:
    • Weapon and Armor Proficiency: Arcane devotees gain no additional weapon or armor proficiency.
    • Arcane Study: When an arcane casting class with a performance ability, such as the bard or skald advances as an arcane devotee, their arcane devotee levels stack with them for determining the number of rounds per day the devotee can maintain their performance, the ability to more swiftly use their performance ability (normally gained at the bard's 7th and 13th levels for bards and skalds), determining how powerful the performance is, and when the devotee gains new performances.
      Alternatively, when a new arcane devotee level is gained, the arcane devotee levels stack with an arcane casting class for determining the power of their eidolon or similar ability for determining their hit dice, evolution points, and if the eidolon-using class also has the ability to use the summon monster spell-like ability, then arcane devotee stacks with that class for how powerful that spell-like ability is and when improvements to that ability is gained. For example, A summoner 10/arcane devotee 5 can cast summon monster 8 as a 15th level caster and summon an eidolon with evolution points as a 15th level summoner.
      Alternatively, When a new arcane devotee level is gained, the character gains new spells per day as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain other benefits a character of that class would have gained, except for additional spells per day, spells known (if she is a spontaneous spellcaster), and an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming an arcane devotee, she must decide to which class she adds the new level for purposes of determining spells per day. You can only increase these benefits in an arcane casting class that qualifies for this prestige class.
    • Aura (Ex): An Arcane Devotee of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
      Divine Secret: At 1st level and again and 3rd and 5th level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.
    • Arcane Channel Energy (Su): As a cleric equal to your arcane devotee level, except that you must expend a spell slot in order to use this ability. You can add 2 hit points to any hit points recovered or injured through the use of this ability per spell level of the spell slot sacrificed. You cannot sacrifice 0 level spell slots in this fashion and this does not give you the ability to use variant channel energy powers, such as those outlined in ultimate magic. Characters that already possess channel energy from another class can stack their arcane devotee for the purpose of determining the power of their channel energy, but does not benefit from the devotee's version of the ability which allows the ability to sacrifice arcane spell slots.
    • Arcane Domain: You gain a single cleric domain as a cleric equal to your arcane devotee level, gaining the associated powers but none of the associated domain spells. You can select this ability multiple times, each time gaining a new cleric domain. Any effects or powers keyed off of wisdom can instead be keyed off the ability score keyed to your arcane powers (intelligence for witches and wizards or charisma for sorcerers and bards, for example). Characters that have levels in a class that grant a cleric domain can stack their arcane devotee levels with the levels in the domain-granting class to determine when they gain their domain powers and how powerful those domain powers are. You do not gain the ability to prepare to cast any domain spells from the selected domains.
    • Blessings of the Faithful (Su) An arcane devotee learns to harmonize their magical energies with divine casters that share their faith. Once per day per Arcane Devotee level, whenever a devotee is a target of a harmless or otherwise helpful divine spell, the effect is improved as though it were enhanced by the extend spell and empower spell metamagic feats if the spell benefits from those metamagic feats and those feats could otherwise be applied to those spells. This effect only benefits you and cannot be applied to divine spells you cast upon yourself but it can be applied to the spell-like abilities of outsiders aligned with your patron deity.
    • Divine Bloodline: You can only select this ability if you cast spells spontaneously, similarly to a bard or sorcerer. You gain a bonus 0 level spell known and that spell known can be selected from the cleric/oracle spell list and an additional spell known with successively higher spell levels for every arcane devotee level you possess. This means a 5th level arcane devotee would have gained five spells known of each spell level of 4th level and lower as a bonus spell known from the cleric/oracle spell list. Sorcerers that select this power also stack their arcane devotee levels with their sorcerer levels for determining when they gain their bloodline spells and their total level for determining the power of their bloodline abilities but gain no other benefit from their sorcerer bloodline, such as additional bloodline powers.
    • Divine Shroud (Sp): As an immediate action once per day, an arcane devotee can create a shroud of divine energy around himself that protects the devotee from hostile spells. This grants the devotee spell resistance equal to 7 + the devotee's total character level +1 per arcane devotee level. This persists until the end of the devotee's following turn. At 5th level, you gain a second use of this ability.
    • Faithful Studies: You can only select this ability if you prepare spells similarly to a wizard or witch. You gain two 0-level spells known selected from the cleric/oracle spell list. At each arcane devotee level above 1st, you gain two additional spells known from the cleric/oracle spell list at successively higher spell levels, so a 5th level arcane devotee should have two spells known at each spell level up to 4th level. Specialized wizards must select one of these two spells gained each level from the specialized spell school. If the arcane devotee selected the arcane domain ability above, one of the spells gained can be selected from that domain.
    • Reach of the Holy (Ex): To any spell you can cast, you can increase the range or the area of effect of any spell you can cast as though you applied the enlarge spell metamagic feat or the widen spell metamagic feat. You may use this ability a number of times per day equal to your arcane devotee level. Widening an area requires three uses instead of one use of this ability. You can both widen and enlarge a spell simultaneously, expending four uses of this ability at no additional penalty. Using this ability does not alter the time necessary to cast the affected spell nor does casting it require a higher level spell slot.
      Divine Synergy (Su): At 2nd Level, the Arcane Devotee gains a +1 bonus to all saving throws when within 30ft + 10 feet per Devotee level of a summoned creature or other outsider allied with the Arcane Devotee's patron deity. At 4th level, this benefit increases to +2. This is a divine bonus that does not apply against divine casters or outsiders allied with your patron deity. In addition, any harmless spell cast upon an outsider or divine caster allied with your patron deity is affected as though by the empower spell metamagic feat.


    Special Abilities
    1. Aura, Arcane Study, Divine Secret
    2. Divine Synergy (+1)
    3. Divine Secret
    4. Divine Synergy (+2)
    5. Divine Secret
    Last edited by Neoxenok; 2018-08-26 at 06:12 PM.

  16. - Top - End - #106
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    Default Divine Champion

    Divine Champion [5 Level Prestige Class]
    Source: Player's Guide to Faerun
    Even the most peaceful faiths need warriors to summon to their deity's cause, be it to defend, destroy, or enslave them. They are warriors of faith that fight or defend in the name of their deity. Most often, they do the bidding of their church by fighting their wars, protecting their faithful, and otherwise acting in the best interests of their faith.
    Role: A divine champion is a warrior with a small plethora of divine powers to augment both their attack and defensive abilities. They should find themselves in a good position along with the warriors and front-line combatants of any group of adventurers.
    Prerequisites: Base Attack Bonus +7; Knowledge (Religion) 7 Ranks; Proficiency in their patron deity's weapon; A Divine Champion must have a patron deity and it must be the one the Divine Champion serves as a Divine Champion.
    Alignment: A Divine Champion's alignment must be within one step of their patron deity's.
    Hit Dice: d10
    Class Skills: Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (Religion) (Int), Ride (Dex), Swim (Str).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Good (1/Level)
    Saving Throws: Good Fortitude Save (1 +1 per two levels), Poor Reflex and Will Saving Throws (+1 at 2nd level and an addition +1 per three levels after)
    Class Features:
    • Weapon and Armor Proficiency: Divine champions are proficient in medium and light armor, all shields (except tower shields, and all martial and simple weapons.
    • Aura (Ex): A Divine Champion of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
    • Bonus Feat: At 2nd level and again at 4th level, you gain a bonus feat selected from among the following listed below.
      You must qualify for the selected feat. Adept Champion (UC), Believer's Boon (ACG), Believer’s Hands (ACG), Blessed Striker (ACG), Channeled Shield Wall (UM), Divine Protection (ACG), Greater Weapon of the Chosen (ACG), Improved Weapon of the Chosen (ACG), Radiant Charge (UM), Reactive Healing (ACG), Skill Focus (Knowledge (Religion)), Warrior Priest (UM), Weapon Focus (Deity's Favored Weapon), Weapon of the Chosen (ACG)
    • Divine Secret: At 1st, 3rd, and 5th level, the Divine Champion gains a divine secret selected from the list below. Unless otherwise specified, a divine secret can be selected only once.
    • Champion of Champions: Your divine champion levels stack with your qualifying class for the purpose of determining any divine bond, fiendish bond, lay on hands, touch of corruption, and ability to smite good, evil, or other alignment powers, but not when gaining new abilities, such as mercies or cruelties or new smiting attempts.
    • Channel Energy (Su): As a cleric equal to your divine champion level, usable a number of times per day equal to 1 + your Charisma modifier. A character that already has channel energy from the class that qualifies for this prestige class must instead count their divine champion levels as levels of the qualifying class for the purpose of determining the power of their channel energy ability.
    • Divine Wrath (Su): The divine champion calls upon the favor of their god to unleash a greater battle prowress. Once per day as a swift action, the divine champion gains a +2 bonus to all attack rolls, damage rolls, saving throws, and damage reduction 5/- for a number of rounds equal to their charisma modifier (minimum 0) + one round per divine champion level. These rounds need not be used consecutively. Good aligned divine champions gain these bonuses as sacred bonuses whereas evil divine champions gain these bonuses as profane bonuses. Neutral characters can select one or the other.
    • Divine Wrath, Greater (Su): As Divine Wrath, except that your damage reduction is improved to 10/-. You must have already selected the Divine Wrath ability to benefit from this ability.
    • Grace of the Champion (Sp): Once per day as an immediate action, you can recover a number of hit points equal to 1d8 + your charisma modifier and for a number of rounds equal to your divine champion level later, you gain a +1 morale bonus on all attacks rolls and will saving throws against fear.
    • Grace of the Champion, Greater (Sp): As Grace of the Champion, except that you recover 5d8 + 10 + Your Charisma Modifier. In addition, you benefit from a lesser restoration effect. Further, the ability is usable three times per day, but once used, you can not use the ability again for another 1d4 rounds. You must have selected Improved Grace of the Champion previously to be able to select this ability.
    • Grace of the Champion, Improved (Sp): As Grace of the Champion, except that you recover 3d8 + 5 + your charisma modifier and it is usable twice per day, but it can't be used a second time for 1d4 rounds. You must have selected Grace of the Champion previously to be able to select this ability.
    • Smite Infidel (Su): Once per day, you gain the ability to smite an infidel of your faith. As a swift action, you gain a +2 bonus to all of your attack rolls and a +5 damage bonus to any successful melee and ranged attacks you make against the target of your smite. Additionally, you gain a +5 deflection bonus to your armor class against the target of your smite. These benefits persist until until the target of the champion's smite is dead or until the champion rests and regains use of his or her class abilities. Unlike smite evil or similar abilities, this ability is not restricted by alignment and can potentially be any target. However, use of this ability against the tenets, members, or allies of the faith can cause the champion to become disfavored with the champion's god and depending upon the circumstances, the god can simply cause the ability to fail or, for more egregious actions against the nature of the champion's faith, the champion can have all his divine abilities revoked and gain two permanent negative levels until they receive an atonement. It is best for the champion to exercise careful consideration before choosing to use this ability.
    • Strike of Truth (Sp): With a quick prayer to your god, you gain the ability to strike true with your weapon. Once per day as a swift action, you can ignore any range increment penalties for a ranged attack as well as concealment less than full concealment on your next attack within one round of activation.


    Special Abilities
    1. Aura, Divine Secret
    2. Bonus Feat
    3. Divine Secret
    4. Bonus Feat
    5. Divine Secret
    Last edited by Neoxenok; 2021-02-13 at 02:54 AM.

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    Default Divine Disciple

    Divine Disciple [5 Level Prestige Class]
    The gods of the realms make their voices heard through all that cast divine magic, but none more clearly than through their Divine Disciples. They possess a connection above and beyond that of even clerics of the faith and can call upon the close servants of their deity and gain special favor for their devotion.
    Role: Divine disciples fulfill the same role as other divine casters, more focused on summoning, with superior communication and abilities as it relates to calling upon their god's servants.
    Prerequisites: Able to Cast 4th-Level Divine Spells; Knowledge (Religion) 7 Ranks; Skill Focus (Religion); A Divine Disciple must have a patron deity and it must be the one the Emissary serves as a Divine Emissary.
    Alignment: A divine disciple's alignment must match that of their deity.
    Hit Dice: d6
    Class Skills: Craft (Int), Diplomacy (Cha), Knowledge (History) (Int), Knowledge (Planes) (Int), Knowledge (Religion) (Int), Profession (Wis), and Spellcraft (Int).
    Skill Points Per Level: 2 + Intelligence Modifier
    Base Attack Bonus: Poor (1/2 Level, round down)
    Saving Throws: Good Will Save (1 + 1 per two levels thereafter), Bad Fortitude and Reflex Save (+1 at 2nd level and +1 per three levels thereafter)
    Class Features:
    • Weapon and Armor Proficiency: The Divine Disciple does not gain proficiency in any weapon or armor except proficiency in the disciple's deity's favored weapon or improved unarmed strike if the deity's favored weapon is unarmed strikes.
    • Spells: At first level and again every level thereafter, a Divine Disciple gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain other benefits of that class other than spells per day, spells known, and an increased effective level of spellcasting. If he had more than one divine spellcasting class before becoming a Divine Disciple, he must decide to which class he adds the new level for the purpose of determining spells per day. The selected class must qualify for the prestige class.
    • Divine Emissary (Su): At 1st level, the Divine Disciple can communicate telepathically with outsiders aligned with or servile to the Disciple's deity out to a 60ft radius. At 3rd level, the Emissary can communicate with any outsider or divine spellcaster that worship's the Disciple's patron deity. At 5th level, this distance increases to 120ft.
    • Utter Devotion: Divine Disciples are fanatically devoted to their deity and the philosophies that deity espouses. This devotion curries their god's favor and can evoke that god's wrath should that trust be betrayed. You gain a bonus to all knowledge (religion) and (planes) checks equal to your divine disciple level when it concerns your religion, god, and the planar realm in which your patron deity resides.
    • Divine Secret: At 2nd Level and again at 4th Level, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.
    • Augment Summoning: Any creature summoned or called by the Divine Disciple gains the benefit of the Augment Summoning feat. You do not need to meet the prerequisites.
    • Channel Energy (Su): You gain the ability to channel energy as a cleric equal to your Divine Emissary level. If you already possess levels in a class that possesses the channel energy ability, levels in this class stacks with that class for determining the power of this ability.
    • Deity's Blessing: Any creatured summoned by you receives the benefit of an aid spell that persists for the duration of the spell used the summon the creature or until it is dispelled (using your caster level to set the dispel DC).
    • Disciple's Domain: You can only select this ability if the class which you qualified for this prestige class grants one or two domains, blessings, or a similar ability. Your divine disciple class levels stack with your qualifying class for the purpose of determining the power of your domains and when you gain any of your domain powers. Alternatively, if your qualifying class grants two or more domains, you can select one of those domains to receive that benefit and your class level counts as four levels higher for determining the power of your selected domain's powers.
    • Disciple's Planar Ally (Sp): You gain the ability to cast the Planar Ally spell as a spell-like ability usable once per day with a caster level equal to your total hit dice. Unlike the spell, you need only pay half the normal offering and/or payment and gain a +2 to any charisma-based checks with the summoned creature.
    • Disciple's Planar Ally, Greater (Sp): As Disciple's Planar Ally, except that you can now cast Greater Planar Ally as a spell-like ability instead of Planar Ally and the duration is doubled. In order to select this ability, you must have previously selected Disciple's Planar Ally.
    • Rejuvenate Summons: You can sacrifice a spell slot as an immediate action to heal a creature you summoned within short range (25ft + 5ft per two caster levels). Your summoned creature recovers 1d8 hit points per spell level of the spell slot sacrificed + your charisma modifier. If you cast this spell as a full round action instead of an immediate action and sacrifice a fifth level spell or higher, your summoned creature also recovers from ability damage and the blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, poisoned, sickened, and stunned conditions, as per the heal spell.
    • Rejuvenate Summons, Greater: As the Rejuvenate Summons ability, except that it affects one creature per caster level you possess in the qualifying class as long as the affected creatures are within 30 feet of another affected creature. In order to select this ability, you must have previously selected Rejuvenate Summons.
    • Sacred Defense (Su): At 3rd level, any time a created you summoned is within 30 feet + 10 feet per class level from you, you gain a +1 sacred bonus to all saving throws against divine spells and all spells cast by outsiders not associated with your patron deity. In addition, your summoned creature or creatures gains a +4 bonus to will saving throws against dismissal and banishment as well as spell resistance equal to 6 times your class level. At 5th level, the sacred bonus to your saving throws increases to +2.


