http://wiki.faxcelestis.net/index.php?title=Special:Contributions&feed=atom&target=DragoonWraithFax Encyclopedicus - User contributions [en]2024-03-29T11:25:55ZFrom Fax EncyclopedicusMediaWiki 1.15.1http://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:47:05Z<p>DragoonWraith: /* Double Jeopardy */ right, missed some</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || Weapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: &times;2 becomes &times;3, &times;3 becomes &times;4, and &times;4 becomes &times;5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a &minus;5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional &minus;5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional &minus;5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a &minus;4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:46:26Z<p>DragoonWraith: /* Double Jeopardy */ - to &minus;</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || Weapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: &times;2 becomes &times;3, &times;3 becomes &times;4, and &times;4 becomes &times;5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a -5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional -5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional &minus;5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a &minus;4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:45:55Z<p>DragoonWraith: /* Parry Ally */ - to &minus;</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || Weapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: &times;2 becomes &times;3, &times;3 becomes &times;4, and &times;4 becomes &times;5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a -5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional -5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional -5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a &minus;4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:45:02Z<p>DragoonWraith: /* Dualism */ typo</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || Weapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: &times;2 becomes &times;3, &times;3 becomes &times;4, and &times;4 becomes &times;5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a -5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional -5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional -5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a -4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:44:46Z<p>DragoonWraith: /* Dualism */ x to &times;, removing unnecessary original reqs column</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || WWeapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: &times;2 becomes &times;3, &times;3 becomes &times;4, and &times;4 becomes &times;5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a -5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional -5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional -5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a -4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=DualistDualist2013-10-26T21:43:21Z<p>DragoonWraith: /* Class Features */ x to &times;</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Dualist.png</div><br />
:''You don't need strength as much as speed. We're fragile creatures. It takes less than a pound of pressure to cut skin.''<br />
<br />
The dualist is a dual-wielding duelist. She is a melee fighter who relies on exceptionally quick reflexes above all else; as she parries and dodges, she waits for the opportune moment to strike - and then presses her advantage relentlessly.<br />
<br />
A dualist is a master of reactive combat. She uses the opportunities that her opponents offer to the fullest extent possible, and can even take advantage of opportunities that others would miss. For the dualist, the number of attacks of opportunity per round determines how often she can use a number of features, which may or may not actually involve attacking.<br />
<br />
Rogues can make excellent dualists, as they are already trained in the art of taking advantage of unsuspecting opponents, but may find the idea of standing tall in front of the enemy unnerving. Fighters, and other martial classes, that specialize in dexterity rather than strength may also be able to put the dualist's skills to great use.<br />
<br />
== Requirements ==<br />
<br />
*''Feats:'' Combat Reflexes, either Two Weapon Fighting or Weapon Finesse<br />
* Either:<br />
** ''Base Attack Bonus:'' +3<br />
** ''Skill Ranks:'' Tumble 8, Bluff 2, Sense Motive 2<br />
* Or:<br />
** ''Base Attack Bonus:'' +5<br />
** ''Skill Ranks'': Tumble 2, Bluff 2, Sense Motive 2<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The dualist's class skills (and the key ability for each) are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Jump (Str), Listen (Wis), Perform (Cha), Profession (Int), Sense Motive (Wis), Spot (Wis), and Tumble (Dex).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Dualist.<br />
<br />
{| class="class bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Level !!style="padding: 0 0.5em;"| Base Attack<br />Bonus !!style="padding: 0 0.5em;"| Fortitude<br />Save !!style="padding: 0 0.5em;"| Reflex<br />Save !!style="padding: 0 0.5em;"| Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|- <br />
| 1st || +1 || +0 || +2 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Parry|Parry]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Dualism|Dualism]], [[#Opportunistic Strike|Opportunistic Strike +3]]<br />
|- <br />
| 2nd || +2 || +0 || +3 || +0 ||style="padding: 0 0.5em; text-align: left;"| [[#Counter-Attack|Counter-Attack]], [[#Bonus Weapon Feat|Bonus Weapon Feat]], [[#En Garde|En Garde (&times;1)]]<br />
|- <br />
| 3rd || +3 || +1 || +3 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Double Jeopardy|Double Jeopardy]], [[#Bonus Style Feat|Bonus Style Feat]], [[#Opportunistic Strike|Opportunistic Strike +6]]<br />
|- <br />
| 4th || +4 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Coup Lancé|Coup Lancé]], [[#Parry Ally|Parry Ally]], [[#En Garde|En Garde (&times;2)]]<br />
|- <br />
| 5th || +5 || +1 || +4 || +1 ||style="padding: 0 0.5em; text-align: left;"| [[#Cover Ground|Cover Ground]], [[#Disorienting Parry|Disorienting Parry]], [[#Opportunistic Strike|Opportunistic Strike +9]]<br />
|}<br />
<br />
=====''Weapon and Armor Proficiency''=====<br />
Dualists gain no proficiency with any weapon or armor. <br />
<br />
=====''Parry''=====<br />
A dualist is a master of the art of parrying. By expending an Attack of Opportunity when she is attacked in melee, she may make an opposed attack roll against her assailant. The dualist adds half her Sense Motive bonus to this roll, and the dualist wins on a tie. If she succeeds, she deflects that attack, avoiding its damage. She may use this ability as often as she likes, provided she still has attacks of opportunity to use for it.<br />
<br />
A dualist may also make a Feint check as a free action during her Parry maneuver. If successful, the target is denied its Dexterity bonus to AC for her Counter-Attack and any follow-up attacks made using Double Jeopardy (see below). If she does not make a counter-attack, this Feint does nothing.<br />
<br />
=====''Bonus Style Feat''=====<br />
At 1st and 3rd levels, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Two-Weapon Fighting, Improved Two-Weapon Fighting, Greater Two-Weapon Fighting, Two-Weapon Defense, Two-Weapon Rend, Double Hit.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''Dualism''=====<br />
A dualist is training to become a true master of her chosen weapons. As such, the Weapon Focus line of feats gain an alternate set of requirements by which a dualist might qualify for them, and gains extra bonuses for dualists. When obtained by meeting the alternate requirements, only one-handed melee weapons may be chosen, and only one-handed melee weapons gain the extra benefits.<br />
{| class="bordered header zebra"<br />
