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==House Rules== * What's a multiclass XP penalty? What's carrying capacity? What's keeping track of mundane ammunition? Dirty communist lies, is what. * Cosmic alignments can eat a dick. Instead, you may wish to align yourself with a particular organization which has a particular outlook on life, and acting against that outlook is not going to win you friends. * Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have (which improves as you level). * Gauntlets deal unarmed strike damage or their own damage, whichever is higher. * Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction. * A psicrystal counts as a part of you for the purpose of Confusion and similar effects. * You may delay gaining stances as an initiator until you gain access to a new stance level. You may only have one stance delayed in this manner at any given time. * Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells. * Conjuration spells that have [Element] tags (such as Orb of Acid or Force) are now Evocation. ** The exception is Mage Armor and derivatives, which are Abjuration. * Familiars scale with character, not class, level. * Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore. * Flyby Attack, Rideby Attack, Shot on the Run, Spring Attack and Swimby Attack are now one feat. * Call Weaponry is now a standard action. * Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify. * Bows and crossbows add 1/2 Dexterity to damage. * Combined skills (if any subskill is a class skill, the combined skill is as well; synergy from a subskill cannot affect any other skill in the combined skill; bonuses specific to one subskill do not apply to all uses of the combined skill): ** Stealth (Dex) - Hide, Move Silently ** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device ** Awareness (Wis) - Spot, Listen, Search ** Linguistics (Int) - Speak Language, Forgery, Decipher Script ** Deceive Device (Cha) - Use Magic Device, Use Psionic Device * Average HP per hit die, rounded up: ** d4 = 3 ** d6 = 4 ** d8 = 5 ** d10 = 6 ** d12 = 7 ==Prestigious PCs== Magic is a fragmented art - while the poets still tell tales of a bygone age when powerful wizards could fill their heads with the entire contents of a magic library, these days a would-be student of the mystic arts must resign themselves to a slower pace of advancement. Many band together into organizations - colleges, churches, or even strange secret societies - to further the study of their own special brand of magic. All spellcasting, manifesting, infusing, etc. classes are banned, and instead players have access to the following PrCs as though they were base classes. However, each class has a co-requisite entry; any PC taking the class must be able to meet these co-requisites within the first level. For instance, an Assassin must invest 4 skill ranks into Disguise and Stealth as soon as he takes the class. If he cannot do so (for instance, due to an exceptionally low Intelligence that only grants him 1 skill point per level) then he cannot become an Assassin and must choose a different class. ===Normal Classes=== Players may enter into any other PrCs, including "+1 of existing spellcasting class" PrCs normally, and even enter Prestigious Paladin, Bard, or Ranger to obtain spells from those lists or theurge together a class from the list below with Ur-Priest or something. However, any PrC not listed below (even casting PrCs like Divine Crusader or Trapsmith) must be qualified for normally. You may still take levels of non-casting base classes. However, be aware that many of these PrCs are superior to regular base classes in many respects (such as Champion of Gwynharwyf providing both Rage and a casting progression). ===List of Spellcaster Classes=== The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day. ===Arcane=== ====Sneaks and Tricksters==== * ''Assassin:'' INT-based Sorc casting, short list of stealth spells. ** Co-requisites: Disguise, Stealth 4 ranks, write any murder into your backstory * ''Celebrant of Sharess:'' Sorc casting from a bard-like list. ** Co-requisites: Diplomacy and Perform 4 ranks, Sacred Vow * ''Ebonmar Infiltrator:'' Wizard casting, stealth spells ** Co-requisites: Linguistics, Stealth, Search, Sense Motive 4 ranks, any +2/+2 skill feat or Skill Focus * ''Fatemaker:'' Sorc casting, short bard-like list ** Co-requisites: Bluff, Diplomacy, Intimidate 4 ranks, Skill