    Special Abilities
    1. Divine Emissary (60ft Telepathy, Outsiders), Utter Devotion, Spells
    2. Divine Secret
    3. Divine Emissary (60ft Telepathy, Outsiders/Divine Casters), Sacred Defense (+1)
    4. Divine Secret
    5. Divine Emissary (120ft Telepathy, Outsiders/Divine Casters), Sacred Defense (+2)

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    Default Divine Seeker

    Divine Seeker [5 Level Prestige Class]
    Each deity and their associated faiths value, as much as any other organization, secrecy and the ability to accomplish tasks without necessarily using brute force. They are specialized in infiltration and retrieving people or things important to the Seeker's faith or perform other covert missions for the faith using powers granted by their patron deity.
    Role: Divine Seekers are specialists in the same way as Ninjas, Rogues, or Vigilanties. They know a wide variety of skills but back that up with magical abilities of a divine origin.
    Prerequisites: Disable Device 3 Ranks; Knowledge (Religion) 7 Ranks; Perception 3 Ranks; A Divine Seeker must have a patron deity and it must be the one the seeker serves as a Divine Seeker.
    Alignment: The Divine Seeker must possess the same alignment as the Seeker's Patron Deity.
    Hit Dice: d8
    Class Skills: Acrobatics (Dex), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Knowledge (Geography) (Int), Knowledge (Religion) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str).
    Skill Points Per Level: 6 + Intelligence Modifier
    Base Attack Bonus: Average (3/4 Level, round down)
    Saving Throws: Good Reflex and Will Save (1 + 1 per two levels thereafter), Bad Fortitude Save (+1 at 2nd level and +1 per three levels thereafter)
    Class Features:
    • Weapon and Armor Proficiency: A divine seeker is proficient with simple weapons and light armor
    • Aura (Ex): A Divine Seeker of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
    • Thwart Magic Trap: At 1st level, You gain a bonus to disable device and perception checks equal to 3 + your Divine Seeker level to locate, disable, or bypass magic traps. You gain the ability to setect and disarm magical traps as though you possessed the trapfinding ability if you didn't already possess that ability. This ability counts as trapfinding for purposes relating to prerequisites for feats.
    • Divine Secret: At first level and every two levels thereafter, you gain a divine secret selected from the list below. Unless otherwise noted, you can only select a divine secret once.
    • Bonus Feat: You gain a bonus feat from among the following list of select feats. You can select this ability multiple times, selecting a new feat from amongst the feats in the following list: Alertness, Betrayer (UC), Brilliant Planner (UI), Call Truce (UI), Cat's Fall (UI), Deceitful, Deft Hands, Feign Curse (UC), Fool Magic (UC), Intimidating Performance (ACG), Intoxicating Flattery (UC), Nerve-Racking Negotiator (UC), Persuasive, Persuasive Bribery (UC), Quick Favor (UC), Sabotage Specialist (UC), Threatening Negotiator (UC), True Deception (UC), Walking Sleight (UC), Willing Accomplice (UC)
    • Career Agent: Your divine seeker levels stack with any class levels you possess in one selected class to determine your total level when considering uncanny dodge, rogue talents, ki powers, ninja tricks, social talents, vigilante talents, and their advanced versions. This ability does not grant you additional rogue talents, ninja tricks, social talents, vigilante talents, and their advanced versions nor allow access to more advanced variations unless you already had access to those abilities.
    • Divine Magic (Sp): You gain a few spell-like abilities granted by your patron deity to aid in fulfilling your mission or missions for your faith. You can select any two from the following list of spells, gaining them as spell-like abilities usable once per day each. Alternatively, you can select one spell-like ability and use it three times per day. The saving throw DC is charisma-based. Detect the Faithful (UC), Find the Path, Locate Creature, Locate Object, Mage's Private Sanctum, Secure Shelter, Sending
    • Divine Perseverance (Sp): Once per day as an immediate action if you are brought to -1 hit points or lower, you can immediately recover a number of hit points equal to 1d6 per divine seeker level + your charisma modifer.
    • Divine Stealth (Sp): As an immediate action (whether your characters is aware of the need or not), you gain a sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus to your stealth checks equal to your Divine Seeker level for one round per divine seeker level. You can use this ability three times per day.
    • Saving Grace (Su): Once per day, as an immediate action, you can reroll any saving throw you just made with a +2 sacred (if your patron deity is good or neutral) or profane (if your patron deity is evil or neutral) bonus. If you succeed the roll, you suffer no effect if the effect you saved against forces you to suffer a lesser effect on a successful saving throw.
    • Nondetection (Sp): At 2nd level, you gain the ability to cast the spell nondetection on yourself once per day with a caster level equal to 10 + your divine seeker level. At 4th level, this ability upgrades to Communal Nondetection.
    • God's Secrets (Su): At 4th level, you can not unwittingly admit secrets of your faith, whether alive, dead, or undead. This includes direct methods such as thought detection and speak with dead but also includes command, mental domination, suggestion, and control by transforming you into an undead creature under another's control and commanded to give any relevant secrets to your faith. The nature of what constitutes a secret of your faith includes information that, if known to another party, would be damaging to your patron deity, it's servants, it's church, or any of it's allies. This ability does not prevent those abilities from otherwise working normally. In addition to this benefit, your nondetection spell-like ability's caster level improves by 5.


    Special Abilities
    1. Aura, Divine Secret, Thwart Magic Trap
    2. Nondetection
    3. Divine Secret
    4. God's Secrets, Communal Nondetection
    5. Divine Secret
    Last edited by Neoxenok; 2021-02-13 at 03:02 AM.

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    Default Circle Magic

    Circle Magic
    Circle magic is a skill in which more than one practitioner of magic combine their skill for a greater effect. There are many such traditions in all of Faerun and many of the most powerful magical effects produced are created in this manner. The exact effects vary depending upon the culture and magical traditions of the participating practitioners of magic. There are, however, a few similarities.

    General Circle Magic Rules
    All forms of circle magic requires a includes a circle leader and two or more participants. Any character can be a participant for a particular circle magic tradition if they meet certain prerequisites. In most cases, this just includes the ability to cast spells or use spell-like abilities without any other special feats or other abilities, though this can vary depending on the circle magic tradition. However, to become a circle leader, one must possess a special feat or other ability that specifically allows one to become a circle leader for a particular tradition of circle magic.

    To initiate circle magic, all participants must delay their actions until the circle leader and all participants can act at the same time. At that point, all participants can simply choose to participate by contributing their magical power to the circle leader. The circle leader must perform a spellcraft check DC 10 + the total number of participants + the highest caster level among all participants to collectively synchronize your magical energies as a swift action.
    For example, a group of five casters is being led by a sixth with a caster level of 19. The spellcraft DC for this is 10 +6 (the participants) + 19 for a total of 35. If this check fails, the circle simply fails to synchronize with no ill effects.

    Once synchronized, all participants act on the same initiative and take their actions simultaneously and this persists until one or more of the participants breaks from the circle and acts on their own. The circle's initiative is the same as the circle leader's minus the number of participants. All participants must be within reach of the nearest participant. Most that participate in circle magic form an actual circle, but this is not strictly required. No participant is required to stay in any particular location or formation, but any participant that moves must begin and end their turn within reach of at least one other participant.

    It is possible to form circle magic when none of the participants or leader can use spells or cast magic, often instead using a different skill than spellcraft appropriate to the tradition and the bonus to the skill DC simply treats the highest caster level as "0" when determining the DC. Such traditions are often rarer but it is not uncommon in religious or bardic traditions.

    Circle Spells
    Circle spells are similar to the typical types of spells cast by clerics, psychics, wizards, and similar professions except that they can only be created in a magic circle containing one circle leader and at least two participants except that they are far more powerful - a result of weaving several lesser, weaker spells into a single powerful spell directed by the circle leader.

    Acquiring a Circle Spell
    A circle spell is not gained as a spell known in the traditional sense. Circle spells are written into their own spellbooks as recipes for the circle magic members to follow to create the spell using other, lesser spells. Circle spells are made up of several different spells weaved together by the circle leader using one of the prerequisite spells as a template and the participants add additional spells or magical energy by expending spell slots or other forms of magical energy as outlined in the circle spell's description.

    Circle Spells are either researched or acquired from circle spellbooks. Circle spellbooks are no different from a wizard's spellbook and they or a similar receptacle can be used to record a circle spell. This can include a wizard's spellbook or a witch's familiar. Researching or recording a circle spell into a spellbook works similarly to the standard rules for researching new spells and adding spells into a spellbook (see Adding Spells to a Wizard’s Spellbook in the Pathfinder Core Rulebook) and has similar costs and requirements.

    Casting a Circle Spell
    In order to cast a circle spell, the character must be able to act as a circle leader in an appropriate circle tradition (Circle Spellcaster, Elven High Magic, Epic Circle Spellcaster, Netherese, etc) usually through a feat, class ability, or trait. The character must possess the appropriate circle spell in a circle spellbook, which must be at-hand when casting the circle spell.

    The circle leader must have prepared one of the prerequisite spells in a spell slot equal to the spell level of the circle spell to be cast. When a circle has been established by a leader with two or more participants, the circle leader, with the circle spellbook at hand, and participants can cast the circle spell as an action as stated in the spell's description (usually a one round action) and expend the prerequisite spells and spell components to create the effects of the desired circle spell.

    The circle leader determines the type of spell the circle spell is (arcane, divine, or psychic), it's caster level, and saving throw DC. If the circle leader possesses no spellcasting ability, they use charisma to determine the saving throw DC.

    Circle Spells Backlash
    Casting circle spells channels magical power often beyond the individual ability of any of the constituent members of a given circle. The circle leader shoulders the majority of the responsibility and channels the power, which can be disastrous for the unprepared or distracted. Each circle spell lists one of the following new components: MB, SB, CB, and LB.
    These are short for moderate backlash, serious backlash, critical backlash, and lethal backlash.

    Any time a circle spell is being cast, the circle leader must succeed a concentration check DC 10 plus the spell level of the circle spell plus the number of total participants (including the circle leader). A circle spell subject to any other concentration checks must also make those with a +5 to the total DC. Failure of any concentration check involving circle spells always results in light backlash in addition to disrupting the spell but no components are wasted. Failure on a result of a natural one or any number from a result of 5 or lower than the concentration DC results in the type of backlash listed in the spell description as well as the failure of the spell to cast and the loss of any and all components used in the process. There is no saving throw against backlash and backlash cannot be mitigated by spells, magic, or any supernatural power unless specifically stated.

    Circle spells that possess a casting time longer than one round and up to one day add +5 to all concentration check DCs. Circle spells with a casting time longer than one day add +2 for each additional day (maximum +20).

    • Light Backlash: 1d6/Spell level of backlash damage and the fatigued condition
    • Moderate Backlash: 1d8/Spell Level of backlash damage and the exhausted condition
    • Serious Backlash: 1d10/Spell Level of backlash damage, 1d4 ability burn to all ability scores, and the exhausted condition.
    • Critical Backlash: 1d12/Spell Level of backlash damage, 2d4 ability burn to all ability scores, , and the exhausted condition.
    • Lethal Backlash: 1d20/Spell Level of backlash damage, 3d6 ability burn to all ability scores, and the exhausted condition.


    The backlash damage, like ability burn, cannot be healed through magic or psionics and must recover through natural healing. Backlash damage is it's own damage type and not resisted by any form of energy resistance or damage reduction. Ability burn otherwise functions as ability damage.

    Circle Spells with a Duration of Concentration

    Spells that require continuous concentration once the actual spell is cast is treated the same as casting the spell in terms of how a caster is affected by backlash damage except that the backlash affects the creature concentrating on the spell instead of the caster.

    Circle Spells and Metamagic
    Circle spells cannot benefit from metamagic feats nor magical effects that replicate the effect of metamagic feats. Circle spells are, by nature, delicate and easily dissipated so attempting to alter a circle spell at any point disrupts this delicate balance.

    Component spells modified by a metamagic feat does not affect the circle spell in any fashion. Mythic spells or mythic variations of component spells are treated similarly to metamagic in the respect that they do not affect the circle spell's outcomes. Planar traits and similar environmental effects, however, can modify a circle spell as though it were affected by a metamagic feat.


    Circle Spellcaster
    Circle Leader: Must possess the Circle Spellcaster feat.
    Participants: Participants must be able to cast the required component spells used to create circle spells.
    Benefit: You are able to cast all varieties of circle spells. This includes those from other circle disciplines, except epic circle spells, as long as all of the spell's requirements are met (see circle spells.)
    Cost: There are no costs associated with this sort of circle magic except those associated with the circle spells to be cast.

    Elven High Magic
    Circle Leader:
    Participants:
    Benefit:
    Cost:
    Coming soon!

    Epic Circle Spellcaster
    Circle Leader: Must possess the Circle Spellcaster and Epic Circle Spellcaster feat.
    Participants: Participants must be able to cast the required component spells used to create circle spells.
    Benefit: You are able to cast all varieties of circle spells, including those of other circle magic disciplines, as long as all of the spell's requirements are met.
    Cost: There are no costs associated with this sort of circle magic except those associated with the circle spells to be cast.

    Lunar Circle Magic
    Circle Leader: Circle leaders must possess the Initiate of Selune feat and have selected the Full Moon Circle ability.
    Participants: All participants must have selected Selune as their patron deity.
    Benefit:
    Cost:
    Coming soon!

    Netherese Circle Magic
    Circle Leader: Circle leaders must possess the Netherese Circle Magic ability granted by the Arcanist with the Netherese Arcanist archetype.
    Participants: Participants in Netherese Circle Magic must possess an Arcane Reservoir, similar to that granted by the Arcanist.
    Benefit:
    Cost:
    Coming soon!

    Rashemi Circle Magic
    Circle Leader: Circle leaders must possess the Rashemi Circle Magic ability granted by the Hathran initiate feat.
    Participants: All participants must possess the Ethran trait.
    Benefit:
    Cost:
    Coming soon!

    Thayan Circle Magic
    Circle Leader: Circle leaders must possess the Thayan Circle Leader ability granted by the Red Wizard wizard archetype.
    Participants: All participants must possess the Tattoo Focus trait.
    Benefit: You can increase the power of any spell you cast, gaining one of the following benefits per participant other than the circle leader:
    • Increase the caster level by one per participant (maximum +4).
    • Increase the saving throw DC by one per two participants (maximum +2)
    • Add the benefit of one or more of the following metamagic feats within a spell level adjustment of one per participant; Empower Spell, Enlarge Spell, Heighten Spell, Intensified Spell (APG), Maximize Spell, or Widen Spell. You cannot heighten a spell beyond the highest spell level normally accessible to the circle leader. Neither the circle leader nor any of the participants need to possess the metamagic feat to recreate its effects in this manner. These metamagic effects do not stack with any similar metamagic effects from other sources.

    Cost: All participants must expend a spell of first level or higher each round one or more of the benefits are used. In addition, the circle leader is subject to light backlash damage if any concentration check is failed in relation to casting or concentrating on any spells that benefit from the benefits provided from Thayan Circle Magic.

    Last edited by Neoxenok; 2021-02-24 at 12:46 AM.

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    Default Epic Levels in the Forgotten Realms

    Epic Levels in the Forgotten Realms


    The world of Faerun is rife with ancient and powerful magics and the individuals and nations that wield them. Numerous threats and creatures push the limits of power and achieved heights even beyond the normal limit as to what 20th level creatures and even 10th tier mythic creatures are capable of.
    The epic level rules of 3.0 and 3.5 edition of the game was tailor-made for the Forgotten Realms as were the mythic rules but epic was not converted for pathfinder. Given this, something must be done to bring in rules to allow the game to truly progress beyond 20th level in order to allow for true compatibility between pathfinder and the game rules developed for the forgotten realms in the older versions of the game.

    There are very high quality online resources for running a pathfinder game into epic levels but those rules are incomplete as a constantly increasing number of classes and rule sets are not included in the linked epic level rules and this creates a problem that would take an enormous amount of work to solve. There are also no modules and few online resources that take advantage of these rules or any other similar set. So, the following ruleset is designed to allow for epic progression whilst minimizing the amount of work aspiring DMs need to do and to avoid requiring constant revisions every time Paizo releases a new source book.

    So, I've ultimately decided to create epic rules that have more in common with the "e6" or "p6" ruleset than the epic level ruleset from previous editions but not exactly the same. This is to stymie power advancement to a slower crawl and therefore make encounters that don't use these epic rules challenging for longer and with minimal (if any necessary) changes.

    Epic Level Rules

    Characters that advance to 20th level and gain enough experience points to advance beyond gain no further class levels, instead gaining epic levels. Unlike mythic tiers, any character can achieve epic levels given time and experience. Each time an epic level is earned, your character earns the following:

    • One hit point per epic level gained.
    • A number of skill points equal to his or her Intelligence modifier (minimum 1), one feat or bonus feat (as long as the feat isn't necessary to qualify for other feats), and one known spell, as appropriate, can be reassigned.
    • One bonus feat that the epic character qualifies for. If the character is a mythic character, they can also select a mythic feat, which can only be selected once per five epic levels to a maximum equal to half the total number of mythic tiers the character possesses (minimum 0). A character with epic levels also gains the option to select epic feats they qualify for. All epic feats by default require the character possess 20 character levels and at least one epic level, including the level used to take an epic feat. Epic feats typically cannot be taken more than once every five epic levels.


    An epic level does not advance any class features nor does it count as a hit dice in and of itself. Even if a character is not a mythic character, an epic character counts as mythic (tier 0 if a character has no mythic tiers already) for all purposes.