|- <br />
!style="padding: 0 0.5em;"| Feat !!style="padding: 0 0.5em;"| Original Requirements !!style="padding: 0 0.5em;"| Alternate Requirements !!style="padding: 0 0.5em;"| Extra Features<br />
|- <br />
| Weapon Focus || Proficiency with selected weapon, Base Attack Bonus +1 || No change || Chosen weapon is treated as Light for the purposes of Two-Weapon Fighting and Weapon Finesse.<br />
|- <br />
| Weapon Specialization || Weapon Focus with selected weapon, Fighter level 4th || Weapon Focus with selected weapon, Dualist level 1st || Gain a +2 bonus to critical confirmation rolls with chosen weapon. Stacks with Power Critical.<br />
|- <br />
| Greater Weapon Focus || Weapon Specialization with selected weapon, Fighter level 8th || Weapon Specialization with selected weapon, Dualist level 3rd || Critical threat range of chosen weapon increases by one. Stacks with Improved Critical or Keen (applied before multipliers).<br />
|- <br />
| Greater Weapon Specialization || Greater Weapon Focus with selected weapon, Fighter level 12th || Greater Weapon Focus with selected weapon, Dualist level 5th, 12 HD || Chosen weapon's critical hit multiplier advances by one: x2 becomes x3, x3 becomes x4, and x4 becomes x5.<br />
|}<br />
The dualist may take these feats as normal, so long as she qualifies for at least one of the sets of requirements. Regardless of how they are gained, the dualist gains the extra benefits so long as the chosen weapon is a one-handed melee weapon.<br />
<br />
=====''Opportunistic Strike''=====<br />
Whenever a dualist makes an attack of opportunity with a weapon in which she has [[SRD:Weapon Focus|Weapon Focus]], she gets a +3 bonus to her damage roll.<br />
<br />
This bonus increases by another +3 damage every two levels after 1st (to a maximum of +9 at level 5). Every +3 Opportunistic Strike damage is equivalent to +1d6 worth of precision damage for the purpose of pre-requisites and the activation of certain feats (such as Ambush feats).<br />
<br />
When using Opportunistic Strike against a target who would be denied his Dexterity bonus to AC (even if he has no such bonus), every +3 damage is increased to +4; this extra damage does not count for the pre-requisites of anything.<br />
<br />
=====''Counter-Attack''=====<br />
The act of being parried by a 2nd level dualist provokes an attack of opportunity from her. However, the dualist may not use the weapon she parried with for the counter-attack, so the dualist may only make this second attack of opportunity if she has another weapon to use.<br />
<br />
=====''Bonus Weapon Feat''=====<br />
At 2nd level, the dualist gains a feat from the following list as a bonus feat: Weapon Finesse, Weapon Focus, Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization. For the last four, she must select a one-handed melee weapon for the feat.<br />
<br />
She may select a feat for which she does not qualify, but she does not gain this feat. Instead, she will gain it immediately as a bonus feat as soon as she does qualify for it.<br />
<br />
=====''En Garde''=====<br />
As a move-equivalent action, a 2nd level dualist may prepare for her opponent's action. She adds a number equal to the number of attacks she would get in a full-round action to the maximum number of attacks of opportunity she can make during the next round.<br />
<br />
At dualist level 4, as a move action (or as a standard action if she would prefer), the dualist gains twice as many attacks of opportunity as she would have had attacks in a full-round action. Alternatively, as a swift action, she may gain as many attacks of opportunity as she would have had attacks in a full-round action (that is, half what she would have got for using a move action).<br />
<br />
=====''Double Jeopardy''=====<br />
Any time a 3rd level dualist successfully hits an enemy for damage with an attack of opportunity, she may immediately take another attack of opportunity at a -5 penalty to the attack roll. She may not make the attack of opportunity with the same weapon that triggered the attack of opportunity (though she may use a weapon that she parried with if her counter-attack successfully deals damage). A dualist may alternate weapons in this way, taking an additional -5 penalty on each attack, until she either fails to deal damage or runs out of attacks of opportunity for the round.<br />
<br />
If the target of her attacks is required to make a Concentration check (or similar) against the damage the Dualist dealt (e.g., to prevent spell failure), he only needs to make a single check, using the single highest amount of damage in the sequence for determining the DC of the check, rather than a whole series of checks.<br />
<br />
If the dualist has the Double Hit feat, she may make the same alternating attacks of opportunity, taking an additional -5 penalty to the attack roll each time, but only needs expend an attack of opportunity for the first of each pair of attacks. For example, if she takes an attack of opportunity at +14 attack bonus, she may attack with the opposite weapon at a +9 bonus without expending another attack of opportunity. To attack again with the first weapon at a +4 attack bonus, she must then expend another attack of opportunity. In addition, as long as one of the two strikes deal damage, she may continue, even if the other misses.<br />
<br />
=====''Coup Lancé''=====<br />
A 4th level dualist learns to always press her advantage. If the distance between the dualist and any foe within her threatened area is about to increase for any reason other than the dualist's own actions (e.g. her opponent's move action or 5 foot step, teleportation, etc.), the dualist may, by using two attacks of opportunity, make a single melee attack at her highest attack bonus as an attack of opportunity. The dualist may also make a Feint check as a free action during this attack, and if successful the target is denied its Dexterity bonus to AC for the attack and for any follow-up attacks made using [[#Double Jeopardy|Double Jeopardy]]. Coup Lancé may be used only once per attempted movement.<br />
<br />
=====''Parry Ally''=====<br />
A 4th level dualist has become so skilled with her parries that she can defend others as well as herself. She may parry against any melee attack directed at a target in any square within her threatened area, though she takes a -4 penalty on this roll. If she succeeds, she may counter-attack only if the attacker is within her reach.<br />
<br />
=====''Cover Ground''=====<br />
By 5th level, a dualist learns to artfully control the battlefield. Any time an opponent within half her move speed uses an action that would provoke an attack of opportunity from the dualist, she may move into position such that she may make the attack of opportunity. She must expend an attack of opportunity for every 10 feet that she moves, however, and she may not move at all if she does not have enough attacks of opportunity to get into position and make the attack of opportunity. Parrying for an ally counts as a use of an attack of opportunity for the purposes of using this feature. As a special case, movement only provokes attacks of opportunity from her if she either does not have to move (i.e. the normal usage), or she uses the [[#Coup Lancé|Coup Lancé]] ability (that is, expends two attacks of opportunity and only once per attempted movement).<br />
<br />
Effects that affect the dualist's "threatened area" affect all squares within a radius equal to 10' times the number of attacks of opportunity she has remaining, but no larger than half her move speed.<br />
<br />
== Picture Credits ==<br />
<br />
The Dualist artwork is adapted from [http://inkthinker.deviantart.com/art/Duelling-Armor-22031208 "Duelling Armor"] by Ben McSweeney. Used with permission. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Crucible:FlickergameCrucible:Flickergame2013-02-20T05:59:48Z<p>DragoonWraith: adding Deathfist's sheet.</p>
<hr />