Focus in any one * ''Hoardstealer:'' Wizard casting, primarily stealth spells ** Co-requisites: Appraise, Escape Artist, Stealth, Legerdemain, Search 4 ranks, write any big heist into your backstory * ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells. ** Co-requisites: Climb, Linguistics, Disable Device, Jump, Dungeoneering, History, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD * ''Thayan Slaver:'' Wizard casting, short BFC list ** Co-requisites: Appraise, Intimidate, Use Rope 4 ranks * ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells. **Co-requisites: Gather Info, Intimidate, Local, Search, Sense Motive 4 ranks, Alertness ====Spellswords==== * ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells ** Co-requisites: Stealth, Ride, Survival, Nature 4 ranks, oath to the fey queen. * ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level. ** Co-requisites: Concentration, Jump, Spellcraft, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha. * ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells. ** Co-requisites: Arcana, History, Spellcraft 4 ranks, oath to the goddess of magic. ====Lore Keepers==== * ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells. ** Co-requisites: Bluff, Diplomacy, Gather Information, History, Nobility and Royalty 4 ranks, speak 3+ languages, Skill Focus. * ''Cyre Scout:'' Infusions like an artificer. ** Co-requisites: Arcana, Survival 4 ranks, Least Dragonmark (Mark of Making) ===Divine=== ====Anointed Soldiers==== * ''Soldier of Light:'' Cleric casting. Paladin-like spells. ** Co-requisites: Religion 4 ranks, oath to goddess of light * ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells. ** Co-requisites: Intimidate 4 ranks, Righteous Wrath, oath to goddess of chaos * ''Blackguard:'' Cleric casting. Evil paladin-like spells. ** Co-requisites: Religion 4 ranks, Power Attack, oath to god of evil * ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells. ** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus * ''Holy Liberator:'' Cleric casting. Full paladin list plus extras. ** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will * ''Knight of the Chalice:'' Cleric casting, anti-evil spells. ** Co-requisites: Planes and Religion 4 ranks * ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment ** Co-requisites: Religion 4 ranks, Weapon Focus * ''Vassal of Bahamut:'' Cleric casting, paladin-like list. ** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow, oath to the god of good * ''Windrider:'' Cleric casting, small druid-like list ** Co-requisites: Handle Animal, Nature, and Ride 4 ranks, Mounted Combat ====Divine Agents==== * ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells. ** Co-requisites: Legerdemain, Religion, Search 4 ranks, oath to the god of chaos * ''Consecrated Harrier:'' Cleric casting. Full Ranger list. ** Co-requisites: Disguise and Gather Info 4 ranks, Track * ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells ** Co-requisites: Bowmaking, Stealth, Nature, Survival 4 ranks, Point Blank Shot * ''Justiciar of Taiia:'' Cleric casting, generic list ** Co-requisites: Religion 6, oath to the goddess of change * ''Scaled Horror:'' Cleric casting, full ranger list. ** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype * ''Slayer of Domiel:'' Cleric casting, infiltration-related spells. ** Co-requisites: Stealth 4 ranks, Weapon Focus ====Devoted Priests==== * ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells. ** Co-requisites: Diplomacy and Planes 4 ranks, Words of Creation, oath to the god of messengers * ''Death Delver:'' Cleric casting. Fear and undead spells. ** Co-requisites: Concentration, Heal, Religion 4 ranks, write near-death experience into backstory * ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7. ** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat ===Psionics=== * ''War Mind:'' Psychic warrior manifesting. ** Co-requisites: History and Psionic 2 ranks, Hidden Talent, must have been taught by another war mind * ''Fist of Zuoken/Psionic Fist:'' Psychic warrior manifesting. ** Co-requisites: Concentration 4 ranks, Hidden Talent * ''Zerth Cenobite:'' Psychic warrior manifesting. ** Co-requisites: Concentration 4 ranks, Hidden Talent ===Mysteries=== * ''Shadowsmith:'' Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day. ** Co-requisites: Craft, Arcana, Planes 4 ranks
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