    Gaining Epic Levels

    Code:
    Epic Level	Slow Progression	Medium Progression	Fast Progression
    Level 1			6,420,000		4,320,000		2,880,000
    Level 2			7,490,000		5,040,000		3,360,000
    Level 3			8,560,000		5,760,000		3,840,000
    Level 4			9,630,000		6,480,000		4,320,000
    Level 5			10,700,000		7,200,000		4,800,000
    Level 6			12,840,000		8,640,000		5,760,000
    Level 7			14,980,000		10,080,000		6,720,000
    Level 8			17,120,000		11,520,000		7,680,000
    Level 9			19,260,000		12,960,000		8,640,000
    Level 10		21,400,000		14,400,000		9,600,000
    Level 11		25,680,000		17,280,000		11,520,000
    Level 12		29,960,000		20,160,000		13,440,000
    Level 13		34,240,000		23,040,000		15,360,000
    Level 14		38,520,000		25,920,000		17,280,000
    Level 15		42,800,000		28,800,000		19,200,000
    Level 16		51,360,000		34,560,000		23,040,000
    Level 17		59,920,000		40,320,000		26,880,000
    Level 18		68,480,000		46,080,000		30,720,000
    Level 19		77,040,000		51,840,000		34,560,000
    Level 20		85,600,000		57,600,000		38,400,000
    Level 21		102,720,000		69,120,000		46,080,000
    Level 22		119,840,000		80,640,000		53,760,000
    Level 23		136,960,000		92,160,000		61,440,000
    Level 24		154,080,000		103,680,000		69,120,000
    Level 25		171,200,000		115,200,000		76,800,000
    Level 26		205,440,000		138,240,000		92,160,000
    Level 27		239,680,000		161,280,000		107,520,000
    Level 28		273,920,000		184,320,000		122,880,000
    Level 29		308,160,000		207,360,000		138,240,000
    Level 30		342,400,000		230,400,000		153,600,000
    Level 31		410,880,000		276,480,000		184,320,000
    Level 32		479,360,000		322,560,000		215,040,000
    Level 33		547,840,000		368,640,000		245,760,000
    Level 34		616,320,000		414,720,000		276,480,000
    Level 35		684,800,000		460,800,000		307,200,000
    Level 36		821,760,000		552,960,000		368,640,000
    Level 37		958,720,000		645,120,000		430,080,000
    Level 38		1,095,680,000		737,280,000		491,520,000
    Level 39		1,232,640,000		829,440,000		552,960,000
    Level 40		1,369,600,000		921,600,000		614,400,000
    Level 41		1,643,520,000		1,105,920,000		737,280,000
    Level 42		1,917,440,000		1,290,240,000		860,160,000
    Level 43		2,191,360,000		1,474,560,000		983,040,000
    Level 44		2,465,280,000		1,658,880,000		1,105,920,000
    Level 45		2,739,200,000		1,843,200,000		1,228,800,000
    Level 46		3,287,040,000		2,211,840,000		1,474,560,000
    Level 47		3,834,880,000		2,580,480,000		1,720,320,000
    Level 48		4,382,720,000		2,949,120,000		1,966,080,000
    Level 49		4,930,560,000		3,317,760,000		2,211,840,000
    Level 50		5,478,400,000		3,686,400,000		2,457,600,000
    Level 51		6,574,080,000		4,423,680,000		2,949,120,000
    Level 52		7,669,760,000		5,160,960,000		3,440,640,000
    Level 53		8,765,440,000		5,898,240,000		3,932,160,000
    Level 54		9,861,120,000		6,635,520,000		4,423,680,000
    Level 55		10,956,800,000		7,372,800,000		4,915,200,000
    Level 56		13,148,160,000		8,847,360,000		5,898,240,000
    Level 57		15,339,520,000		10,321,920,000		6,881,280,000
    Level 58		17,530,880,000		11,796,480,000		7,864,320,000
    Level 59		19,722,240,000		13,271,040,000		8,847,360,000
    Level 60		21,913,600,000		14,745,600,000		9,830,400,000
    Level 61		26,296,320,000		17,694,720,000		11,796,480,000
    Level 62		30,679,040,000		20,643,840,000		13,762,560,000
    Level 63		35,061,760,000		23,592,960,000		15,728,640,000
    Level 64		39,444,480,000		26,542,080,000		17,694,720,000
    Level 65		43,827,200,000		29,491,200,000		19,660,800,000
    Level 66		52,592,640,000		35,389,440,000		23,592,960,000
    Level 67		61,358,080,000		41,287,680,000		27,525,120,000
    Level 68		70,123,520,000		47,185,920,000		31,457,280,000
    Level 69		78,888,960,000		53,084,160,000		35,389,440,000
    Level 70		87,654,400,000		58,982,400,000		39,321,600,000
    Level 71		105,185,280,000		70,778,880,000		47,185,920,000
    Level 72		122,716,160,000		82,575,360,000		55,050,240,000
    Level 73		140,247,040,000		94,371,840,000		62,914,560,000
    Level 74		157,777,920,000		106,168,320,000		70,778,880,000
    Level 75		175,308,800,000		117,964,800,000		78,643,200,000
    Level 76		210,370,560,000		141,557,760,000		94,371,840,000
    Level 77		245,432,320,000		165,150,720,000		110,100,480,000
    Level 78		280,494,080,000		188,743,680,000		125,829,120,000
    Level 79		315,555,840,000		212,336,640,000		141,557,760,000
    Level 80		350,617,600,000		235,929,600,000		157,286,400,000
    Level 81		420,741,120,000		283,115,520,000		188,743,680,000
    Level 82		490,864,640,000		330,301,440,000		220,200,960,000
    Level 83		560,988,160,000		377,487,360,000		251,658,240,000
    Level 84		631,111,680,000		424,673,280,000		283,115,520,000
    Level 85		701,235,200,000		471,859,200,000		314,572,800,000
    Level 86		841,482,240,000		566,231,040,000		377,487,360,000
    Level 87		981,729,280,000		660,602,880,000		440,401,920,000
    Level 88		1,121,976,320,000	754,974,720,000		503,316,480,000
    Level 89		1,262,223,360,000	849,346,560,000		566,231,040,000
    Level 90		1,402,470,400,000	943,718,400,000		629,145,600,000
    Level 91		1,682,964,480,000	1,132,462,080,000	754,974,720,000
    Level 92		1,963,458,560,000	1,321,205,760,000	880,803,840,000
    Level 93		2,243,952,640,000	1,509,949,440,000	1,006,632,960,000
    Level 94		2,524,446,720,000	1,698,693,120,000	1,132,462,080,000
    Level 95		2,804,940,800,000	1,887,436,800,000	1,258,291,200,000
    Level 96		3,365,928,960,000	2,264,924,160,000	1,509,949,440,000
    Level 97		3,926,917,120,000	2,642,411,520,000	1,761,607,680,000
    Level 98		4,487,905,280,000	3,019,898,880,000	2,013,265,920,000
    Level 99		5,048,893,440,000	3,397,386,240,000	2,264,924,160,000
    Level 100		5,609,881,600,000	3,774,873,600,000	2,516,582,400,000
    Level (+1)		X2 XP from your current Epic Level -5
    Epic Feats

    Armor Skin [Epic]
    Source: Epic Level Handbook
    Prerequisite: Constitution 21+
    Benefit: Your natural armor bonus increases by +2. Characters with a base attack bonus of +15 or higher increase their natural armor by +3 instead. Characters with a base attack bonus of +20 increase their natural armor by +5 instead.

    Damage Reduction [Epic]
    Source: Epic Level Handbook
    Prerequisite: Constitution 19+
    Benefit: Your damage reduction (except DR/-) improves by 5. Alternatively, you can elect to gain damage reduction 3/- or improve your existing DR/- by 3.
    Special: You can select this feat multiple times. Each time you select this feat, your existing damage reduction improves by 5 (if not DR/-) or 3 (if DR/-). You can only select this feat once per five epic levels you possess. In addition, the prerequisite constitution increases by 2 each time this feat is selected, so in order to select this feat a second time, you must have more than 5 epic levels and a constitution of 21 or higher.

    Epic Circle Spellcaster [Epic] [Mythic]
    Prerequisites: Circle Spellcaster, Epic Spellcasting, Key Spellcasting Attribute 25+, Mythic Tier 1+
    Benefits: This ability works as the Circle Spellcaster feat except you are able to cast circle spells above 9th level.

    Epic Dodge [Epic]
    Source: Epic Level Handbook
    Prerequisite: Dexterity 21+
    Benefit: Gain a +2 dodge bonus to your armor class. Characters with a base attack bonus of +15 or higher instead gain a +3 dodge bonus. Characters with a base attack bonus of +20 instead gain a +5 dodge bonus to their armor class.

    Epic Leadership [Epic]
    Source: Epic Level Handbook
    Prerequisites: Charisma 19+, Leadership
    Benefit: Your leadership score can improve beyond 25 without limit. For every leadership point beyond 25, you gain 5 additional 1st level followers with higher level followers being half in number from the previous level, rounded down (to a minimum of 0). This feat allows you to gain followers above 6th level but you cannot gain followers above 10th level.
    Characters that possess a cohort can select to gain one of the following benefits:
    • +4 bonus to two ability scores.
    • +2 bonus to four ability scores.
    • Two bonus feats the cohort qualifies for.

    Once a benefit for a cohort has been selected, it can not be changed. A character that looses or dismisses a cohort can select a new choice for a new cohort.

    Epic Prowess [Epic]
    Source: Epic Level Handbook
    Benefit: You gain a +1 insight bonus to all attack rolls, your combat maneuver bonus, and your combat maneuver defense. Characters with a base attack bonus of 15 or higher instead gain a +2 insight bonus. Characters with a base attack bonus of 20 also gain a +2 insight bonus to all damage rolls and to armor class.

    Epic Psionics [Epic]
    Prerequisites: Ability to Manifest Powers, Achieved the maximum number of levels in the manifesting class, Key Spellcasting Attribute 23+
    Benefit: Your normal maximum manifesting level improves by 2. This only improves the maximum number of power points you can expend upon manifesting a power and not other aspects of manifesting, such as your total manifester level, so this means a 20th level psion that selected this feat at his or her first epic level can expend 22 power points when manifesting an augmented power but the manifester level is still 20 when determining other things, like range and ability to penetrate spell resistance or power resistance.
    You also gain 20 bonus power points plus twice the number of times you've selected this feat.
    Special: You can select this feat multiple times. Each time you select this feat, your manifesting level improves by 2 for the above listed purposes. You can only select this feat once for every five epic levels you possess and your prerequisite key ability modifier improves by 2 each time you select this feat.
    You can only select this feat once for any one class that qualifies for this feat. You can select this feat twice for any class that qualifies for this feat that has access to sixth level powers or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level powers.

    Epic Reputation [Epic]
    Source: Epic Level Handbook
    Prerequisites: Charisma 21+, Epic Leadership, Leadership
    Benefit: Your cohort's maximum level increases to 20. You must have a leadership score of 26 for your cohort to have 18 levels, a leadership score of 28 to have a cohort of 19th level, or a leadership score of 30 to have a cohort of 20th level.

    Epic Speed [Epic]
    Source: Epic Level Handbook
    Prerequisites: Constitution 19+, Dexterity 19+
    Benefit: Your base speed improves by 10 feet. Characters with a base attack bonus of 15 or higher instead increase their base speed by 20 feet. Characters with a base attack bonus of 20 instead increase their base speed by 30 feet.

    Epic Spellcasting [Epic]
    Source: Epic Level Handbook
    Prerequisites: Ability to Cast Spells, Achieved the maximum number of levels in the casting class, Key Spellcasting Attribute 23+
    Benefit: You gain zero spell slots of a spell level one level higher than the normal maximum available to one qualifying spellcasting class. Although you begin with 0 spell slots, you gain any bonus spell slots based on your key spellcasting ability modifier and any bonus spell slots (such as a cleric's bonus domain spell slots or the wizard's specialization spell slots. Your base spell slots improve by 1 per epic level you possess beyond the first until you gain a number of base spell slots equal to the number of normal base spell slots you have for the next lowest spell level.
    For example, a specialist wizard that selects this feat at the first epic level with a 25 intelligence gains 0 10th level spell slots +1 specialist wizard bonus +0 from the 25 intelligence (+7 modifier). This wizard gains 1 new spell slot at the 2nd epic level and every epic level until his or her 5th, when the base number of spell slots equals the wizard's normal maximum of 4 spell slots +1 specialist wizard bonus spell slot + any bonus from a high ability score.
    This feat does not allow you to gain new spells known of 10th level or higher, this simply makes available higher level spell slots that a spellcaster could use to cast lower level spells, including those modified by metamagic feats.
    For example, the above example wizard could use a 10th level spell slot to cast a 9th level spell modified by the extend spell feat.
    Special: You can select this feat multiple times. Each time you select this feat, you gain 0 base spell slots at the next highest spell level. You can only select this feat once for every five epic levels you possess and your prerequisite key ability modifier improves by 2 each time you select this feat. In addition, your epic levels count as 5 points lower for determining how many base spell slots you possess for your newly gained spell level per additional instance in which you've selected this feat.
    You can only select this feat only once for any one class that qualifies for this feat. You can select this feat twice times for any class that qualifies for this feat that has access to sixth level spells or higher. You can select this feat three times for any class that qualifies for this feat that has access to 9th level spells.

    Epic Toughness [Epic]
    Source: Epic Level Handbook
    Prerequisite: Constitution 19+
    Benefit: You gain a number of hit points equal to twice your base attack bonus. Characters with a base attack bonus of 15 or higher gain twice your base attack bonus plus 5 additional hit points. Characters with a base attack bonus of 20 gain twice your base attack bonus plus 10 additional hit points.
    Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic levels.

    Fast Healing [Epic]
    Source: Epic Level Handbook
    Prerequisite: Constitution 21+
    Benefit: You gain fast healing 2. Characters with a base attack bonus of 15 or higher instead gain fast healing 3. Characters with a base attack bonus of 20 instead gain fast healing 5.
    Special: You can select this feat multiple times. It's benefit stacks. Each time you select this feat, the prerequisite constitution increases by 2. You can only select this feat once per five epic levels.

    Gestalt [Epic]
    Source: Unearthed Arcana
    Benefit: Select a class in which you haven't achieved the maximum level. You gain the class features, abilities, proficiencies, and class skills of the earliest level of that class that you don't already possess. You do not gain the actual hit dice of the selected class nor the benefits of that hit die nor do you gain the hit point and skill point of your epic level. Instead, your base attack bonus and saving throw bonuses overlap with the base attack bonus and saving throw bonuses of the twenty hit dice you've already gained.
    Instead of the normal hit point and skill points you gain from your selected class, you gain 1 hit point if the class grants 1d6 hit points, 2 hit points if the class grants 1d8 hit points, 3 hit points if the class grants 1d10 hit dice, or 4 hit points if the class grants 1d12 hit dice. You also gain a number of skill points equal to half the base skill points of the selected class, so a class that grants 4 + your intelligence modifier skill points allows you to instead gain 2 skill points. You can still reassign a number of skill points equal to your intelligence modifier as normal.
    For example, a character that has 20 wizard levels and has taken the gestalt feat 20 times to select the fighter class with a 30 intelligence has 20d6 hit points (one maximized for the first level) + 60 from taking the feat gestalt (fighter) 20 times. This example character would have a total of 260 skill points (200 from a high intelligence + 40 from wizard levels +20 from gestalt (fighter). The character would have a +20 base attack bonus, a +12 base fortitude save, a +12 will save, and a +6 reflex saving throw. The character would have 20 hit dice (as 20 epic levels don't factor into hit dice. This character counts as having twenty levels in fighter, 20 levels in wizard, but only 20 hit dice.
    When selecting this feat for a class you've already taken levels in, such as a sorcerer6/paladin4/eldritch knight10, a player decides to advance as a sorcerer by taking the gestalt (sorcerer) feat five times. This advances all of the class features of a sorcerer five times, gaining all of the bloodline benefits and the fifth feat would advance the sorcerer's casting ability to 20th level, allowing the character to cast spells as a 20th level sorcerer with the other class features of an 11th level sorcerer. You could take gestalt feat a 6th time and select sorcerer, but your casting ability (access to spells known, spells per day, caster level, etc) would not advance but you would gain the other class features a sorcerer possesses, such as that you would count as a 12th level sorcerer for your sorcerer class features or other things, such as feats.
    You are considered to have a character level in your gestalt class equal to the number of levels in that class you already have and the number of times you've selected this feat for that specific class to determine the power of class features.
    Special: You can select this feat multiple times. Each time you select this feat, you can choose to gain the features of a new class or the next level of a class you've already selected with this feat or a class you've already taken levels in that hasn't achieved the maximum level in. You can select this feat once for every five epic levels you have achieved.
    This feat does not grant you any level-based benefits normally associated with hit dice, such as the feats gained at every odd level and the ability score bonus granted at every fourth level.

    Improved Spell Resistance [Epic]
    Source: Epic Level Handbook
    Prerequisite: Constitution or Wisdom 19+ or Racial Spell Resistance
    Benefit: Your existing spell resistance improves to 12 + your total class level or you gain that spell resistance if you don't already possess spell resistance. If your spell resistance is already equal to 12 plus your hit dice, it improves by 2.
    Special: You can select this feat multiple times to a maximum of 5 times (in total). Each time you select this feat, your spell resistance improves by 2 and the prerequisite constitution and wisdom score increases by 2. You can only select this feat once per five epic levels.