<div>It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations of what may one day become great empires. Not enough time, however, has passed for the primordial beings that ruled the world before it coalesced into its present form to resign themselves to the land's new mortal masters. Thus, mortal civilizations walk along a perilous line, with the dangers of untamed wilds on one side, and the keen knives of their neighbours on the other.<br><br />
A special type of person has risen amid this conflict. Backed by no authority save that of their sword arm, small parties of adventurers fling themselves into the wilds in pursuit of profit and glory, estranged from the civilizations they inadvertently protect by months and sometimes years spent beyond the frontiers. It is no surprise that some of them gather far more power than any mortal should possess, and come to stand on equal footing with the primordials that threaten their people. These are the new gods, buoyed to divinity through a combination of personal power and the hopes of those they risk their lives to protect.<br><br />
More setting details will be up [[Crucible|here]].<br />
<br />
=Schedule=<br />
Player Schedules: https://docs.google.com/spreadsheet/ccc?key=0Al3hMq3wsfLYdEF5ZFZma0lOQkVHWjJ1aXVYUG95YUE&usp=sharing<br />
<br />
Sundays at 1 PM EST.<br />
<br />
=Character Sheets=<br />
<br />
* [http://www.dragoonwraith.com/dnd/sheet/Deathfist/ Lumeakan &ldquo;Deathfist&rdquo; Aeukagemuthea]<br />
<br />
=Rules and Suchlike=<br />
Tentatively, the game will be the following:<br><br />
* System: D&D 3.5, Modified E6 (see below)<br />
* Starting level: 6<br />
* Variant Rules: No gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed, incantations<br />
* WBL: Standard<br />
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)<br />
* Different racial statistics as part of the [[Crucible|setting]].<br />
<br />
==Modified E6==<br />
6th level is the peak of mortal power in this setting. The PCs have already reached that peak (they are all reasonably influential and accomplished people - you don't get to the level cap by shovelling manure), and will continue to go beyond it. They begin as 6th level E6 characters, and gain feats as normal for E6. However, they will have opportunities to gain levels - for every divine rank the characters acquire, they also gain a level, though they do not gain feats for advancing by HD.<br />
<br />
===Levels in E6===<br />
After you reach level 6, you stop levelling. For every 5000 XP past level 6, you get a feat.<br />
<br />
===LA in E6===<br />
E6 does not have level adjustment. Rather, it adjusts your initial point buy based on your original LA. The reduction looks like this:<br />
* 0 LA: 32 PB<br />
* 1 LA: 25 PB<br />
* 2 LA: 18 PB<br />
* 3 LA: 10 PB<br />
* 4 LA: 0 PB<br />
<br />
==Wait, Divine Ranks?==<br />
Divine ranks. Slightly modified to fit the low levels of the campaign, but divine ranks, together with Salient Divine Abilities if you get there.<br />
* Hit Points: Only intermediate deities or higher gain this benefit.<br />
* Speed: Only lesser deities or higher gain this benefit.<br />
* Bypassing DR: As you are not outsiders with alignment subtypes, you do not naturally bypass DR.<br />
* Immunities: Only lesser deities or higher gain this benefit. Other deities gain the following:<br />
** Transmutation: +2+DR on saves VS the listed effects.<br />
** Mind-affecting Effects: +2+DR on saves VS mind-affecting effects.<br />
** Energy Immunity: Deities of divine rank 1 or higher choose one energy from the list and gain resistance 5 to it. With every new divine rank, they may add 5 to that energy resistance or choose a new one to gain resistance 5 to.<br />
** Miscellaneous: Deities of rank 1 or higher are immune to disease and gain +2+DR on saves against the other listed effects.<br />
* DR: Only lesser deities or higher gain this benefit.<br />
* Resistances: Only intermediate deities or higher gain this benefit.<br />
* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.<br />
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.<br />
* Divine Realms: All planes are coterminous, so find a spot and start realming it (provided it's not already taken) if you're of divine rank 1 or higher. While you can still bar teleportation into the plane as normal, nothing is stopping people from just walking in unless you put up a fence or something.<br />
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.<br />
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.<br />
* Remote Sensing: Remote sensing is taxing to a deity of less than intermediate rank, and requires a ritual that takes an hour and may be used once per day.<br />
* Portfolios: All the cool ones are already taken. Before you can acquire a portfolio, you must seize it from an existing god or primordial being.<br />
* Automatic Actions: You do not gain automatic actions.<br />
* Divine Aura: Only intermediate deities or higher gain this benefit.<br />
* Grant Spells: You may only grant spells of a level equal to or less than your divine rank.<br />
* Spontaneous Casting: No.<br />
* Communication: Only intermediate deities or higher gain this benefit.<br />
* Travel: Only intermediate deities or higher gain this benefit.<br />
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.<br />
<br />
===Divine Spellcasters===<br />
Paladins gain their spells from being righteous pricks, and do not have to worship a god. Rangers, Druids, and other nature-based spellcasters gain their power from the ebb and flow of energies between order and chaos, and do not have to worship a god. Clerics can still be clerics of a cause, but must receive domains from relevant mortal gods (they may receive domains from different deities if they work to further the causes of both, but this is a terrible plan for obvious reasons) or else try and truck with primordials and hope that they don't notice their powers being sapped. <br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material (including ACF chaining)<br />
All "it's not in the book but the rules say something kind of similar and I heard a guy on the forum say it works this way but never bothered to check myself" calls will be made by me and not you. <br />
<br />
==Banned Sources==<br />
* Dragonlance<br />
* Green Ronin books<br />
* Kingdoms of Kalamar<br />
* Monster Manual 2<br />
<br />
==House Rules==<br />
* What's a multiclass XP penalty? What's carrying capacity? What's keeping track of mundane ammunition? Dirty communist lies, is what.<br />
* Deity prerequisites for PrCs and suchlike do not exist.<br />
* Alignments in crunch can eat a dick. <br />
**The actions of individuals do not change their alignment, because the universe doesn't care that you eat puppies for breakfast. Alignments are assigned based on your role in the order of things. Personal-level powers that trigger on alignment don't work the same, and will be re-evaluated on a case by case basis if you insist on taking them. Smite Alignment/Opposition hits everything.<br />
**Chaos corresponds, by and large, to primordial powers and their worshippers. Law corresponds, by and large, to civilization and its adherents. Straddling the line between the two, most non-divine adventurers are Neutral on this axis.<br />
**Good corresponds to actors that work to benefit their side of the Law-Chaos axis. Evil corresponds to actors that work to benefit themselves, even in detriment to their side. Most gods are Good. Most mortal rulers and primordial creatures are Evil. Non-divine adventurers, who tend to be motivated by selfish desires but inadvertently help civilization survive, are Neutral on this axis.<br />
* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have (which improves as you level).<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcaster [http://www.enworld.org/showpost.php?p=3273239&postcount=2 errata]<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid or Force) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Shot on the Run, Spring Attack and Swimby Attack are now one feat with Spring Attack's prerequisites. You automatically get the extra functions once you have the prerequisites for those feats.<br />