    Legendary Commander [Epic]
    Source: Epic Level Handbook
    Prerequisites: Charisma 21+, Epic Leadership, Leadership, Leadership Score 27+
    Benefit: When calculating the number of followers you gain through leadership, you can add 115 additional level 1 followers. When calculating 2nd level and higher followers, you can factor in this benefit.
    Special: You can select this feat multiple times, gaining an additional 125 level one followers each time. You can only select this feat once per every five epic levels you possess and each time you select this feat, the prerequisite charisma and leadership score you must possess each increase by 2. So to select this feat three times, you must have 15 or more epic levels, a charisma score of 25 or higher, and a leadership score of 31 or higher.

    Overwhelming Critical [Epic]
    Source: Epic Level Handbook
    Prerequisites: Strength 21+
    Benefit: Any time you score a critical hit with an attack where you apply your strength modifier to attack rolls, you add 1d6 to the total damage, even if the target creature is immune to critical hits. Characters with a base attack bonus of 15 or higher add 1d8 to the total damage instead of 1d6. Characters with a base attack bonus of 20 add 1d10 to the total damage instead of 1d6.
    Special: You can select this feat multiple times, stacking the bonus damage. Each time you select this feat, the prerequisite strength increases by 2. You can only select this feat once every five epic levels you possess.

    Powerful Body [Epic]
    Benefit: You improve one of your physical ability scores (strength, dexterity, or constitution) by 1. Characters with a base attack bonus of 15 or higher instead improve two physical ability scores by 1. Characters with a base attack bonus of 20 instead improve all three ability scores by 1.
    Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic levels.

    Powerful Mind [Epic]
    Benefit: You improve one of your mental ability scores (intelligence, wisdom, charisma) by 1. Characters with a base attack bonus of 15 or higher instead improve two mental ability scores by 1. Characters with a base attack bonus of 20 instead improve all three mental ability scores by 1.
    Special: You can select this feat multiple times. It's benefit stacks. You cannot improve any individual ability score by more than five points using this feat. You can only select this feat once per five epic levels.

    Precision Critical [Epic]
    Prerequisites: Dexterity 21+
    Benefit: Any time you score a critical hit with an attack where you apply your dexterity modifier to your attack rolls, you add 1d6 to the total damage, even if the target creature is immune to critical hits. Characters with a base attack bonus of 15 or higher add 1d8 to the total damage instead of 1d6. Characters with a base attack bonus of 20 or higher add 1d10 to the total damage instead of 1d6.
    Special: You can select this feat multiple times, stacking the bonus damage. Each time you select this feat, the prerequisite dexterity increases by 2. You can only select this feat once every five epic levels you possess.

    Superior Initiative [Epic]
    Source: Epic Level Handbook
    Prerequisite: Dexterity 21+, Improved Initiative
    Benefit: You gain an initiative bonus equal to your base attack bonus. This benefit does not stack with the initiative bonus from Improved Initiative.
    Last edited by Neoxenok; 2022-05-22 at 10:58 AM.

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    Default Evereskan Tomb Guardian (Slayer Archetype) {Elf Racial Archetype}

    Evereskan Tomb Guardian (Slayer Archetype) {Elf Racial Archetype}
    Few things are as important to the various elven races than the heroes, people, and family of their lives. As such, elves decorate their homes, temples, and tombs of their fallen heroes with important artifacts and consider many such places deeply sacred. Unfortunately, this also means that elven lands are often the target of those that would plunder them for valuables and other treasure. Evereskan Tomb Guardians exist to protect and retrieve that which their people consider sacred whether religiously or culturally and they are empowered by the Seldarine to accomplish this task.
    • Guardian Skills: Evereskan Tomb Guardians gain Disable Device, Diplomacy, Linguistics, and Sleight of Hand as class skills. These class skills replace Disguise and Heal as class skills.
    • Sacred Duty (Su): At first level, the Evereskan Tomb Guardian gains the continuous ability to sense the presence of an important person, place, or thing within one mile of the Tomb Guardian's location. This does not give the guardian knowledge of the location or relevance of what is being sensed but if the guardian spends one minute in reverie, the guardian gains insight that allows the guardian to understand what the target is (a person, place, or thing) and in a broad sense what the guardian must do (locate and retrieve, protect, question, interrogate, pursue, etc). To accomplish this task, the Tomb Guardian is granted a +2 sacred bonus to all bluff, disable device, knowledge, intimidate, perception, sense motive, stealth, and survival checks as well as all attack and damage rolls in order to accomplish the Tomb Guardian's goals related to the sensed object.
      This ability replaces the first studied target ability, which is delayed until 5th level where it progresses from that point normally.
    • Devoted Pursuit (Su): Evereskan Tomb Guardians, once they've perceived an enemy or looter of their people, will pursue that enemy until they retrieve all that was taken from their people or otherwise recievedproper recompense. At first level, they can mark one enemy that they have personally identified by any means. The guardian gains the supernatural power to be aware of the target's direction in relation to the guardian and their approximate distance. If the tomb guardian also makes this target the target of their studied target ability, the relevant bonuses of that ability increase by +2. This ability works similarly to locate creature except that the range is unlimited as long as the target remains on the same plane.
    • Silent Guardian (Ex): At 13th level, the Evereskan Tomb Guardian can spend 15 minutes at a specific location in order to attune him or herself to that area, which includes the area in a 100ft radius location from that spot. The guardian must spend that 15 minutes surveying the entire area. Once completed, the guardian gains a +2 insight bonus to all initiative, perception, and stealth checks while in that area. These benefits persist for that area for as long as the guardian remains in that area and lost if the guardian leaves. Once per day when within a studied area, the tomb guardian can ignore difficult terrain for one round as a swift action. At 17th level, the bonuses improve to +4 and the guardian can ignore difficult terrain thrice per day.
      This ability replaces the slayer's advance ability at 13th and 17th level.
    • Slayer Talents: The following slayer talents complement the Evereskan tomb guardian archetype: Foil Scrutiny, Rogue Talent (Fast Stealth), Rogue Talent (Hard to Fool), or Trapfinding
    • Advanced Slayer Talents: The following advanced slayer talents (and advanced rogue talents) complement the Evereskan tomb guardian archetype: Evasion, Hunter's Surprise, or Woodland Stride
    Last edited by Neoxenok; 2022-04-12 at 12:04 AM.

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    Default The Eye of Horus-Re (Cleric Archetype)

    The Eye of Horus-Re (Cleric of Horus-Re Archetype)
    Following the Time of Troubles, the chief deity of the Mulhorandi Pantheon has become heavily involved in mortal affairs and has begun taking his battles against Set beyond the borders of Mulhorand. Horus-Re has accomplished this by both increasing the number and overall presence of his Eyes of Horus-Re amongst the mortal populace.
    Unlike the majority of the clergy of Horus-Re's, the Eyes ignore the politics of Mulhorand and maintain their own hierarchy for the purpose of proselytizing and battling against the minions of Set.

    • Regional Restriction: Eyes of Horus-Re are exclusively trained in the Mulhorand region. Characters that wish to become an Eye of Horus-Re must select Mulhorand as their home region.
    • Specialty Priest: All Eyes of Horus-Re must select Horus-Re as a patron deity. If a cleric looses Horus-Re as a patron deity, they loose all benefits of this archetype and revert to a standard ex-cleric or an ex-cleric with a different archetype. This archetype can be regained through atonement.
    • Eye of Horus-Re Skills: Eyes of Horus-Re gain perception as a class skill. This benefit replaces appraise as a class skill.
    • Disciple of the Sun (Su): You only gain access to one domain and that domain must be the Sun domain.
    • Burst of Radiance (Sp): Any time you channel energy, you brilliantly glow as though you had cast a daylight spell centered on yourself with a spell level equal to half your cleric level. This daylight effect persists until the end of your next turn. The Eye can opt to not activate this effect.
    • Radiance (Ex): All of the spells you cast with the [light] descriptor, the spells granted by the Sun domain (though not necessarily just your sun domain spells), and spells with the word "light" in the name, such as searing light, can be enlarged, extended, or widened as though you possessed the enlarge spell, extend spell, and widen spell metamagic feats. The total adjustment of the spells modified by these feats is one less in total (minimum of 0 adjustment) than normal. At 6th level, the total level adjustment is reduced by two. At 12th level, the described spells are enlarged, extended, and widened automatically with no adjustment to spell level or casting time. Any spell with the [Darkness] descriptor you cast has the range, radius, and duration halved.
    • See in Darkness (Su): At 10th level, you gain the See in Darkness as the universal monster ability, which allows you to see perfectly in any type of darkness, including that such as the one created by the deeper darkness spell.
    • True Sight (Sp): At 13th level, you gain the ability to cast the True Seeing spell as a spell-like ability usable for a number of rounds equal to your cleric level. These rounds need not be used consecutively.
    Last edited by Neoxenok; 2022-05-08 at 02:38 PM.

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    Default Rune Magic

    Rune Magic
    Note: Rune Magic described here replaces Pathfinder's Rune Magic as described in Path of Iron.

    Deep in the mountains of the far North, one can find the signs and symbols of the Dwarven alphabet. To the foreigner, it might seem an odd practice only to find out the hard way that they can hold divine power. This is Rune Magic, a form of magic developed by Giants and adopted by dwarves and ancient for both.
    Although Dwarves and Giants have been using Rune Magic almost exclusively for an age, the development and use of it has seeped outside their purview and outside the north, but it is still largely seen as being unique to them.

    Using Rune Magic
    In order to use Rune Magic, you must select the Inscribe Rune feat and inscribing runes using this feat will often an require an intelligence, craft (calligraphy), or spellcraft check. This, however, only allows for a more basic use of runic magic. True masters of the form of magic is practiced by Runecasters (and similar users) that choose to develop their knowledge beyond that limited scope.

    Inscribing Runes also requires the ability to use divine magic.

    Creating Runes
    If you have the inscribe rune feat, you can craft any 3rd level or lower spells that has an area of effect, requires a ranged or melee touch attack, or targets a creature into a rune. Spells that have a personal range or target (self) are invalid for use with this feat.

    When inscribing a rune, you must succeed an intelligence, craft (calligraphy), or spellcraft check equal to the DC listed in the rune's entry. Other craft skills may be required appropriate to the material in which a rune is being inscribed. The check DC is 10 + the caster level of the spell being inscribed. Other modifiers may apply.

    If the check fails, the rune is imperfect and cannot hold the spell though 20% of the materials is wasted and the spells are cast.

    Runes can only be individually placed on objects or on a set area on a larger object. A single 0-Level or 1st level spell can be placed on a medium-sized object or a single 5 foot square area. A 2nd or 3rd Level spell can be placed upon large-sized object or a 10 foot square area.

    The base price of a rune is equal to 100gp x caster level x spell level of the spell being inscribed into the rune. A 0 level spell counts as 0.5 spell level for this purpose.
    The cost to craft a rune is 1/2 this value or 50gp x caster level x spell level.

    Inscribing a rune requires takes 2 hours if its base price is 250 gp or less, otherwise inscribing a rune takes 1 day for each 1,000 gp in its base price.

    Triggering a Rune
    Depending upon the spell scribed as a rune, runes are triggered when they are read, touched, when they enter an area, or when they enter a specific 5ft square. Inscribing a rune that can activate when a creature steps on a specific 5-ft square must employ a spell that requires a target or ranged touch attack within the spell's range. This spell automatically targets the first creature that enters the square. Spells with a ranged touch attack target the square with a ranged touch attack bonus equal to the spell's spell level and the target has a 50% miss chance, similarly to firing blindly.

    As with a symbol spell, a rune cannot be placed upon a weapon with the intent of having the rune triggered when the weapon strikes a foe.

    Unlike a glyph of warding, a rune, once created, glows with an obvious magical aura that is visible even to those without the aid of magical detection. However, runes, like the objects they are inscribed upon, can be hidden through illusion magic or other forms of mundane trickery.
    For example, a priest with the help of a mage friend can permanency an object with an inscribed rune upon it an invisibility spell to obfuscate the object with the rune, through which by making the object invisible so does the rune. An illusion spell could also obfuscate the rune as it would the object it is inscribed upon. A rune could also be hidden using any number of skills appropriate to the method used to hide the rune and the object (probably disguise or stealth), though the object takes a -2 penalty per spell level of the rune due the way it glows.

    A read magic spell allows the caster to identify the spell held in a rune with a successful Spellcraft check (DC 15 + the spell's level). A rune activated by reading it can be identified as such (though not disarmed) by a disable device check. Doing so lowers the DC by 5 only to read the rune without triggering it, even if it is normally triggered by being read.

    Disarming Runes
    Runes can be disarmed or deactivated in several ways. A successful erase spell deactivates a rune with a successful caster level check (DC 11 + the rune's caster level, as normal). Touching the rune to erase it does not trigger the rune unless the erase spell fails to deactivate the rune.

    Dispel magic and mage's disjunction treat runes like any other magic item.

    Finally, a rogue can use her Disable Device skill to disable runes (DC 25 + the spell's level), like any magic trap.
    Last edited by Neoxenok; 2018-07-05 at 03:51 AM.

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    Default Hammer of Moradin (Warpriest of Moradin Archetype) {Dwarf Racial Archetype}

    Hammer of Moradin (Warpriest of Moradin Archetype) {Dwarf Racial Archetype}
    The Warpriests of Moradin are many but within the Halls of the great dwarven halls of the North lie a special breed of warpriest especially trained and blessed by Moradin to defend their homeland against the enemies that surround them on all fronts and attack them wherever they hide. The Hammers are not just an elite force against the dark creatures that haunt them but also the hope of the Dwarven people.
    • Faithful of Moradin: All Hammers of Moradin are trained by and granted power from the Faithful of Moradin. All those that elect to take this archetype must select Moradin as their patron deity and must select the Warhammer as their focus weapon and their sacred weapon. A warpriest that looses faith in Moradin and switches to another patron deity looses all Hammer of Moradin abilities and must elect to become a standard Warpriest or select another archetype. This ability modifies the Warpriest class, the Focus Weapon ability, and their Sacred Weapon ability.
    • Aura of Courage (Su): Beginning at 1st level, you gain the Aura of Courage as a paladin of your Warpriest level. You gain immunity to fear effects and all allies within a 30 foot radius gain a +4 to their saving throws against fear effects. This ability replaces one of your Blessings gained at first level, affording you only one blessing granted by your deity. This ability modifies the Blessings ability.
    • Damage Reduction (Ex): Starting at 2nd level, you gain Damage Reduction 2/-. This damage reduction increases by 1 every three levels beyond 2nd level to a maximum of 8/- at 20th level. This benefit replaces Fervor.
    • Sacred Hammer (Su): The Hammer of Moradin can select the following special weapon abilities to apply to their warhammers; Axiomatic, Bane (Drow, Humanoid (Goblinoid), or Humanoid (Giant)), Disrupting, Ghost Touch, Holy, Throwing, Thundering, and Returning. This ability modifies the Sacred Weapon ability.
    • Powerful Grip (Ex): Starting at 10th level, the Hammer of Moradin gains a bonus equal to 1 and 1/2 times their strength modifier (rounded down) on damage rolls when wielding their Focus Weapon one-handed instead of their normal strength bonus. In addition, they gain a +2 to their combat maneuver defense against disarm, steal, or sunder maneuvers. Holding their focus weapon two-handed grants no additional benefit.
    • Quake (Sp): At 15th level, as a standard action, you can strike the ground with your warhammer and violently shake the ground in front of you, creating a cone of destruction out to 60 feet, dealing an amount of damage equal to the damage you normally cause with a successful hit of your focus weapon +1 point of damage per Warpriest level and causing all within the area of effect to fall prone upon a failed reflex saving throw against a DC of 10 + half your Warpriest level + your wisdom modifier. A successful reflex saving throw reduces your damage to half and negates the prone condition. You can use this ability a number of times equal to 3 plus your wisdom modifier. This ability replaces the bonus feat you normally gain at 15th level.
    • Power Throw (Sp): At 18th level, you can charge your warhammer with divine power and throw it as a standard action. All creatures within a 5 foot line per warpriest level must succeed a reflex saving throw DC of 10 + half your Warpriest Level + your wisdom modifier or suffer from damage equal to the damage you normally do with your warhammer +1 per Warpriest Level you possess. A successful reflex saving throw reduces the damage to half. You can use this ability a number of times equal to 3 plus your wisdom modifier. The thrown hammer returns as a free action, appearing instantly in the hand that threw it. This ability replaces the bonus feat you normally gain at 18th level.
    • Bones of the Earth (Su): At 20th level, as a swift action, the Hammer of Moradin can infuse him or herself with a very powerful blessing from Moradin. For one round per Hammer of Moradin level, their DR increases to 15/-, they receive a -2 penalty to dexterity, immunity to critical hits, and the ability to Earth Glide as the universal monster special ability with a base speed of 60 feet. This is due to a connection to the plane of earth, as such, while using the Earth Glide ability, the Hammer of Moradin is also incorporeal. At any time while this ability is active, the Hammer can leave the material plane and touch the borders of the Plane of Earth in order to swiftly travel long distances similarly to the Shadow Walk spell, expending one round of this ability for every hour spent travelling through the plane of earth (minimum one round). This ability can only be activated when touching earth or solid rock and you can only exit the plane of earth from an area of solid rock. You need not use the rounds consecutively. This ability replaces Aspect of War.
    Last edited by Neoxenok; 2018-05-12 at 08:13 PM.

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    Default Spells of the Forgotten Realms {A-Fie}

    Spells of the Forgotten Realms


    Acid Storm
    School Evocation [Acid]; Level Magus 6, Shaman 7, Sorcerer/Wizard 6, Witch 6
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft + 10ft./level)
    Area Cylinder (20ft radius/40ft high)
    Duration Instantaneous (See Text)
    Saving Throw Reflex Half and Fortitude Half (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    You cause a great amount of acid to pour downwards within the area all at once, dissolving anything and everything in the area to nothing. All creatures within the area suffer 1d6 points of acid damage per two levels (maximum 10d6). A successful reflex saving throw halves this damage.
    All creatures that suffered any acid damage during the first round suffer an additional 1d6 points of acid damage per four levels (maximum 5d6) on the following round unless they succeed a fortitude saving throw, which halves the damage.
    Material Component: A flask of acid
    ===MYTHIC===
    This spell deals 1d10 points of acid damage per two levels (maximum 10d10) and those that suffered any acid damage suffers an additional 1d10 points of acid damage per hour levels (maximum 5d10) on the following around.
    Augmented (6th): By expending three uses of mythic power, creatures that fail their follow-up fortitude saving throw to resist the acid damage also suffers 1d6 points of constitution damage and the affected targets becomes sickened for one minute per tier due to the lingering pain.
    Source: Player's Guide to Faerun

    Anyspell WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Initiate of Magic 3
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Anyspell, Greater WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Initiate of Magic 6
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Ball Lightning, Greater
    School Evocation [Air, Electricity]; Level Druid 5, Magus 5, Occultist 5, Shaman 5, Sorcerer/Wizard 5 Elemental School: Air 5
    ===DESCRIPTION===
    This spell works as the ball lightning (APG) spell, except as follows:
    When casting the spell, the caster can choose to create lightning balls that persist after dealing damage, allowing them to deal 3d6 electricity damage to any opponent occupying the same square as the ball lightning every round the target fails a reflex saving throw. If the caster chooses to use this mode of the spell, additional lightning balls do not stack their damage against the same opponent, however, each additional ball adds +1 to the spell's saving throw DC.
    In addition, no matter which mode of the spell is selected when cast, the caster can, as a move action, designate one or more opponents within range and the created lightning balls will home in on the selected opponent, moving to occupy the same square as the selected opponent without needing input by the caster to do so. This benefit works regardless of whether the caster chose to use the persist mode of the lightning balls or the standard mode as described by the ball lightning (APG) spell.
    Source: Player's Guide to Faerun, formerly just "Ball Lightning"

    Battletide
    School Transmutation; Level Initiate of Bane 5
    ===CASTING===
    Casting Time One Round
    Components V, S, (DF if cast as a Divine Spell)
    ===EFFECT===
    Range Close (25 feet + 5 feet per two caster levels)
    Target You and up to one creataure per caster level, no two of which can be more than 30 feet apart
    Duration 1 round/level
    Saving Throw Will (Negates) (Harmless if cast upon allies); Spell Resistance Yes
    ===DESCRIPTION===
    When you cast this spell, you affect a number of allies and enemies equal to your caster level. Selected enemies are slowed as the slow spell and affected allies are hasted as described by the haste spell. In addition to those described benefits and penalties include a -2 penalty to all damage rolls to enemies and allies receive a +2 bonus to all weapon damage rolls. Lastly, all allies affected by this spell can voluntarily end the spell prematurely to cast a spell they have known or prepared as a swift action, ending the spell at the end of their current turn. This spell must be a 0 or 1st level spell.
    Source: Player's Guide to Faerun

    Bestow Wound
    School Transmutation; Level Favored of the Zulkirs 1
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S, M
    ===EFFECT===
    Range Touch
    Target Living Creature Touched
    Duration Instantaneous
    Saving Throw Fortitude Negates; Spell Resistance Yes
    ===DESCRIPTION===
    You inflict 1d8 points of damage +1 per caster level you possess (maximum +5) upon the target and you heal 1 point of damage per caster level (maximum 5). If this brings you over your normal maximum hit points, you retain the additional hit points as temporary hit points. Temporary hit points gained by this spell does not stack with itself.
    Material Component: An eye agate worth 10gp.
    ===MYTHIC===
    the damage dealt by this spell increases to 1d12 points of damage +2 per caster level (maximum +10) and you heal 2 hit points per caster level, retaining any hit points beyond your normal maximum hit points as temporary hit points. Temporary hit points gained by this spell does not stack with itself.
    Source: The Book of Vile Darkness

    Black Talon
    School Necromancy [Evil]; Level Initiate of Cyric 2
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration 1 Round/Level
    Saving Throw No (See Text); Spell Resistance No
    ===DESCRIPTION===
    One of your arms transforms into a retractable, rubbery appendage ending in a talon seemingly made of pure darkness. You can attack with this claw as though it were a natural attack with a reach 5 feet greater than normal with a +1 profane bonus to your attack rolls. At 7th level, this profane bonus increases to +2 and at 11th level, this profane bonus again increases to +3.
    This attack deals 1d6 points of slashing damage +1 point of negative energy damage per two caster levels you possess (maximum +5). This attack acts in all ways as a normal claw attack, so if used as a primary attack, you also add your strength modifier to it's slashing damage or half your strength modifier if used as a secondary attack. This natural attack penetrates damage reduction as though it were a magical weapon. This talon also has a critical threat range of 19-20 x2.
    You can also use this spell to make touch attacks, dealing only the negative energy damage this spell normally provides. As a spell, you cannot use the claw created by this spell to deliver other touch spells, such as shocking grasp. Unlike other spells that deal negative energy damage, the negative energy from this spell does not heal or otherwise benefit undead creatures.
    ===MYTHIC===
    Increase the negative energy damage to 1d6 + your caster level (maximum 10 + your mythic tier) and the critical threat range to 18-20 x3. On a successful critical hit, the target also gains one point of strength damage (fortitude negates.)
    Augmented (3rd): By expending three uses of your mythic power, you create two claws or one for each of your hands. You must have both hands free to gain this benefit.
    Source: Player's Guide to Faerun

    Blessed Sight
    School Divination; Level Blessed of the Seven Sisters 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration 1 Minute/Level (D)
    ===DESCRIPTION===
    Your eyes glow with a white light and allows you to see evil auras within 120 feet of you when you cast this spell. The effect is similar to a detect evil spell, but does not require concentration and discerns aura location and strength more quickly. You know the location and strength of all evil auras within your sight. An aura’s strength depends on the type and Hit Dice of any evil creature, as noted in the description of the detect evil spell in the Pathfinder Core Rulebook.

    While this spell is active, you gain the benefit of the protection from evil spell. Additionally, all bonuses granted by protection from evil increase by 1 against any creature you detect as evil through the use of this spell.
    Source: Book of Exalted Deeds

    Blinding Spittle
    School Transmutation; Level Alchemist/Investigator 2, Druid 2, Shaman 2, Witch 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Close (25ft + 5ft./2 Levels)
    Effect One missile of spit
    Duration Instantaneous
    Saving Throw Fortitude Partial; Spell Resistance Yes
    ===DESCRIPTION===
    You spit a sticky mass of black saliva at a single opponent within range as a ranged touch attack with a -4 penalty. The opponent struck by the spittle is blinded until it can wash or rinse it's eyes with water or some other rinsing fluid.
    A successful fortitude save negates the blindness but still causes them to suffer a -4 penalty to all vision-based perception checks and all opponents 30ft beyond that opponent gains 20% concealment.
    This spell has no effect on creatures without eyes or creatures that don’t depend on eyes for vision.
    Source: Player's Guide to Faerun

    Blindsight
    School Transmutation; Level Alchemist/Investigator 6, Psychic 6, Sorcerer/Wizard 6
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration One Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You gain an extrasensory perception of your surroundings, granting you blindsight out to a 60ft range. Unlike the echolocation (UM) spell, this blindsight is not based on sound vibrations, but instead uses a sort of magical sonar. This blindsight only works in areas where magic functions normally and may have unpredictable results in or near areas of wild magic and any areas of dead magic or antimagic fields are impenetrable to this blindsight and the caster is blind inside of such areas.
    Source: Player's Guide to Faerun

    Bombardment
    School Evocation [Earth]; Level Druid 8, Shaman 9 Elemental School: Earth 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, F
    ===EFFECT===
    Range Long (400ft + 40ft./Level)
    Area 15ft Radius Burst
    Duration Instantaneous
    Saving Throw Reflex Half; Spell Resistance No
    ===DESCRIPTION===
    You create a mass of stone and earth high in the air and slam it against the area you designate, crushing and burying those unfortunate enough to be in the target area. Those in the target area suffer 1d6 points of bludgeoning damage per level (maximum 20d6 bludgeoning damage) and become buried.
    Creatures buried beneath the rock are prone to suffocate unless they can escape with a combat maneuver check or escape artist check against the DC of the spell as a full-round action.
    A successful reflex saving throw halves the damage and negates the burial effect.
    Focus Component: A quartz crystal embedded in rock
    ===MYTHIC===
    Those in the target area suffer 1d10 points of bludgeoning damage per level (maximum 20d10). The combat maneuver check or escape artist check DC increases by your tier.
    Source: Player's Guide to Faerun

    Briartangle
    School Transmutation; Level Initiate of Nature 4
    ===DESCRIPTION===
    This spell works as per the entangle spell, except as noted above and below;
    Creatures entangled by this spell must make a strength or escape artist check against the DC of the spell +5.
    The entangling plants, regardless of their original type, gain incredibly sharp thorns that deal 1d6 points of piercing damage each round the entangled creature remains entangled. Even if creatures are within the area of the spell and not entangled, they suffer 1d6 points of piercing damage for every 5 feet of movement they move through the area of the spell unless they succeed an acrobatics check to tumble through the area against the DC of the spell +5 +1 per 5 feet of distance traveled through the area of the spell.

    If the plants in the area are covered in thorns, those in the area take 1d6+1 points of piercing damage and 1 point continuous and cumulative bleed damage instead of the normal damage listed above. Other effects, depending on the local plants, might be possible at GM discretion.
    ===MYTHIC===
    The spell functions in areas without any vegetation, causing plants to spring up out of the ground. These plants can reach creatures that are up to 10 feet in the air. Plants affected or created by the spell sprout thorns that deal 2d6 points of damage and 2 points of continuous and cumulative bleed damage.
    Source: Player's Guide to Faerun

    Caligarde's Claw
    School Evocation [Force]; Level Bloodrager 3, Magus 3, Occultist 3, Psychic 4, Sorcerer/Wizard 4, Spellblazer 3
    ===CASTING===
    Casting Time One Standard Action
    Components V, S, M
    ===EFFECT===
    Range Medium (100ft + 10ft./Level)
    Effect Invisible Claw of Force
    Duration One Round/Level (D)
    Saving Throw None; Spell Resistance Yes
    ===DESCRIPTION===
    When the spell is cast, you create an invisible claw made of pure force energy that you control with mental commands. You can command the claw to perform a number of different actions. The claw is medium sized with a base damage of 1d4 and is directed as a free action up to once per round. The claw attacks with a strength equal to the caster's primary casting ability score modifier (intelligence for wizards and charisma for sorcerers, for example) or 22, whichever is lower.
    The claw can be used to attack a single opponent within range of the spell, moving toward that opponent with a speed of 90ft. It can make only one attack per round and cannot make an attack of opportunity whilst in an attack mode but it can stay with an opponent if it moves as long as it doesn't exceed the claw's total movement for that round or moves beyond the spell's range. The claw's base attack bonus is equal to the caster's plus the claw's strength modifier +2 for being invisible. Creatures that cannot see invisible targets are flat-footed to the claw. The claw does not benefit from any feats or class features possessed by the caster, so a rogue/wizard cannot sneak attack a target with this spell, for example.
    It can be used to defend a single creature or a 5ft diameter area. When defending an area, any creature that moves through that area or through an adjacent area (as though the claw were a medium creature that threatened the spaces around within 5ft) can make a single attack of opportunity. The claw can make a number of attacks of opportunity equal to one half your caster level (minimum 2).
    Defending a creature offers the same benefit as an area except that it also grants the creature a +1 deflection bonus to it's AC. Multiple claws guarding a single area or creature don't stack their attacks of opportunity but the deflection bonus granted to a protected creature increases the deflection bonus to AC by 1 for every additional claw (to a maximum of +5).
    The claw itself possesses an AC of 25 (+4 Diminuative +6 Dexterity +5 Deflection) (27 if invisible to that creature), Hardness 30, and a number of hit points equal to 10 plus your caster level. Failing a caster level check against a creature's spell resistance when attacking successfully ends the spell but succsesfully beating a creature's spell resistance applies until the beginning of the claw's next turn, so for example, the claw can attack and then make an attack of opportunity against the same creature later in the same round but only needs to check the creature's spell resistance once.
    ===MYTHIC===
    The strength score of the spell is no longer limited to 22. You can also expend additional mythic uses to create additional claws, creating one claw per additional use of mythic power to a maximum equal to your mythic rank.
    Source: Player's Guide to Faerun
    Houserule: Works the same but renamed "Diclonius' Vector"

    Claws of the Beast
    School Transmutation; Level Alchemist/Investigator 1, Druid 1, Ranger 1, Shaman 1, Summoner/Unchained Summoner 1, Witch 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Personal
    Target You
    Duration One Round/Level (D)
    ===DESCRIPTION===
    When you finish casting the spell, your fingers sprout claws. You gain a natural claw attack for each limb you possess. Each claw deals 1d4 points of damage for medium creatures or as appropriate depending upon the caster's size catagory.
    If the caster already possesses claws, they instead lengthen and sharpen, increasing the damage die by one, so 1d4 claw damage for medium creatures increases to 1d6.

    This spell can be made permanent via the permanency spell. The caster must be at least 9th level and the GP cost is 2,500 GP.
    Source: Player's Guide to Faerun

    Cloud of Bewilderment
    School Evocation; Level Alchemist/Investigator 2, Bard/Skald 2, Bloodrager 2, Magus 2, Sorcerer/Wizard 2, Summoner/Unchained Summoner 2, Witch 2
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range 10ft
    Area 10ft Cone
    Duration Instantaneous
    Saving Throw Fortitude Negates; Spell Resistance Yes
    ===DESCRIPTION===
    You breathe out an invisible cone of noxious air. Each creature within the area becomes nauseated for 1d6 rounds. Creatures receive a fortitude saving throw each round to negate the effect.
    ===MYTHIC===
    The duration of the nausea caused by this spell increases to a number of rounds equal to 2d4 + your tier.
    Augmented (9th): By expending three uses of mythic power, the cone's area increases by 5ft per mythic tier you possess. Creatures that fail the save in the first round must succeed two consecutive fortitude saving throws to negate the effect (though succeeding the initial save still negates the effect entirely). Non-mythic creatures receive no additional saving throws if the initial save is failed.
    Source: Player's Guide to Faerun