* Call Weaponry is now a standard action.<br />
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify; same thing goes for Rapid Shot -> Improved Rapid Shot and Manyshot -> Greater Manyshot.<br />
* Bows and crossbows add 1/2 Dexterity to damage.<br />
* Rangers and Druids exchange animal companion abilities. Paladins gain their stupid horse at level 3, and are treated as 2 levels higher for all stupid horse abilities.<br />
* Druids must use either the Shapeshift (PHB2) or Aspect of Nature (UA) variants. Wildshape Rangers must use the Aspect of Nature variant.<br />
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.<br />
* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.<br />
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.<br />
* You don't need to be a spellcaster to use Craft: Alchemy<br />
* Everything has a masterwork tool as long as you make a good case for what it is<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
** Deceive Device (Cha) - Use Magic Device, Use Psionic Device<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Action Points==<br />
Action points are used by characters to avoid wiping out hilariously when their life is on the line.<br />
<br />
===Gaining Action Points===<br />
A character is created with 1 action point. At the end of every session, every player awards an action point to one other player for something impressive that they did during the session (whether roleplaying or in combat). An action point cannot be awarded more than once for a particular action. A character may not have more action points than their level.<br />
<br />
===Spending Action Points===<br />
Once per round (resetting as soon as the initiative count goes back around to the first character), a character may spend action points to:<br />
* 1 action point: Replace the result of a d20 roll you just made with a 10, before you know the result<br />
* 2 action points: Replace the result of a d20 roll you just made with a 20, before you know the result (this is not a natural 20)<br />
* 1 action point: Add +1d6 to the result of a d20 roll another character just made, before they know the result<br />
* 1 action point: Automatically stabilize at -1 HP when reduced to between -1 and -9 HP<br />
<br />
==Barely-feats==<br />
Sometimes, a feat isn't really worth a feat. Most of the time, that feat's not really worth a flaw, either (what counts as a barely-feat is determined by the DM after you ask). You must meet all prerequisites for barely-feats, even if they are other barely-feats. A barely-feat is gained at levels 2, 4, and every 3 levels thereafter (except for E6), and may be purchased for half cost (2500XP instead of 5000) in E6. PHB examples of barely-feats include:<br />
* All +2/+2 skill feats<br />
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency<br />
* Blind-fight<br />
* Combat Casting<br />
* Combat Expertise<br />
* Diehard<br />
* Endurance<br />
* Eschew Materials<br />
* Far Shot<br />
* Great Cleave<br />
* Improved Critical (let's be honest, everyone takes keen instead)<br />
* Improved Disarm<br />
* Improved Feint<br />
* Improved Sunder<br />
* Improved Overrun<br />
* Improved Shield Bash<br />
* Improved Turning<br />
* Improved Unarmed Strike<br />
* Point Blank Shot<br />
* Precise Shot<br />
* Quick Draw<br />
* Rapid Reload<br />
* Run<br />
* Skill Focus<br />
* Snatch Arrows<br />
* Spell Mastery<br />
* Toughness<br />
* Track<br />
* Trample<br />
* Two-Weapon Defense<br />
* Weapon Finesse<br />
* Weapon Focus<br />
* Weapon Specialization<br />
* Whirlwind Attack</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Crucible:FlickergameCrucible:Flickergame2013-02-14T03:36:05Z<p>DragoonWraith: /* Schedule */ updating with consideration for Yawgame</p>
<hr />
<div>It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations of what may one day become great empires. Not enough time, however, has passed for the primordial beings that ruled the world before it coalesced into its present form to resign themselves to the land's new mortal masters. Thus, mortal civilizations walk along a perilous line, with the dangers of untamed wilds on one side, and the keen knives of their neighbours on the other.<br><br />
A special type of person has risen amid this conflict. Backed by no authority save that of their sword arm, small parties of adventurers fling themselves into the wilds in pursuit of profit and glory, estranged from the civilizations they inadvertently protect by months and sometimes years spent beyond the frontiers. It is no surprise that some of them gather far more power than any mortal should possess, and come to stand on equal footing with the primordials that threaten their people. These are the new gods, buoyed to divinity through a combination of personal power and the hopes of those they risk their lives to protect.<br><br />
More setting details will be up [[Crucible|here]].<br />
<br />
=Schedule=<br />
Undecided. The game will begin sometime in February, so get a move on.<br />
{|border=1px align=center<br />
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday<br />
|-<br />
||Flickerdart|| No || After 18:30 Eastern || Whenever || Before 21:00 Eastern || Whenever || Whenever || Whenever<br />
|-<br />
||Emerald|| Wide open || Wide open || Wide open || Wide open || Wide open || Wide open || Wide open<br />
|-<br />
||DragoonWraith || No || No || No || >19:00 EST || No || No || <18:00 EST<br />
|-<br />
||NekoIncardine|| No || No || No || >~21:00 EST || >~21:00 EST || No || Free<br />
|}<br />
<br />
=Rules and Suchlike=<br />
Tentatively, the game will be the following:<br><br />
* System: D&D 3.5, Modified E6 (see below)<br />
* Starting level: 6<br />
* Variant Rules: No gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed, incantations<br />
* WBL: Standard<br />
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)<br />
* Different racial statistics as part of the [[Crucible|setting]].<br />
<br />
==Modified E6==<br />
6th level is the peak of mortal power in this setting. The PCs have already reached that peak (they are all reasonably influential and accomplished people - you don't get to the level cap by shovelling manure), and will continue to go beyond it. They begin as 6th level E6 characters, and gain feats as normal for E6. However, they will have opportunities to gain levels - for every divine rank the characters acquire, they also gain a level, though they do not gain feats for advancing by HD.<br />
<br />
===Levels in E6===<br />
After you reach level 6, you stop levelling. For every 5000 XP past level 6, you get a feat.<br />
<br />
===LA in E6===<br />
E6 does not have level adjustment. Rather, it adjusts your initial point buy based on your original LA. The reduction looks like this:<br />
* 0 LA: 32 PB<br />
* 1 LA: 25 PB<br />
* 2 LA: 18 PB<br />
* 3 LA: 10 PB<br />
* 4 LA: 0 PB<br />
<br />
==Wait, Divine Ranks?==<br />
Divine ranks. Slightly modified to fit the low levels of the campaign, but divine ranks, together with Salient Divine Abilities if you get there.<br />
* Hit Points: Only intermediate deities or higher gain this benefit.<br />
* Speed: Only lesser deities or higher gain this benefit.<br />
* Bypassing DR: As you are not outsiders with alignment subtypes, you do not naturally bypass DR.<br />
* Immunities: Only lesser deities or higher gain this benefit. Other deities gain the following:<br />
** Transmutation: +2+DR on saves VS the listed effects.<br />
** Mind-affecting Effects: +2+DR on saves VS mind-affecting effects.<br />
** Energy Immunity: Deities of divine rank 1 or higher choose one energy from the list and gain resistance 5 to it. With every new divine rank, they may add 5 to that energy resistance or choose a new one to gain resistance 5 to.<br />
** Miscellaneous: Deities of rank 1 or higher are immune to disease and gain +2+DR on saves against the other listed effects.<br />
* DR: Only lesser deities or higher gain this benefit.<br />
* Resistances: Only intermediate deities or higher gain this benefit.<br />
* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.<br />
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.<br />
* Divine Realms: All planes are coterminous, so find a spot and start realming it (provided it's not already taken) if you're of divine rank 1 or higher. While you can still bar teleportation into the plane as normal, nothing is stopping people from just walking in unless you put up a fence or something.<br />
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.<br />
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.<br />
* Remote Sensing: Remote sensing is taxing to a deity of less than intermediate rank, and requires a ritual that takes an hour and may be used once per day.<br />
* Portfolios: All the cool ones are already taken. Before you can acquire a portfolio, you must seize it from an existing god or primordial being.<br />
* Automatic Actions: You do not gain automatic actions.<br />
* Divine Aura: Only intermediate deities or higher gain this benefit.<br />
* Grant Spells: You may only grant spells of a level equal to or less than your divine rank.<br />
* Spontaneous Casting: No.<br />
* Communication: Only intermediate deities or higher gain this benefit.<br />
* Travel: Only intermediate deities or higher gain this benefit.<br />
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.<br />
<br />
===Divine Spellcasters===<br />
Paladins gain their spells from being righteous pricks, and do not have to worship a god. Rangers, Druids, and other nature-based spellcasters gain their power from the ebb and flow of energies between order and chaos, and do not have to worship a god. Clerics can still be clerics of a cause, but must receive domains from relevant mortal gods (they may receive domains from different deities if they work to further the causes of both, but this is a terrible plan for obvious reasons) or else try and truck with primordials and hope that they don't notice their powers being sapped. <br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material (including ACF chaining)<br />
All "it's not in the book but the rules say something kind of similar and I heard a guy on the forum say it works this way but never bothered to check myself" calls will be made by me and not you. <br />
<br />
==Banned Sources==<br />
* Dragonlance<br />
* Green Ronin books<br />
* Kingdoms of whatever the hell it was called, Kamalur?<br />
* Monster Manual 2<br />
<br />
==House Rules==<br />
* What's a multiclass XP penalty? What's carrying capacity? What's keeping track of mundane ammunition? Dirty communist lies, is what.<br />
* Deity prerequisites for PrCs and suchlike do not exist.<br />
* Alignments in crunch can eat a dick. <br />
**The actions of individuals do not change their alignment, because the universe doesn't care that you eat puppies for breakfast. Alignments are assigned based on your role in the order of things. Personal-level powers that trigger on alignment don't work the same, and will be re-evaluated on a case by case basis if you insist on taking them. Smite Alignment/Opposition hits everything.<br />
**Chaos corresponds, by and large, to primordial powers and their worshippers. Law corresponds, by and large, to civilization and its adherents. Straddling the line between the two, most non-divine adventurers are Neutral on this axis.<br />
**Good corresponds to actors that work to benefit their side of the Law-Chaos axis. Evil corresponds to actors that work to benefit themselves, even in detriment to their side. Most gods are Good. Most mortal rulers and primordial creatures are Evil. Non-divine adventurers, who tend to be motivated by selfish desires but inadvertently help civilization survive, are Neutral on this axis.<br />
* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have (which improves as you level).<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcaster [http://www.enworld.org/showpost.php?p=3273239&postcount=2 errata]<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid or Force) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Shot on the Run, Spring Attack and Swimby Attack are now one feat with Spring Attack's prerequisites. You automatically get the extra functions once you have the prerequisites for those feats.<br />
* Call Weaponry is now a standard action.<br />
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify; same thing goes for Rapid Shot -> Improved Rapid Shot and Manyshot -> Greater Manyshot.<br />
* Bows and crossbows add 1/2 Dexterity to damage.<br />
* Rangers and Druids exchange animal companion abilities. Paladins gain their stupid horse at level 3, and are treated as 2 levels higher for all stupid horse abilities.<br />
* Druids must use either the Shapeshift (PHB2) or Aspect of Nature (UA) variants. Wildshape Rangers must use the Aspect of Nature variant.<br />
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.<br />
* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.<br />
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.<br />
* You don't need to be a spellcaster to use Craft: Alchemy<br />
* Everything has a masterwork tool as long as you make a good case for what it is<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
** Deceive Device (Cha) - Use Magic Device, Use Psionic Device<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Action Points==<br />
Action points are used by characters to avoid wiping out hilariously when their life is on the line.<br />
<br />
===Gaining Action Points===<br />
A character is created with 1 action point. At the end of every session, every player awards an action point to one other player for something impressive that they did during the session (whether roleplaying or in combat). An action point cannot be awarded more than once for a particular action. A character may not have more action points than their level.<br />
<br />
===Spending Action Points===<br />
Once per round (resetting as soon as the initiative count goes back around to the first character), a character may spend action points to:<br />
* 1 action point: Replace the result of a d20 roll you just made with a 10, before you know the result<br />
* 2 action points: Replace the result of a d20 roll you just made with a 20, before you know the result (this is not a natural 20)<br />
* 1 action point: Add +1d6 to the result of a d20 roll another character just made, before they know the result<br />
* 1 action point: Automatically stabilize at -1 HP when reduced to between -1 and -9 HP<br />
<br />
==Barely-feats==<br />
Sometimes, a feat isn't really worth a feat. Most of the time, that feat's not really worth a flaw, either (what counts as a barely-feat is determined by the DM after you ask). You must meet all prerequisites for barely-feats, even if they are other barely-feats. A barely-feat is gained at levels 2, 4, and every 3 levels thereafter (except for E6), and may be purchased for half cost (2500XP instead of 5000) in E6. PHB examples of barely-feats include:<br />
* All +2/+2 skill feats<br />
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency<br />
* Blind-fight<br />
* Combat Casting<br />
* Combat Expertise<br />
* Diehard<br />
* Endurance<br />
* Eschew Materials<br />
* Far Shot<br />
* Great Cleave<br />
* Improved Critical (let's be honest, everyone takes keen instead)<br />
* Improved Disarm<br />
* Improved Feint<br />
* Improved Sunder<br />
* Improved Overrun<br />
* Improved Shield Bash<br />
* Improved Turning<br />
* Improved Unarmed Strike<br />
* Point Blank Shot<br />
* Precise Shot<br />
* Quick Draw<br />
* Rapid Reload<br />
* Run<br />
* Skill Focus<br />
* Snatch Arrows<br />