    Create Magic Tattoo
    School Conjuration (Creation); Level Mesmerist 3, Occultist 2, Psychic 2, Runecaster 2, Shaman 2, Sorcerer/Wizard 2, Witch 2
    ===CASTING===
    Casting Time 10 Minutes
    Components V, S, M, F
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration One Day
    Saving Throw None; Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You weave a single magical tattoo into a single target, which enhances the target creature in a manner chosen by the caster. The type of benefit and power of that benefit is dependant upon the caster's caster level, as indicated below. Any target creature can possess as many as three tattoos, with increasingly powerful benefits. Additional tattoos can either provide a different benefit or increase the power of a benefit granted by a tattoo already inscribed.
    A single tattoo can provide one of the following benefits:
    • Bodily Resistance: You gain a +2 resistance bonus to all fortitude saving throws. This benefit increases by 1 with each additional tattoo.
    • Burden: Your carrying capacity quadruples. Each additional tattoo increases this benefit by one multiple.
    • Deflection: You gain a +1 deflection bonus to AC. This benefit increases by 1 with each additional tattoo.
    • Deft Dillitante: You gain a +1 competence bonus to either all dexterity-based skill checks. This benefit increases by 1 with each additional tattoo.
    • Evasive Resistance: You gain a +2 resistance bonus to all reflex saving throws. This benefit increases by 1 with each additional tattoo.
    • Mental Resistance: You gain a +2 resistance bonus to all will saving throws. This benefit increases by 1 with each additional tattoo.
    • Physical Skill Talent: You gain a +2 competence bonus to one strength or dexterity-based skill of your choice. This benefit increases by 1 with each additional tattoo or the benefit applies to another dexterity or strength-based skill.
    • Powerful Dillitante: You gain a +1 competence bonus to all strength-based skill checks. This benefit increases by 1 with each additional tattoo.
    • Spell Resistance: You gain spell resistance 9. This benefit increases by 2 with each tattoo.
    • Store Spell: When casting this spell, you can also expend a single zero or first level area, target, ranged touch, or melee touch range spell to store in the selected tattoo. At any point in time during the spell's duration, the target creature can use a standard action to retrieve the stored spell, activating it upon the target creature as though it were cast upon him. The stored spell only targets the target creature, even if it would normally affect multiple creatures or an area. The tattoo storing the spell disappears as though it's duration has ended and the spell activates as though it were cast normally granting it's normal benefit for it's normal duration. Each additional tattoo stores an additional spell, each requires a separate activation.
    • Total Resistance: You gain a +1 resistance bonus to all saving throws. This benefit increases by 1 with each additional tattoo.
    • Unarmed Power: A single natural attack or unarmed strike becomes magical and gains a +1 enhancement bonus to attack and damage rolls. This benefit increases by 1 with each additional tattoo or applies to a different natural attack or unarmed strike.
    At eighth level, you can create two tattoos with one casting of this spell. At 13th level, you can create three tattoos with one casting of this spell.
    A successful erase spell removes a single magic tattoo. A successful dispel magic spell can remove multiple magic tattoos if targeted on the creature bearing them.
    Material Component: Special tattoo inks worth 100gp. This applies to a single casting of this spell, even if it creates multiple tattoos.
    Focus Component: Specialized tattoo needle worth 50gp.
    ===MYTHIC===
    The spell's duration increases to one day/level but the cost of the material component increases to 500gp per casting of this spell.
    Source: Player's Guide to Faerun

    Crown of Brilliance
    School Evocation [Good, Light]; Level Blessed of the Seven Sisters 6
    ===CASTING===
    Casting Time 1 Round
    Components V, S, M
    ===EFFECT===
    Area 20 ft Radius Emanation Centered on You
    Duration 1 Round/Level (D)
    Saving Throw Fortitude Partial; Spell Resistance Yes
    ===DESCRIPTION===
    A blazing white crown of light hovers over your head, making you into a shining beacon of good. You shed bright light out to a 20 foot radius, normal light out to a 80 foot radius, and dim light out to a 240 foot radius. In the first round of casting, all creatures within a 20 foot radius of the caster must succeed a fortitude saving throw or become blinded for 1d4 rounds. Creatures that successfully attack the caster with natural or melee weapons without reach at any point during the spell's duration must also make this saving throw or become blinded for 1d4 rounds. A successful saving throw still causes all affected creatures to be dazzled while remaining in the area of bright light.

    Creatures with light sensitivity or those that suffer damage from light, such as vampires, are blinded for 3d6 rounds and suffer 3d6 points of damage every round they remain within the radius of bright light or with successful attacks against the caster with natural or melee weapons without reach if they fail their fortitude save. A successful save negates this additional damage but they are still dazzled while remaining in the area of bright light.
    Material Component: An opal worth at least 100 gp, carried on your person through the duration of the spell. The opal shatters upon completion of the spell, and the spell ends prematurely if the opal is shattered by other means.
    ===MYTHIC===
    The blindness caused by this spell lasts for a number of rounds equal to 1d10 plus your tier. The blindness becomes permanent for creatures sensitive to or damaged by light. Damage caused to creatures with light sensitivity or those that suffer damage from light must make their saving throw with a -4 penalty and suffer 3d10 points of damage on a failed saving throw.

    Creatures within the area of normal light (between 20 and 80 feet from the caster) suffer the normal effects of the spell.
    Source: Book of Exalted Deeds

    Crown of Flame
    School Evocation [Fire, Good]; Level Blessed of the Seven Sisters 5
    ===CASTING===
    Casting Time 1 Standard Action
    Components V
    ===EFFECT===
    Area 10 ft. Radius Emanation Centered on You
    Duration 1 Round/Level (D)
    Saving Throw None; Spell Resistance Yes
    ===DESCRIPTION===
    A crown of intense flames appears over your head, surrounding you in an aura of intense heat. All creatures that approach to within 10 feet of you and with each successful attack against you with natural or melee weapons without reach suffer 1d6 points of fire damage + 1 point per caster level (maximum +20).

    Against Fey, Outsiders, and Undead of evil alignment, the damage of this spell is half fire damage but the other half results directly from divine power and is therefore not subject to being reduced by resistance to fire-based attacks.
    ===MYTHIC===
    The damage inflicted by this spell increases to 1d8 points of damage + 1 point per caster level (maximum +20) and the area of the spell's effect increases to 20 ft. radius emanation.
    Source: Book of Exalted Deeds

    Dread Blast
    School Necromancy; Level Initiate of Cyric 4
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Medium (100ft + 10ft/Level)
    Effect Ray
    Duration Instantaneous
    Saving Throw Will Partial; Spell Resistance Yes
    ===DESCRIPTION===
    You fire a ray of black necromantic energy at a single target as a ranged touch attack. A creature struck by this ray suffers 1d8 points of negative energy damage +1 per caster level you possess (maximum +20). In addition, the target becomes dazed for one round.
    A successful will save halves the damage and negates the dazed condition.
    ===MYTHIC===
    You can fire off an additional dread blast against another opponent. A creature that successfully saves against the spell is staggered for one round instead of dazed.
    Augmented (3rd): You can expend additional uses of mythic power, firing off one additional dread bolt for every use of mythic power expended to a maximum of one dread bolt per tier. You cannot more than one bolt against a single opponent.
    Source: Player's Guide to Faerun

    Drown
    School Conjuration (Creation) [Evil]; Level Favored of the Zulkirs 3
    ===CASTING===
    Casting Time 1 Standard Action
    Components V
    ===EFFECT===
    Range Medium (100 ft. + 10 ft/Level)
    Target One Creature with Lungs and a Need to Breathe
    Duration Instantaneous
    Saving Throw Fortitude Partial (See Text); Spell Resistance Yes
    ===DESCRIPTION===
    You fill the target's lungs with water, forcing them to drown. A successful fortitude saving throw forces enough of the water out of the target's lungs to expel th water to avoid drowning.

    A failed fortitude save means the subject is unable to expel the water, causing the subject to drown unless a he makes a DC 10 Constitution check every round. Each round, the subject can make a new fortitude saving throw to expel the water and a new constitution check to avoid falling unconcious, but the DC of the constitution check increases by 1.

    When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns. The subject can still make new fortitude saving throws during each of these rounds to expel the water in their lungs until the subject finally drowns.

    Each round the target of the spell is unable to expel the water from their lungs, he is staggered.

    Creatures that don't need to breathe are immune to this spell.
    Source: Book of Exalted Deeds

    Ease Pain
    School Conjuration (Healing); Level Blessed of the Seven Sisters 2
    ===CASTING===
    Casting Time 1 Standard Action
    Components S, DF
    ===EFFECT===
    Range Touch
    Target Creature Touched
    Duration Instantaneous
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    Ease pain dispels all forms of pain and removes any and all associated penalties and nonlethal damage caused by pain, such as those from inflict pain (OA), pain strike (APG), symbol of pain, or similar effects. Spells and magical effects that inflict pain are subject to being dispelled. The caster must succeed a caster level check (1d20 + your caster level) against the DC of the ongoing spell of 11 plus the spell's caster level. Only a single such spell can be dispelled in this manner per use of this spell. The highest level spell is dispelled first and determined randomly among equal level spells.
    Ease pain does not heal any damage or other effects not directly related to pain.
    Source: Book of Exalted Deeds

    Elminster's Effulgent Epuration
    School Abjuration; Level Sorcerer/Wizard 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, S
    ===EFFECT===
    Range Close (25ft + 5ft./2 Levels)
    Effect One Magic-Absorbing Sphere/Caster Level
    Duration One Round/Level (D)
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    When the spell is cast, you bring forth one silvery glowing sphere for every caster level you possess within the range of the spell. Each sphere is about 6 inches in diameter and as many as five can occupy a single 5-ft square.
    The purpose of the spheres is to protect a designated creature or area against magical attacks so when the spell is cast, the caster can designate which area(s) or creature(s) receive this protection. When protecting an area, only the five-foot square area the sphere occupies can be protected.
    When a protected area or creature is attacked by a spell or spell-like ability of any spell level, one or more spheres protecting that area or creature is expended and attempts a dispel check against the spell. This is similar to a dispel magic spell when used to counterspell except that if the dispel attempt fails, then additional spheres are expended, each adding +1 to the initial dispel check until all spheres are expended or the spell is successfully dispelled.
    When a protected creature or area is included within an area-of-effect or multi-target spell (such as fireball or mass inflict wounds spell), all protected areas are affected with the spheres closest to the point of origin or center (as appropriate) of the spell and additional spheres are expended radiating outward from that area. All spheres affected by the area spell are affected. A multi-target spell is affected similarly, so if the first target expends all the activated spheres, then the next target continues to contribute spheres to a single dispel check until it succeeds, negating the entire spell for all targets.
    Spheres can be moved to protect a new area or creature as a free action but each sphere moves 90ft per round. Spheres can be the target of physical or supernatural attacks, possessing an AC of 25 (10 +4 size +5 Dexterity +1 Dodge +5 Deflection) with 1 hit point per caster level and are considered incorporeal. They cannot be caught flat-footed, surprised, and are immune to all forms of precision-based damage, such as sneak attack and the like. They are considered objects and possess hardness 1. Spheres destroyed by physical attacks are destroyed without any other effects.
    A caster cannot control more spheres than his or her caster level, so casting the spell multiple times only replenishes spent spheres and additional spheres beyond that are wasted.
    ===MYTHIC===
    When additional spheres are expended to aid in the first sphere's dispel check, each sphere adds +2 to the initial dispel check. The caster can also create and control one additional sphere per mythic tier the caster possesses.
    Augmented (9th): The duration of the spell increases to 10 minutes/level when you expend six uses of mythic power. Each sphere adds +3 to a dispel check against an attacking spell.
    Source: Player's Guide to Faerun

    Eye of Power
    School Divination (Scrying); Level Psychic 9, Sorcerer/Wizard 9
    Effect Magical Sensor
    ===DESCRIPTION===
    This spell works as the arcane eye spell, except as follows:
    You are able to cast any spell of 7th level or lower with a range other than personal through the eye as long as you don't target the eye itself. Attempting to cast any spell of 8th level or higher still expends a spell slot, but produces no effect other than destroying the eye itself.
    Spells cast through the eye originate from the eye as though it cast the spell itself.
    Unlike arcane eye, the spell is visible and corporeal though somewhat translucent. It is an object with hardness 1, AC 23 (10 +8 size +5 Deflection), with 20% concealment against all attacks. Due to it's small size and somewhat translucent body, it also possesses a stealth bonus of +20 and does not produce any sound when moving. It has 50 hit points +2 per caster level.
    Source: Player's Guide to Faerun

    False Sending
    School Illusion (Glamer); Level Favored of the Zulkirs 6
    ===CASTING===
    Casting Time 10 Minutes
    Components V, S, M/DF
    ===EFFECT===
    Range See Text
    Target One Creature
    Duration One Round
    Saving Throw Will Negates (See Text); Spell Resistance No
    ===DESCRIPTION===
    As sending except that you can fool the recipient into believing that you are someone you are not. The recipient receives a will saving throw to pierce the glamer, allowing them to realize the deception but this does not reveal the spell's true sender.
    Material Component: a piece of steel wire, painted a copper color
    Source: Book of Vile Darkness

    Fantastic Machine WILL COMPLETE WHEN I GET TO PROPER SOURCE
    School ; Level Initiate of Gond 6
    ===CASTING===
    Casting Time
    Components
    ===EFFECT===
    Range
    Target
    Area
    Duration
    Saving Throw (); Spell Resistance
    ===DESCRIPTION===
    ===MYTHIC===
    Source: XXX

    Favor of Ilmater
    School Necromancy; Level Initiate of Ilmater 4
    ===CASTING===
    Casting Time 1 Standard Action
    Components V, S
    ===EFFECT===
    Range Medium (100ft + 10ft/level)
    Target One willing creature
    Duration 1 Round/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    When this spell is cast, the target is protected from several severely detrimental effects, but at great personal cost. For the duration of the spell, the target gains DR 20/- against nonlethal damage, immunity to charm and compulsion effects, and immunity to all attacks and effects that function specifically by causing pain. Furthermore, the target is immune to the dazed, exhausted, fatigued, nauseated, sickened, staggered, and stunned conditions. The target can also remain conscious as long as the target's negative hit points don't exceed his or her constitution score.
    However, each time the target is subject to any of the above effects, the target gains a negative level unless that effect allows a saving throw and/or spell resistance and that saving throw is successful or spell resistance negates it. A negative level is not gained on any attack or effect that causes non lethal damage that deals 20 or fewer points of non-lethal damage.
    These negative levels are gained immediately but the penalties do not apply until the duration of the spell expires though you still die if your negative levels equal or exceed your current hit dice total. These negative levels persist for 3d6 hours.
    Creatures immune to negative levels can still benefit from this spell but when they would ordinarily gain a negative level, the spell discharges and ends, causing the caster 3d6 points of damage caused by pure magical energy.
    Source: Player's Guide to Faerun

    Fiendform I
    School Transmutation (Polymorph); Level Magus 6, Sorcerer/Wizard 6, Summoner/Unchained Summoner 5
    ===CASTING===
    Casting Time One Standard Action
    Components V, M
    ===EFFECT===
    Range Touch
    Target Living Creature Touched
    Duration One Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You become a small or medium evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Bite (One, 1d6), Change Shape, Claws (Two, 1d4), Damage Reduction, Detect Thoughts, Faith-Stealing Strike, Heretical Soul, Scent, See in Darkness, Spell Resistance 5 + Caster Level, Telepathy 100ft..
    If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
    If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
    If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

    You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

    Small Fiend: +2 Size Dexterity, +4 Size Constitution, +1 Natural Armor
    Medium Fiend: +2 Size Strength, +4 Size Constitution, +1 Natural Armor

    Material Component: A tooth or bone from any evil outsider.
    ===MYTHIC===
    The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
    Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
    Source: Player's Guide to Faerun

    Fiendform II
    School Transmutation (Polymorph); Level Sorcerer/Wizard 7, Summoner/Unchained Summoner 6
    ===CASTING===
    Casting Time One Standard Action
    Components V, M
    ===EFFECT===
    Range Touch
    Target Living Creature Touched
    Duration One Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    This spell functions as Fiendform I, except it also allows you to assume a large evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Bay, Beard, Bite (One, 1d8 large/1d6 Medium/1d4 Small), Chains (Four, 1d6 Large/1d4 Medium/1d3 Small), Change Shape, Claws (Two, 1d6 large/1d4 Medium/1d3 Small), Constrict (3d6 Large/2d6 Medium/1d8 Small), Damage Reduction, Dancing Chains, Detect Thoughts, Faith-Stealing Strike, Fly 40ft (Good), Heat, Heretical Soul, Infernal Wound, Paralysis, Pounce, Protective Slime, Scent, See in Darkness, Shadow Blend, Spell Resistance 7 + Caster Level, Tail Slap (One, 2d6 Large/1d8 Medium/1d6 Small), Sprint, Telepathy 100ft., Unnerving Gaze.
    If a creature is incorporeal, you assume the appearance of incorporealness but is not actually incorporeal. Instead, you can assume incorporealness up to one round per caster level you possess as a swift action and you need not use these rounds consecutively.
    If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
    If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
    If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

    You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

    Large Fiend: +4 Size Strength, +6 Size Constitution, +2 Natural Armor

    Material Component: A tooth or bone from any evil outsider.
    ===MYTHIC===
    The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
    Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
    Source: Player's Guide to Faerun

    Fiendform III
    School Transmutation (Polymorph); Level Sorcerer/Wizard 9
    ===CASTING===
    Casting Time One Standard Action
    Components V, M
    ===EFFECT===
    Range Touch
    Target Living Creature Touched
    Duration One Minute/Level
    Saving Throw Will Negates (Harmless); Spell Resistance Yes (Harmless)
    ===DESCRIPTION===
    You become a Huge evil outsider. This spell functions as Fiendform I and II, except it also allows you to assume a huge evil outsider. You gain an alignment aura equivelent to an outsider that matches the alignment your chosen outsider, though your retain your normal alignment and creature type. Your base land speed changes to that of your chosen form to a maximum of 60 feet and 60ft darkvision. If the form you assume has any of the following abilities, you gain those abilities: Acid, Adhesion, Agile Grappler, Bay, Barbed Defense, Beard, Bite (One, 3d6 huge/2d6 large/1d8 Medium/1d6 Small), Blindsight 30ft, Chains (Four, 2d6 huge/1d8 large/1d6 medium/1d4 small), Chained Daggers, Change Shape, Claws and/or Pincers and/or Tentacles and/or Tongues (Two, 2d6 huge/1d8 large/1d6 Medium/1d4 Small), Constrict (6d6 huge/4d6 Large/3d6 Medium/2d6 Small), Damage Reduction, Dancing Chains, Deflect Rays, Detect Thoughts, Dismantle Armor, Faith-Stealing Strike, Fear Gaze, Fly 60ft (Good), Fear, Fear Aura, Grab, Heat, Heretical Soul, Impale (6d8 huge/4d8 large/3d8 medium/2d8 small), Infernal Wound, Nausea, Paralysis, Penetrating Strike, Poison, Pounce, Protective Slime, Rain of Debris, Rend (2d6 huge/1d8 large/1d6 Medium/1d4 Small), Rot, Scent, See in Darkness, Shadow Blend, Slow, Spell Resistance 11 + Caster Level, Sting (2d6 huge/1d8 large/1d6 medium/1d4 small), Tail Slap (One, 4d6 huge/3d6 Large/2d6 Medium/1d8 Small), Sprint, Telepathy 100ft., Unholy Nimbus, Unnerving Gaze.
    If a creature is incorporeal, you assume the appearance of incorporealness but is not actually incorporeal. Instead, you can assume incorporealness up to one round per caster level you possess as a swift action and you need not use these rounds consecutively.
    If the creature has immunity to death, disease, mind-affecting effects, or poison, you instead gain a +8 resistance bonus to saves against that effect.
    If the creature has immunity or resistance to an energy type, you gain resistance to that energy type up to 20.
    If the creature has fast healing or regeneration, you gain fast healing 5.
    If the creature has any weaknesses or vulnerabilities, you gain those weaknesses or vulnerabilities.