* Spell Mastery<br />
* Toughness<br />
* Track<br />
* Trample<br />
* Two-Weapon Defense<br />
* Weapon Finesse<br />
* Weapon Focus<br />
* Weapon Specialization<br />
* Whirlwind Attack</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Crucible:FlickergameCrucible:Flickergame2013-01-03T04:54:58Z<p>DragoonWraith: /* Schedule */ adding myself here</p>
<hr />
<div>It is just after the dawn of time. Enough of it has passed that six great mortal races have made their claims on the land they were brought into, erecting the shaky foundations of what may one day become great empires. Not enough time, however, has passed for the primordial beings that ruled the world before it coalesced into its present form to resign themselves to the land's new mortal masters. Thus, mortal civilizations walk along a perilous line, with the dangers of untamed wilds on one side, and the keen knives of their neighbours on the other.<br><br />
A special type of person has risen amid this conflict. Backed by no authority save that of their sword arm, small parties of adventurers fling themselves into the wilds in pursuit of profit and glory, estranged from the civilizations they inadvertently protect by months and sometimes years spent beyond the frontiers. It is no surprise that some of them gather far more power than any mortal should possess, and come to stand on equal footing with the primordials that threaten their people. These are the new gods, buoyed to divinity through a combination of personal power and the hopes of those they risk their lives to protect.<br><br />
More setting details will be up [[Crucible|here]].<br />
<br />
=Schedule=<br />
Undecided. The game will begin sometime in January, so get a move on.<br />
{|border=1px align=center<br />
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday<br />
|-<br />
||Flickerdart|| No || After 15:30 Eastern || After 18:30 Eastern || Whenever || Whenever || Whenever || Whenever<br />
|-<br />
||Emerald|| Wide open || Wide open || Wide open || Wide open || Wide open || Wide open || Wide open<br />
|-<br />
||KKL|| Free || Free || Not Free || Not Free || Not Free || Free || Not Free<br />
|-<br />
||DragoonWraith (before Jan 28)|| >19:00 EST || >19:00 EST || >19:00 EST || >19:00 EST || No || No || Free<br />
|-<br />
||DragoonWraith (after Jan 28)|| No || No || No || >19:00 EST || No || No || Free<br />
|}<br />
<br />
=Rules and Suchlike=<br />
Tentatively, the game will be the following:<br><br />
* System: D&D 3.5, Modified E6 (see below)<br />
* Starting level: 6<br />
* Variant Rules: No gestalt, no LA buyoff (but see Modified E6 below), no flaws (but see barely-feats below), traits allowed, incantations<br />
* WBL: Standard<br />
* Ability Score Generation: 32 Point Buy (but see Modified E6 below)<br />
<br />
==Modified E6==<br />
6th level is the peak of mortal power in this setting. The PCs have already reached that peak (they are all reasonably influential and accomplished people - you don't get to the level cap by shovelling manure), and will continue to go beyond it. They begin as 6th level E6 characters, and gain feats as normal for E6. However, they will have opportunities to gain levels - for every divine rank the characters acquire, they also gain a level, though they do not gain feats for advancing by HD.<br />
<br />
===Levels in E6===<br />
After you reach level 6, you stop levelling. For every 5000 XP past level 6, you get a feat.<br />
<br />
===LA in E6===<br />
E6 does not have level adjustment. Rather, it adjusts your initial point buy based on your original LA. The reduction looks like this:<br />
* 0 LA: 32 PB<br />
* 1 LA: 25 PB<br />
* 2 LA: 18 PB<br />
* 3 LA: 10 PB<br />
* 4 LA: 0 PB<br />
<br />
==Wait, Divine Ranks?==<br />
Divine ranks. Slightly modified to fit the low levels of the campaign, but divine ranks, together with Salient Divine Abilities if you get there.<br />
* Hit Points: Only intermediate deities or higher gain this benefit.<br />
* Speed: Only lesser deities or higher gain this benefit.<br />
* Bypassing DR: As you are not outsiders with alignment subtypes, you do not naturally bypass DR.<br />
* Immunities: Only lesser deities or higher gain this benefit. Other deities gain the following:<br />
** Transmutation: +2+DR on saves VS the listed effects.<br />
** Mind-affecting Effects: +2+DR on saves VS mind-affecting effects.<br />
** Energy Immunity: Deities of divine rank 1 or higher choose one energy from the list and gain resistance 5 to it. With every new divine rank, they may add 5 to that energy resistance or choose a new one to gain resistance 5 to.<br />
** Miscellaneous: Deities of rank 1 or higher are immune to disease and gain +2+DR on saves against the other listed effects.<br />
* DR: Only lesser deities or higher gain this benefit.<br />
* Resistances: Only intermediate deities or higher gain this benefit.<br />
* SDAs: You gain one SDA per divine rank (DR 0 is not a divine rank). You may only gain SDAs relevant to your portfolio (and remember, all the cool ones are already taken by greedy bastards you need to off first). I will be nerfing most SDAs to put them inline with the game's level, as well as reducing their prerequisites. No, you may not have Alter Reality.<br />
* Domain Powers: You may use domain powers from domains that you grant, plus a total extra number of times per day equal to your divine rank.<br />
* Divine Realms: All planes are coterminous, so find a spot and start realming it (provided it's not already taken) if you're of divine rank 1 or higher. While you can still bar teleportation into the plane as normal, nothing is stopping people from just walking in unless you put up a fence or something.<br />
* SLAs: Deities or higher may use one spell from their domain lists per spell level per day, and even then may only use the spells if their divine rank meets or exceeds the spell's level on that domain list.<br />
* Immortality: No deities are immortal. A slain deity can lose a portfolio to the challenger even if he is returned to life.<br />
* Remote Sensing: Remote sensing is taxing to a deity of less than intermediate rank, and requires a ritual that takes an hour and may be used once per day.<br />
* Portfolios: All the cool ones are already taken. Before you can acquire a portfolio, you must seize it from an existing god or primordial being.<br />
* Automatic Actions: You do not gain automatic actions.<br />
* Divine Aura: Only intermediate deities or higher gain this benefit.<br />
* Grant Spells: You may only grant spells of a level equal to or less than your divine rank.<br />
* Spontaneous Casting: No.<br />
* Communication: Only intermediate deities or higher gain this benefit.<br />
* Travel: Only intermediate deities or higher gain this benefit.<br />
* Familiar: You may only designate a creature with HD equal to or less than your divine rank as your divine familiar.<br />
<br />
===Divine Spellcasters===<br />
Paladins gain their spells from being righteous pricks, and do not have to worship a god. Rangers, Druids, and other nature-based spellcasters gain their power from the ebb and flow of energies between order and chaos, and do not have to worship a god. Clerics can still be clerics of a cause, but must receive domains from relevant mortal gods (they may receive domains from different deities if they work to further the causes of both, but this is a terrible plan for obvious reasons) or else try and truck with primordials and hope that they don't notice their powers being sapped. <br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material (including ACF chaining)<br />
All "it's not in the book but the rules say something kind of similar and I heard a guy on the forum say it works this way but never bothered to check myself" calls will be made by me and not you. <br />
<br />
==Banned Sources==<br />
* Dragonlance<br />
* Green Ronin books<br />
* Kingdoms of whatever the hell it was called, Kamalur?<br />
* Monster Manual 2<br />
<br />
==House Rules==<br />
* What's a multiclass XP penalty? What's carrying capacity? What's keeping track of mundane ammunition? Dirty communist lies, is what.<br />
* Deity prerequisites for PrCs and suchlike do not exist.<br />
* Alignments in crunch can eat a dick. <br />
**The actions of individuals do not change their alignment, because the universe doesn't care that you eat puppies for breakfast. Alignments are assigned based on your role in the order of things. Personal-level powers that trigger on alignment don't work the same, and will be re-evaluated on a case by case basis if you insist on taking them. Smite Alignment/Opposition hits everything.<br />
**Chaos corresponds, by and large, to primordial powers and their worshippers. Law corresponds, by and large, to civilization and its adherents. Straddling the line between the two, most non-divine adventurers are Neutral on this axis.<br />
**Good corresponds to actors that work to benefit their side of the Law-Chaos axis. Evil corresponds to actors that work to benefit themselves, even in detriment to their side. Most gods are Good. Most mortal rulers and primordial creatures are Evil. Non-divine adventurers, who tend to be motivated by selfish desires but inadvertently help civilization survive, are Neutral on this axis.<br />
* Exotic Weapon Proficiency grants proficiency with one exotic weapon per point of BAB you have (which improves as you level).<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcaster [http://www.enworld.org/showpost.php?p=3273239&postcount=2 errata]<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid or Force) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Shot on the Run, Spring Attack and Swimby Attack are now one feat with Spring Attack's prerequisites. You automatically get the extra functions once you have the prerequisites for those feats.<br />
* Call Weaponry is now a standard action.<br />
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify; same thing goes for Rapid Shot -> Improved Rapid Shot and Manyshot -> Greater Manyshot.<br />
* Bows and crossbows add 1/2 Dexterity to damage.<br />
* Rangers and Druids exchange animal companion abilities. Paladins gain their stupid horse at level 3, and are treated as 2 levels higher for all stupid horse abilities.<br />
* Druids must use either the Shapeshift (PHB2) or Aspect of Nature (UA) variants. Wildshape Rangers must use the Aspect of Nature variant.<br />
* You cannot trade away an ability for an ACF if it's already been modified by another ACF.<br />
* In order to gain a benefit that requires a cost, you must pay that cost; if you mitigate all of the cost away, you're not paying the cost and the benefit does not happen. I'm looking at you, Hellfire Warlock and Body Fuel abusers.<br />
* Leadership of any kind may not be taken before the game begins. In game, Leadership may only be used to acquire existing NPCs that the PCs are familiar with as cohorts/thralls/wild companions/what have you. The same thing applies for animal companions, improved familiars and controlled undead - if you want something, seek it out in-game.<br />
* You don't need to be a spellcaster to use Craft: Alchemy<br />
* Everything has a masterwork tool as long as you make a good case for what it is<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
** Deceive Device (Cha) - Use Magic Device, Use Psionic Device<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Action Points==<br />
Action points are used by characters to avoid wiping out hilariously when their life is on the line.<br />
<br />
===Gaining Action Points===<br />
A character is created with 1 action point. At the end of every session, every player awards an action point to one other player for something impressive that they did during the session (whether roleplaying or in combat). An action point cannot be awarded more than once for a particular action. A character may not have more action points than their level.<br />
<br />
===Spending Action Points===<br />
Once per round (resetting as soon as the initiative count goes back around to the first character), a character may spend action points to:<br />
* 1 action point: Replace the result of a d20 roll you just made with a 10, before you know the result<br />
* 2 action points: Replace the result of a d20 roll you just made with a 20, before you know the result (this is not a natural 20)<br />
* 1 action point: Add +1d6 to the result of a d20 roll another character just made, before they know the result<br />
* 1 action point: Automatically stabilize at -1 HP when reduced to between -1 and -9 HP<br />
<br />
==Barely-feats==<br />
Sometimes, a feat isn't really worth a feat. Most of the time, that feat's not really worth a flaw, either (what counts as a barely-feat is determined by the DM after you ask). You must meet all prerequisites for barely-feats, even if they are other barely-feats. A barely-feat is gained at levels 2, 4, and every 3 levels thereafter (except for E6), and may be purchased for half cost (2500XP instead of 5000) in E6. PHB examples of barely-feats include:<br />
* All +2/+2 skill feats<br />
* Armor Proficiency, Martial Weapon Proficiency, Shield Proficiency<br />
* Blind-fight<br />
* Combat Casting<br />
* Combat Expertise<br />
* Diehard<br />
* Endurance<br />
* Eschew Materials<br />
* Far Shot<br />
* Great Cleave<br />
* Improved Critical (let's be honest, everyone takes keen instead)<br />
* Improved Disarm<br />
* Improved Feint<br />
* Improved Sunder<br />
* Improved Overrun<br />
* Improved Shield Bash<br />
* Improved Turning<br />
* Improved Unarmed Strike<br />
* Point Blank Shot<br />
* Precise Shot<br />
* Quick Draw<br />
* Rapid Reload<br />
* Run<br />
* Skill Focus<br />
* Snatch Arrows<br />
* Spell Mastery<br />
* Toughness<br />
* Track<br />
* Trample<br />
* Two-Weapon Defense<br />
* Weapon Finesse<br />
* Weapon Focus<br />
* Weapon Specialization<br />
* Whirlwind Attack</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Fiddler%27s_Casual_GameFiddler's Casual Game2012-11-26T02:32:02Z<p>DragoonWraith: /* Characters and Availabilty */ adding Emmet</p>
<hr />
<div>Named as such because I take whatever players are available whenever I have time to DM and something worked out to run. <br />
<br />
==The Campaign Itself==<br />
You are adventurers, traveling the lands and solving problems when you're called on. You make many allies and many enemies as you travel about, but consistency is not your creed. One day you find yourself working with a paladin to save a village from a goblin attack, the next you're robbing a dragon's keep with a scrupulous wizard. Sometimes, fate brings you back together with those you've met in the past, but this is by no means a guarantee.<br />
<br />
(That is, bunch of barely connected mini-adventures with whoever is available at the time, shifting timeslot, not always a consistent group being run for.)<br />
<br />
==Character Creation==<br />
*D&D 3.5<br />
*Starting Level: 6, Standard WBL<br />
*36 Point Buy<br />
*Sources: Honestly, it's just easier to ask "can I use x" than having me list what I have access to, since I have bits and pieces from about 20 books without having them as a whole.<br />
*IMPORTANT SKILL POINTS NOTE:<br />
**All classes that are not primarily Int-based (i.e. wizard, psion, etc.) that have 4 or fewer skill points per level now have 6 skill points per level.<br />
**All other classes (including Int-based) get 2 extra skill points per level.<br />
**All skills are class skills for everybody.<br />
*HP:<br />
**d4=3<br />
**d6=4<br />
**d8=5<br />
**d10=6<br />
**d12=7<br />
<br />
==House Rules==<br />
*A natural 20 on anything counts as if you'd rolled a 25; a natural 1 counts as if you'd rolled a -5.<br />
*Ranged attacks add half your Dexterity modifier to damage.<br />