    You can more easily cast spells that the creature has as spell-like abilities, although you must still cast them as normal for your class. When you cast a spell that the creature has as a spell-like ability, it requires no verbal or somatic components and can’t be countered.

    Huge Fiend: +6 Size Strength, +8 Size Constitution, +4 Natural Armor

    Material Component: A tooth or bone from any evil outsider.
    ===MYTHIC===
    The spell’s bonuses to ability scores increase by 2, the natural armor bonus increases by 1, and the ability score penalties decrease by 2 (minimum penalty of 0). Choose one natural attack type the animal form has, such as bite or claws. The critical multiplier for this attack type increases by 1 (maximum ×4).
    Augmented (2nd): If you expend two uses of mythic power, the ability score bonuses increase by an additional 2. During each casting of the spell, a number of times equal to your tier, you can act as if you had the Natural Spell feat for 1 round. For example, if you’re 2nd tier, you can use the Natural Spell feat for 2 rounds per casting of mythic fiendform.
    Source: Player's Guide to Faerun

    Last edited by Neoxenok; 2021-07-11 at 10:27 AM.

  26. - Top - End - #116
    Orc in the Playground
     
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    Default Harper Agent (Vigilante Archetype)

    Harper Agent (Vigilante Archetype)
    The semisecret organization known as the Harpers has members scattered all across Faerûn. These individuals are dedicated to battling evil, discovering and preserving forgotten lore, and maintaining the balance between nature and civilization. Harper agents are the 'field agents' of the Harper organization, acting directly to gather intelligence and eliminate threats to the greater good. Equally adept at operating alone or in small groups, Harper agents display a versatility that few others can match.
    • Aura (Su): A Harper Agent has a particularly powerful good-aligned aura corresponding to the Harper Pantheon’s alignment (see detect evil for details).
    • Code of the Harpers: The Harper organization isn't just a network of people, each member that swears to live by the Harper Code is granted a measure of divine power as granted by the deities that support them, including Azuth, Deneir, Eldath, Lliira, Lurue, Mielikki, Milil, Mystra, Oghma, Selûne, Shaundakul, Shiallia, Silvanus, Tymora and the entire Seldarine regardless of their individual religiosity. As such, a Harper Agent can consider "Harpers" as a whole as a patron deity and must be any non-evil alignment. They do not, however, have to worship any of those gods as a patron deity. Harpers must live by the Code of the Harpers and egregious violations of that code can cause the harper agent to loose their status within the organization and all of their divine powers and they become an Ex-Harper Agent (see Ex-Harper Agent below).
    • Harper Blessings (Su): The Harper Blessings are blessings that are granted by the Gods that support the harpers and is itself a measure of divine power. Unlike the powers granted to a cleric, these are gifted regardless of who your actual patron deity is and these are granted as long as you do not break the Harper Code.
      The caster level for any spells or spell-like effects granted by a blessing is equal to your Harper Agent level. Spell-like abilities gained by a blessing are altogether usable once per day plus one time per four Harper Agent levels unless otherwise noted. All spell-like abilities from all blessings count against this limit. The saving throw DCs of any spell-like abilities gained from any blessing is intelligence-based unless otherwise noted. This ability replaces the Social Talent gained at first level, Unshakable, Startling Appearance, Frightening Appearance, and Stunning Appearance.
      Azuth's Magic (Su): With a contemplative prayer to the Lord of Spells, the Harper Agent gains the ability to cast a limited number of divine spells, accessing four Orisons from the inquisitor's spell list that the Harper Agent can cast at will as divine spells, determined when the blessing is activated. At fourth level, the Harper Agent can prepare two additional spells of first-level divine spells or lower selected from the Inquisitor spell list. At 7th level, the Harper Agent can prepare one additional spell of 2nd level or lower. At 10th level, the Harper Agent can prepare one additional spell of 3rd level or lower. At 13th level, the Harper Agent can prepare one additional spell of 4th level or lower. Access to the high level spells and saving throw DCs are keyed off of wisdom similarly to the inquisitor. These spells remain prepared for as long as the blessing is active. If the blessing ends at any point, the Harper Agent looses the prepared spells, as though they were expended. Whether active or not, this blessing does not grant the Harper Agent the ability to qualify for feats or other abilities that require the ability to cast spells. When the Harper Agent selects this blessing, they also gain a sacred bonus equal to half your Harper Agent level (rounded down) to all spellcraft checks and this skill can be used untrained.
      Deneir's Eye (Su): Praying for the Eyes of Deneir grant the Harper Agent powers over many forms of magical writing and runes. You gain the benefit of Trapfinding or Trap Sense as a rogue or unchained rogue of the Harper Agent's level. In addition, you gain a +1 sacred bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks made by traps but only to defend against magical glyphs, runes, and symbols. In addition, this ability grants a +1 sacred bonus to all disable device and perception checks per two Harper Agent levels (rounded down) against glyphs, runes, and symbols and you can use these skills as though they were untrained. At any point when this blessing is active, you gain the ability to cast comprehend languages, erase, or read magic as a spell-like ability with a caster level equal to your harper agent level. At 5th level, you gain the ability to cast tongues.
      Eldath's Love (Su): With a prayer and a blessing, you ask for the love and peace of Eldath. Whilst this blessing is active, you gain the benefit of a Sanctuary spell with a saving throw DC of 10 + half your harper agent level + your intelligence modifier with a caster level equal to your harper agent level. This benefit and this blessing ends if you attempt a hostile action against any creature. In addition, while this blessing is active, you can heal others with a touch. As a spell-like ability, you can heal yourself or a touched creature a number of hit points equal to 1d8 + your Harper Agent level. At fourth level, hit points healed by this ability increases by 1d8 points and an additional 1d8 points per two harper agent levels thereafter. At 10th level, this spell-like effect also removes 1d4 points of ability damage, and dispels any magical effects reducing one of the subject's ability scores. This healing touch does not affect undead creatures.
      Lliira's Heart (Su): By meditating and asking Lliira for strength, you are granted a +2 sacred bonus to your saving throws against all fear and compulsion effects. This benefit also applies to the intimidation checks of others against you. This benefit increases by 1 at 5th level and again every five levels thereafter to a maximum of +6 at 20th level. At any time while this blessing is active and you've failed a saving throw against a fear or compulsion effect, you can make an additional saving throw the following round to prematurely end the effect. You can only benefit from this once per individual effect, including instances of the same effect from the same source. For example, if the Harper Agent is subject to a dragon's fear aura and fails their saving throw, they can reroll their save the following round. If the Harper Agent is subject to the same fear aura at a later time, they can gain a reroll at that time as well.
      Lurue's Voice (Su): By singing a brief hymn, you can call upon Lurue's Voice, granting the Harper Agent the ability to Speak with Animals as the spell continuously as well as a +1 sacred bonus per two harper agent levels (rounded down) to all Bluff, Diplomacy, Handle Animal, Intimidate, and Ride checks to influence Animals and Magical Beasts. These skills can be used untrained for this purpose. At 4th level, the Harper Agent gains the ability to cast Summon Nature's Ally I as a spell-like ability. At 7th level, this improves to Summon Nature's Ally II. At 10th level, this improves to Summon Nature's Ally III. At 13th level, this improves to Summon Nature's Ally IV.
      Mielikki's Silence (Su): By taking a moment to meditate and take in your surroundings, you find a oneness with nature that allows you to swiftly move through the brush. When in natural settings, you gain a +1 sacred bonus to all stealth and survival checks whilst this blessing is active per two harper agent levels (rounded down). At 13th level, you gain the ability to cast the tree stride spell as a spell-like ability.
      Milil's Song (Su): With a whistle and a short song, you gain the blessing of Milil's song. While the blessing is active, you gain a bonus to all perform (sing) checks equal to half your harper agent level (rounded down). At any time while this blessing is active, you can use the countersong or fascinate bard songs as a bard of the Harper Agent's level. You can activate a song as a standard action or maintain a song as a free action for a maximum of two rounds per Harper Agent level. At fourth level, you also gain the ability to inspire courage and inspire competence. For the purpose of determining the bonuses and overall power of these bardic songs, use your harper agent level -3. You are not considered to possess bardic music for the purpose of qualifying for feats or other benefits that lists it as a prerequisite.
      Mystra's Boon: Praying for the guidance of Mystra grants the Harper Agent intuitive knowledge of magic. You gain a +2 sacred bonus to all saving throws against spells and spell-like abilities. This benefit increases by +1 at 5th level and again every five levels thereafter to a maximum of +6 at 20th level. Furthermore, you gain a +1 sacred bonus per two Harper Agent levels (rounded down) to all Spellcraft and Use Magic Device skill checks and the ability to use those skills as though they were untrained skills. You gain the ability to cast Detect Magic as a spell-like ability usable at will. At 10th level or higher, you gain the ability to cast Dispel Magic as a spell-like ability.
      Oghma's Knowledge (Su): If you meditate in contemplative thought for a moment, your mind is flooded with great knowledge. Whilst this blessing is active, you gain a +1 bonus to all knowledge skills (except nobility and geography) per two harper agent levels (rounded down). You can also use these skills untrained.
      Selûne's Light (Su): When you pray to Selune, she may show you the light to find your way. While the blessing is active, you gain a +2 sacred bonus to will saves against illusions and you gain the ability to cast the know direction and light as spell-like abilities at-will. The Harper Agent can also faerie fire and detect the faithful (UI) as spell-like abilities. Detect the faithful detects other Harpers specifically rather than worshipers of any particular deity. At 7th level, the Harper Agent can cast Locate Object as a spell-like ability. At 10th level, you can cast Locate Creature and Find the Path as spell-like abilities. Your bonus to will saves vs. illusions increases by 1 for every five levels of harper agent you possess to a maximum of +6 at 20th level.
      Shaundakul's Stride (Su): With a prayer and a long, deep breath, you can gain the blessing of Shaundakul. When active, you gain the benefit of the Endurance feat. If you already possess the Endurance feat, this blessing increases the bonuses that the endurance feat grants by 2. You also gain the ability to cast the Longstrider spell as a spell-like ability. At 13th level, you can cast dimension door as a spell-like ability.
      Shiallia's Embrace (Su): Once you pray to Shiallia, you are warmed with the energy of life. You gain a +2 sacred bonus to all saving throws against negative energy and death effects. This benefit improves by 1 for every five Harper Agent levels you possess to a maximum of +6 at 20th level. In addition, any time you suffer negative levels or ability damage or drain to your constitution score, you take one less than what you'd otherwise take (to a minimum of 0). At 11th level, this benefit improves to 2 fewer negative levels, constitution damage, or constitution drain.
      Silvanus' Protection (Su): After a moment of silence and prayer to Silvanus, you gain his blessing. For the duration of this blessing, you gain cold and fire resistance 5, you no longer need to eat or drink, and you gain a +2 sacred bonus to your saving throws against any environmental hazards you may face. For every five levels you possess in the Harper Agent class, you can gain another type of energy resistance (acid, electricity, or sonic) or increase a resistance you already have by 5. In addition, your bonus against environmental hazards increases by 1 to a maximum of +6 at 20th level. Further, at any time while this blessing is active, you can cast the entangle spell as a spell-like ability. At 7th level, creatures that fail their saving throw against entangle also gain one point of bleeding damage.
      The Grace of the Seldarine (Ex): Once you have prayed and petitioned to the elven gods, they bless you with their gifts. For the duration of the blessing, you gain a +1 sacred bonus to all attack rolls and a +2 sacred bonus to all damage rolls with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), as well as any weapon with the word “elven” in its name. At 11th level, these bonuses increase to +2 and +4, respectively. At 5th level, you can cast the True Strike spell as a spell-like ability.
      Tymora's Smile (Su): By wishing yourself the luck of Tymora, you gain a +1 luck bonus to one of the following: attack rolls, AC and combat maneuver defense, saving throws, initiative, or combat maneuver bonus. At any point while the blessing is active, you can reroll any one roll. This is a spell-like effect that can be activated as an immediate action.
    • Harper Skills: Harper Agents gain Knowledge (Geography) and Linguistics as class skills. This benefit replaces Knowledge (Dungeoneering) and Ride as class skills.
    • Harper Knowledge (Ex): At 2nd level, you gain a bonus equal to half your Harper Agent level to all Knowledge (Geography), Knowledge (Nobility), Linguistics, and Sense Motive checks. In addition, you can use all of these skills as though they were untrained. This ability replaces the vigilante talent gained at 2nd level.
    • Dual Blessings: Starting at 11th level, you can activate and have active two blessings simultaneously. This benefit replaces the social talent gained at 11th level.
    • Swift Blessings: At 12th level, the Harper Agent can activate a known blessing (or dual blessing) as a swift action once per day. You gain one additional use of this ability at 16th level and again at 20th level, to a maximum of three times per day. This ability replaces the Vigilante Talent gained at 12th level.


    Harper code
    "Harpers work against villainy and wickedness wherever they find it, but they work ever mindful of the consequences of what they do.
    All beings should walk free of fear, with the right to live their lives as they wish.
    The rule of law aids peace and fosters freedom, so long as the laws are just and those who enforce them lenient and understanding.
    No extreme is good. For freedom to flourish, all must be in balance: the powers of realms, the reaches of the cities and the wilderlands into each other, and the influence of one being over another.
    Whatever it takes, a Harper will do. Pride never rules the deeds of a true Harper.
    Freedom is a multiversal right, though Harpers can spare themselves less freedom than those they work to protect when the need presents itself.
    Harpers police their own. A Harper who hears the call of personal power can no longer hear the sweet song of the harp. A Harper who seizes power, and holds it above all else, is a traitor to the harp. Traitors must die for freedom to live.
    Without a past, no being can appreciate what they have, and where they may be going."

    Ex-Harper Agent
    Any Harper agent who violates the code of the Harpers, endangers other Harpers through negligence or deliberate action, or intentionally turns away from the Harpers quickly gains a reputation in the organization. Such an individual revokes access to the Harper Agent archetype and becomes a standard vigilante. A petition to the High Harpers, fulfillment of a suitable quest set by that group, and an atonement spell from the Harper Pantheon brings the former Harper agent back into good standing and allows them to regain access to the archetype's features.
    Last edited by Neoxenok; 2022-04-13 at 01:25 PM.

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    Default Incantatrix (Wizard Archetype)

    Incantatrix (Wizard Archetype)
    An incantatrix is a female practitioner of the arcane arts that has practiced in the mastery of manipulating spells with metamagic both during and even after a spell has been cast by themselves, an item, or even an ally. They leverage this specialization against the incursion into the material plane by forces from beyond mortal understanding. Incantatrixes are most often found on the borders of the material plane, dealing with troublesome portals that allow dangerous beings to wander the realms and the mages that are often behind them. Although much rarer, males that take this specialty are known as Incantators.
    • Diminished Spellcasting: You gain one fewer spell per day per spell level you possess (minimum 0). Your general spell slots gained from your wizard levels are reduced in this manner and not your specialist spell slots or those gained from a high ability score or other sources.
    • Incantation Focus: At first level, you must select the focused arcane school of Banishment (APG p144) as a wizard specialization. You gain all of the usual benefits of school specialization in the Banishment focus of Abjuration specialization except that you must select three opposition schools of magic instead of two. You can not select divination as an opposition school.
    • Greater Unstable Bonds (Su): Your Unstable Bonds ability becomes more powerful, now able to target a called or summoned creature within a 25 foot range + 5 feet per two wizard levels. You no longer need to make a melee touch attack against a target summoned creature. You can use this power as a swift action.
    • Seize Summons (Su): At 4th level, you gain the ability to wrest control of a summoned creature away from its master. As a standard action, you can select a creature that has been summoned via a Conjuration (Summoning) school and succeed an opposed concentration check. Success indicates that you have won control of the summoned creature and the creature treats you as though you have summoned it for the remaining duration of the summoning spell used to conjure the creature divided in half. If a master isn't present, the concentration DC is equal to 10 + twice the spell level of the spell used to summon the creature. The summoned creature must be within close range (25 feet + 5 feet per two wizard levels you possess.)
      You can use this ability a number of times equal to 3 + your intelligence modifier.
    • Bonus Metamagic Feat: At 5th level and every five levels thereafter, you gain a bonus metamagic feat. This ability modifies the wizard bonus feats normally gained at those levels.
    • Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per day at 8th level and one additional time per day for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell’s actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting.
    • Co-Operative Metamagic (Su): At 9th level, you gain the ability to apply any metamagic feat you know to a spell an ally is casting as an immediate action by expending an available spell slot. The selected ally must be within touch range. The spell slot to be expended must be of the spell level that would normally be occupied by the modified spell were it prepared as such, regardless of whether you know the spell or if the spell is available on your spell list. For example, a 12th level wizard could expend a 6th level spell slot to modify an ally cleric's cure serious wounds with the maximize spell metamagic feat. The incantrix can not use this ability to apply the quicken spell, silent spell, or still spell metamagic feats to an ally's spell.
    • Lockdown (Sp): At 11th level, you gain the ability to halt extradimensional travel of a single target creature, object, spell, or portal within 25 feet + 5 feet per two wizard levels you possess as an immediate action. This ability otherwise works like Dimensional Anchor spell except that it can target portals and immediately shut down an active portal or prevent one from working with a successful caster level check against a DC of 11 + the caster level of the portal. This ability works for one round per wizard level you possess. Your caster level is equal to your wizard level for the purpose of determining how effective it is against a creature or object's spell resistance.
      You can use this ability twice per day and one additional time per day every three levels beyond 11th level to a maximum of five times per day at 20th level.
    • Trigger Metamagic (Su): At 14th level, you can apply any metamagic feat you know to a spell trigger item. Using this ability requires a number of additional charges equal to the effective spell level increase of the metamagic feat being used. For example, using this ability to empower a wand requires three charges (1 charge as normal + 2 additional charges from using the empower spell feat). Using this ability increases the casting time of using the item. Items that are normally a standard action to activate requires a full-round action and items that normally require a full round action increase to one round. Items that require one round or more to cast increase their casting time by one round. This ability cannot be used on a spell trigger item that does not also have charges, such as a strand of prayer beads.
    • Spell Sculptor (Su): At 16th level, you gain the ability to modify spells that are already in effect. You can only affect active spells and you must expend a spell slot equal to the target spell's level and succeed a spellcraft check (DC 20 + the target spell's caster level + the target spell's level) and a caster level check (DC 11 + the target spell's caster level). You can not affect summoned creatures or things created by spells but only active spells. If successful, you gain control of the spell without suffering it's effects and can adjust any decisions made when casting the spell, as though it were being recast by the original caster. This can include modifying it's area, location, energy type, etc. This can also include dismissing the spell if the target spell can be dismissed. This also allows you to take control of an active spell away from the original caster, if applicable, requiring an opposed spellcraft check if the original caster is currently controlling the spell or adding +5 to the initial spellcraft check if the original caster isn't actively controlling the spell.
      It is also possible to modify an active spell and add a metamagic effect. To do so, the caster must expend a spell slot the spell would need to occupy with the added metamagic effect. So, for example, modifying an active phantasmal steed spell with the extend spell feat would require a 4th level spell slot and the spellcraft DC increases by twice the spell level adjustment of the metamagic feat being used. You can not use this ability to modify a spell with a metamagic feat it cannot normally be modified by. Failing the spellcraft check wastes the attempt. Failing the check by 5 or more causes you to suffer the effects of the spell and 1d6 points of damage per spell level of the target spell.
    • Superior Metamagic Mastery (Su): At 18th level, you treat any spell modified by one or more metamagic feats you know as one level lower for the purpose of determining how many uses of your metamagic mastery ability you need. This does not allow you to treat the modified spell as being a spell level lower than it's actual spell level and any use metamagic mastery requires at least one use of the ability, even if the adjusted level is zero.
    Last edited by Neoxenok; 2022-04-13 at 02:40 PM.

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    Default Justiciar of Tyr (Inquisitor Archetype)

    Justiciar of Tyr (Inquisitor Archetype)
    The Justiciars of Tyr are the elite of the elite amongst Tyr's faithful and they embody everything Tyr stands for above and beyond even his Priesthood. Outside of the church, they can often be seen serving their communities as peacekeepers, militia, judges, lawyers, and other places where the faith of Tyr is strong and relevant in the public circle.
    • Special Requirements: Justicars of Tyr are specialized Inquisitors that have selected Tyr as their patron Deity and are of the Lawful Good or Lawful Neutral alignments. Justiciars of Tyr must be in good standing with their faith and loose all benefits of this archetype if they transition out of Tyr's faith and/or transition into an alignment that is neither lawful good or lawful neutral. Justiciars can regain their lost abilities and advancement potential if they atone for their actions (see the atonement spell description).
    • Aura (Su): A Justiciar of Tyr has a particularly powerful aura of both good and law (see detect evil for details). Their aura's power is equal to their Justiciar of Tyr level.
    • Smite Anarchy (Su): Once per day, as a swift action, you gain the power to smite anarchy, as the paladin's smite evil ability, except the targets affected by this ability must be chaotic. Justiciars add their wisdom modifier to their attack rolls and all other smite effects during a smite attempt instead of their charisma modifier. Outsiders with the chaos subtype, chaos-aligned dragons, and undead creatures receive the bonus 2 points to damage on the first successful attack instead of the creatures normally afflicted with the bonus damage.
      You gain an additional use of this ability at 4th level and again every three levels thereafter to a maximum of 7 times per day at 18th level. This ability replaces judgement.
    • Bureaucratic Knowledge (Ex): Justiciars of Tyr gain a bonus equal to half their level to diplomacy checks to gather information at 2nd level. If a Justiciar of Tyr expends 2d6 hours gathering information, they can also add this bonus to all Knowledge (Local) checks concerning that local region and make checks with that knowledge (local) skill as though it were usable untrained. This ability replaces Track.
    • Blade of Justice (Su): At 5th level, a Justiciar of Tyr can imbue one of her weapons with the axiomatic weapon special ability as a swift action. This ability only functions while the Justiciar of Tyr wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive. This ability replaces the bane ability normally gained at 5th level.
    • Aura of Justice (Su): At 8th level, the Justiciar of Tyr gains Aura of Justice as the Paladin ability except that the benefit applies to the smite anarchy ability gained by the Justiciar of Tyr. This replaces the 2nd judgement ability normally gained at that level.
    • Blade of True Justice (Su): At 12th level, a Justiciar of Tyr can imbue one of her weapons with both the axiomatic and holy weapon special abilities as a swift action. This ability only functions while the Justiciar of Tyr wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the justiciar’s level. These rounds do not need to be consecutive. This ability replaces the greater bane ability normally gained at 12th level.
    • Maimed God's Boon (Su): At 16th level, the Justiciar of Tyr can expend a swift action to gain the benefit of a Shield of Law spell, except that the deflection bonus to armor class and resistance bonus to saving throws is equal to the Justiciar of Tyr's Wisdom Modifier and the spell resistance is equal to 15 + the Justiciar of Tyr's level. The saving throw DC of this effect is equal to 10 + half the Justiciar of Tyr's Level + the Justiciar of Tyr's Wisdom modifier. This ability lasts for a number of rounds per day equal to the justiciar’s level. These rounds do not need to be consecutive. This ability replaces third judgement normally gained at that level.
    • Dictum (Sp): At 17th level, the Justiciar of Tyr gains the ability to cast dictum, as the spell, as a spell-like ability. This ability is usable once per day. You gain a second use of this ability at 19th level. The saving throw of this spell-like ability is equal to 10 + half the Justiciar of Tyr's Level + the Justiciar of Tyr's Wisdom modifier. This ability replaces Slayer.
    • Aura of Absolute Law (Su): At 20th level, the Justiciar of Tyr has proven herself such a shining beacon of order and justice that chaos cannot stand against her. She is surrounded by a constant dispel chaos effect at all times. Driving a chaotic outsider back to its home plane or dispelling a chaotic enchantment spell temporarily discharges and ends this effect, but the justiciar may reactivate it as a free action on her next turn. This ability replaces true judgement.

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    Default Monk of the Long Death (Monk and Unchained Monk Archetype)

    Monk of the Long Death (Monk Archetype) (Unchained Monk Archetype)
    Scattered across Faerûn, the monks of the long death are members of a macabre, secretive order of scholars seeking to understand the true nature of death. They do not care about the soul or the afterlife - only about the actual process of death, specifically its effects on living tissue. Their organization is strongest in Thay, but outposts are scattered throughout Faerûn, even in the Silver Marches.
    • Monk of the Long Death Skills: Monks of the Long Death gain Heal and Knowledge (Arcana) as class skills. The Monk of the Long Death does not gain Escape Artist or Perform as class skills.
    • Poison Use Mastery: Monks of the long death are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a piercing or slashing monk weapon. At 4th level, any poison you use gains a +1 bonus to the saving throw DC and an additional +1 bonus every four Monk of the Long Death levels thereafter to a maximum of +5 at 20th level. At 8th level, victims that fail their initial saving throw against the poison must succeed one additional time in order to cure themselves of the poison. At 16th level, the victim must succeed one additional time in order to cure themselves of a poison afflicted to them by a monk of the long death for a total of two additional times. This ability replaces stunning fist.
    • Deathguard (Ex): Beginning at 2nd level, Monks of the Long Death can more easily resist the pull of death. Any time they succeed a fortitude or will saving throw against any effect that normally forces you to take a secondary effect on a successful fortitude or will saving throw, the effect is negated. Further, you gain a +1 bonus to all saving throws against energy drain and death effects. Further, a Monk of the Long death can add this bonus to their constitution score when determining how many negative hit points they can have before they die and to their constitution check to stabilize when at negative hit points. This benefit increases by 1 every three levels thereafter. This benefit replaces evasion.
    • Macabre Shroud (Ex): At 3rd level (Monks) or 4th level (Unchained Monks), Monks of the Long Death gain a +2 bonus to will saving throws against fear, their intimidate DC against demoralization, and all intimidate checks. This benefit replaces still mind.
    • Death Knell (Sp): At 4th level, the Monk of the Long Death gains the ability to use Death Knell, as the spell, as a spell-like ability. You must expend one ki point to use this ability. By expending two ki points, you can use this ability on a creature that has died as long as it has been dead for no longer than one round per monk of the long death level you possess. By expending three ki points, you can use this ability as an immediate action after killing an opponent. This benefit replaces slow fall for monks or the ki power normally gained at 4th level for unchained monks.
    • Improved Deathguard (Ex): Beginning at 9th level, the Monk of the Long Death can now apply their bonuses from their deathguard ability to fortitude and will saving throws against effects that use positive or negative energy, such as the cure or inflict spells at their option. On a successful saving throw against any positive or negative energy effect that offers a secondary effect, such as half damage, on a successful saving throw, the effect is instead negated. Further, the Monk of the Long Death automatically succeeds any saving throw to remove temporary negative levels. This ability replaces improved evasion.
    • Quivering Palm (Su): The Unchained Monk variation of the Monk of the Long Death gains the Quivering Palm ki power at 16th level. This benefit is no different than the standard Quivering Palm ability that Unchained Monks can normally select except that they gain this power automatically. This benefit replaces the ki power normally gained at that level. The core rulebook monk, on the other hand, gains the ability to use Quivering Palm more than once per day by expending four ki points if the ability has already been used. This benefit alters the Quivering Palm ability normally gained by Monks at 15th level.


    Monk Order of the Long Death
    The Order that trains Monks of the Long Death are a tight-knit order with harsh, secretive training methods. Monks of the Long Death, as a result, are almost always Lawful Neutral or Lawful Evil as the organization itself is evil in nature. Those that break from the order recieve no special penalty outside of the order's reaction to the errant monk. Minor infractions can incur harsh penalties but betraying the order's secrets, sharing secrets with outsiders, unsanctioned training, leaving the order, or similar infractions results in death, usually by way of assassination by others of their order.

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    Default Morninglord of Lathander (Cleric of Lathander Archetype)

    The Morninglord of Lathander (Cleric of Lathander Archetype)
    The Church of Lathander is well known and highly respected across Faerûn. A large part of that respect comes from Lathander's elite priests, who are known as the morninglords. Morninglords are, in many ways, the epitome of the classical cleric archetype - they are kindly healers and advisors, stalwart protectors, and implacable foes of the undead. Because morninglords believe it is their duty to bring Lathander's light to all the dark places of the world, they often travel the breadth of Faerûn, preaching the glories of their god to any who will listen and smiting his foes wherever they appear.
    • Diminished Cleric Ability: Morninglords of Lathander do not gain the domains normally gained by Clerics of Lathander. Consequently, they also do not gain the bonus spell slots used to prepare the domain spells they would normally gain.
    • Bane of the Restless: You gain Extra Channel and Turn Undead as bonus feats. At 4th level, you gain Improved Channel as a bonus feat.
    • Lathander's Inner Light: Morninglords of Lathander gain Perform as a class skill. Furthermore, Morninglords of Lathander gain a number of skill points every level equal to 4 + their intelligence modifier. This ability replaces the skill points they normally gain every level.
    • Specialty Priest: Morninglords of Lathander are clerics of a specific deity. In this case, all Morninglords must have Lathander as a patron deity. If a cleric looses Lathander as a patron deity, they loose all benefits of this archetype and revert to a standard ex-cleric or an ex-cleric with a different archetype. This archetype can be regained through atonement.
    • Creative Fire: Morninglords gain a +2 bonus to all craft and perform skill checks. A Morninglord of Lathander that invests 10 or more ranks in any one or more craft or perform skill increases that bonus to +4 for those skills.
    • Channel Light Ray (Sp): At 6th level, Morninglords gain the ability to channel energy into a focused beam of light. When you activate this ability, you affect all creatures within a 60ft line. This ability works as channel energy in all other ways.
    • Light of Lathander: At 6th level, any time the Morninglord of Lathander casts a spell with the light descriptor, that spell is considered to be one spell level higher than normal for the purpose of dispelling darkness spells. In addition, they are automatically enlarged and widened as though modified by the enlarge spell metamagic feat and the widen spell metamagic feat with no adjustment in casting time or spell slot needed to prepare the spells. At 13th level, the Morninglord gains sunbeam as a 7th level cleric spell. At 15th level, the Morninglord gains sunburst as an 8th level cleric spell.
    • Greater Turn Undead: At 10th level, the Morninglord of Lathander gains the ability to use a more powerful turn undead ability. This ability works as Turn Undead, except you must expend three uses of channel energy. This affects all undead within 60ft and you gain a +2 bonus to the saving throw DC of this ability. Furthermore, the duration of the greater turn undead attempt is equal to 1 minute + 1 round per Morninglord level you possess. Undead that successfully save against your greater turn attempt are shaken for the effect's normal duration.
    • Blessing of Dawn (Su): At 14th level, during any morning in which the Morninglord of Lathander and all of the Morninglord's allies within 60ft witness a sunrise after a night's rest recover hit point damage as though they received a channel energy to recover their hit points without needing to expend any channel energy uses. This ability activates during the time the Morninglord prays for and recovers their spells once a sunrise is witnessed. In order to benefit from this ability, a sunrise must be witnessed and this sunrise must be an actual sunrise of Toril's star upon the surface of Toril instead of a fake or illusory sunrise or a sunrise of another world, even if Toril's is happening simultaneously. This benefit applies every morning regardless if within Lathander's domain in his realm of Morninglory.
    • Rejuvination of the Morn (Su): At 18th level, anytime the Morninglord of Lathander recieves the benefit of the Blessing of the Dawn, they recieve the maximum effect of their channel energy ability, as though they rolled the maximum possible result on their dice rolls. In addition, they can immediately make a new saving throw against any disease or poison currently afflicting them with a +2 bonus on their saving throw to do so, immediately curing the disease or poison upon a successful saving throw regardless of whether they'd otherwise require additional saving throws. Furthermore, they can also recover 1d4+1 points of temporary ability damage and one point of ability drain.
    • Aura of Radiance (Su): At 20th level, the Morninglord of Lathander is never without the light of Lathander when it is needed. The Morninglord is not impeded by any darkness of any kind, magical or otherwise. They always see in full color and many swear to seeing colors they hadn't before. Furthermore, they are also immune to blindness and can even see without eyes. Characters with the oracle's curse that grants blindness (or a similar ability) loose that ability and must select another to take its place. The Morninglord also recieves a +2 insight bonus to AC and combat maneuver defense against all attacks and a +2 sacred bonus to all saving throws. These benefits improve to +4 against Undead.
    Last edited by Neoxenok; 2019-07-21 at 09:08 PM.

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