*I'm not going to give blanket allowance, but I'll probably be real good about letting you switch out what stat attack rolls, damage, and AC rely on if you can give me a good explanation for how it would work. Will always take a feat, though, and you've gotta run it by me first.<br />
*Weapon Finesse is an inherent property of any weapon that could normally use it. The feat expands the use to any weapon.<br />
*Lots of commonly assumed stuff (delaying initiator stances to when you can actually get one of a new level) will probably be okayed by me if you just ask. If you ask for a house rule and I allow it, please add it for the benefit of other people:<br />
<br />
==Characters and Availabilty==<br />
List your name and availability here, and put your character once you've got one down. Game will be run through IRC, on a channel called #FiddlerGame or something like that I don't know. May need to change format in the future, but I need to get used to this DMing online games thing.<br />
<br />
If I want to run a game, you'll generally have at least a week's notice. In general, I'll say "Hey, I want to run a game on Xday and X o'clock, can you make it?" and see if I picked up a decent amount of people.<br />
<br />
* Yawgmoth is usually available Tuesday, Wednesday, Friday, and Saturday evenings, and sometimes Sunday nights. (The good time zone.)<br />
* NekoIncardine is usually available late Monday, Wednesday, and Friday evenings (9 PM EST) - I need to know ahead of time what day we are working with and may be able to adapt.<br />
* Flickerdart is good for Tuesday after 8ish, Wednesdays all day, Thursdays all day, Fridays after 7-ish, weekends. http://www.myth-weavers.com/sheetview.php?sheetid=472205<br />
* KKL is usually available on Mondays, Tuesdays, Thursdays, and Fridays, his timezone is GMT-8.<br />
* NineThePuma is available all the bloody time. His time zone is GMT-8, but he's currently nocturnal.<br />
** Nine Character Concept: Warblade 5/Dualist 5/Warblade +10; replace Diamond Mind with Army of One and replace Stone Dragon with Scarlet Bravura. <br />
* DragoonWraith is barely available at all, Eastern Time. Thursday nights (8pm-12am) are ideal; Sunday evenings (preferably before 11pm) could be do-able.<br />
** [http://dragoonwraith.com/dnd/sheet/Emmet/ Emmet], ancient elemental conjurer<br />
<br />
==Stuff to look at and judge==<br />
DENIED: Nine/KKL: Magical Girl - http://www.giantitp.com/forums/showthread.php?t=258654<br/><br />
<br />
APPROVED: DW: Shai'ir (Dragon Compendium), Ultimate Magus (CM), Nar Demonbinder (http://www.wizards.com/default.asp?x=dnd/ex/20030502a&page=2)<br/><br />
<br />
APPROVED: Yawg: Dread Necromancer (Heroes of Horror), Animate Dead as 3rd level?<br/><br />
<br />
APPROVED: Flicker: Soldier of Light (Deities and Demigods, pifro), Mearls' Hexblade fix (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?post_id=332210466#332210466)<br />
<br />
SEE ME AFTER CLASS: NekoIncardine: Weaponshifter Template ( http://www.giantitp.com/forums/showthread.php?p=13905087#post13905087 )<br />
<br />
Nine: http://wiki.faxcelestis.net/index.php?title=Dualist/Adept, http://www.giantitp.com/forums/showthread.php?t=103406 Army of One, http://www.giantitp.com/forums/showthread.php?p=5569037 Scarlet Bravura</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=ForgebondForgebond2012-11-19T00:14:16Z<p>DragoonWraith: /* Special */ formatting</p>
<hr />
<div>Your body was forged with myriad miniscule elementals bound to its structure, protecting you from the elements and enhancing your spirit.<br />
<br />
=== Prerequisites ===<br />
<br />
Warforged, 1st level only<br />
<br />
=== Benefit ===<br />
<br />
Your Armor bonus to AC improves to +3, but your Dexterity bonus to AC is limited to up to +4, you take a &minus;3 Armor Check Penalty on appropriate skills, and your chance of Arcane Spell Failure is 20%. Your resistances to acid, cold, electricity, and fire damage increases by 2 each (or you gain 2 resistance to any of these elements to which you do not otherwise have resistance), and you do not take a &minus;2 penalty to Charisma as other Warforged do.<br />
<br />
=== Special ===<br />
<br />
Unlike most feats, this feat must be taken as at 1st level, during character creation. A warforged with this feat who takes Improved Damage Reduction (see page 55 of the ''Eberron Campaign Setting'') can choose to gain damage reduction 1/adamantine, or improve the resistance granted by this feat by 2. Unlike the Adamantine Body and Mithril Body feats, warforged druids who take this feat can cast druid spells and use the druid&rsquo;s supernatural abilities and spell-like abilities.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=ForgebondForgebond2012-11-18T23:55:49Z<p>DragoonWraith: closer to Ironwood Body</p>
<hr />
<div>Your body was forged with myriad miniscule elementals bound to its structure, protecting you from the elements and enhancing your spirit.<br />
<br />
=== Prerequisites ===<br />
<br />
Warforged, 1st level only<br />
<br />
=== Benefit ===<br />
<br />
Your Armor bonus to AC improves to +3, but your Dexterity bonus to AC is limited to up to +4, you take a &minus;3 Armor Check Penalty on appropriate skills, and your chance of Arcane Spell Failure is 20%. Your resistances to acid, cold, electricity, and fire damage increases by 2 each (or you gain 2 resistance to any of these elements to which you do not otherwise have resistance), and you do not take a &minus;2 penalty to Charisma as other Warforged do.<br />
<br />
=== Special ===<br />
<br />
Unlike most feats, this feat must be taken as at 1st level, during character creation. A warforged with this feat who takes Improved Damage Reduction (see page 55 of the 'Eberron Campaign Setting') can choose to gain damage reduction 1/adamantine, or improve the resistance granted by this feat by 2. Unlike the Adamantine Body and Mithril Body feats, warforged druids who take this feat can cast druid spells and use the druid&rsquo;s supernatural abilities and spell-like abilities.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=ForgebondForgebond2012-11-18T23:54:14Z<p>DragoonWraith: creating this feat</p>
<hr />
<div>Your body was forged with myriad miniscule elementals bound to its structure, protecting you from the elements and enhancing your spirit.<br />
<br />
=== Prerequisites ===<br />
<br />
Warforged, 1st level only<br />
<br />
=== Benefit ===<br />
<br />
Your Armor bonus to AC improves to +4, but your Dexterity bonus to AC is limited to up to +4, you take a &minus;2 Armor Check Penalty on appropriate skills, and your chance of Arcane Spell Failure is 20%. Your resistances to acid, cold, electricity, and fire damage increases by 2 each (or you gain 2 resistance to any of these elements to which you do not otherwise have resistance), and you do not take a &minus;2 penalty to Charisma as other Warforged do.<br />
<br />
=== Special ===<br />
<br />
Unlike most feats, this feat must be taken as at 1st level, during character creation. A warforged with this feat who takes Improved Damage Reduction (see page 55 of the 'Eberron Campaign Setting') can choose to gain damage reduction 1/adamantine, or improve the resistance granted by this feat by 2. Unlike the Adamantine Body and Mithril Body feats, warforged druids who take this feat can cast druid spells and use the druid&rsquo;s supernatural abilities and spell-like abilities.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Fiddler%27s_Casual_GameFiddler's Casual Game2012-11-14T06:17:35Z<p>DragoonWraith: /* Characters and Availabilty */ defining nights and evenings</p>
<hr />
<div>Named as such because I take whatever players are available whenever I have time to DM and something worked out to run. <br />
<br />
==The Campaign Itself==<br />
You are adventurers, traveling the lands and solving problems when you're called on. You make many allies and many enemies as you travel about, but consistency is not your creed. One day you find yourself working with a paladin to save a village from a goblin attack, the next you're robbing a dragon's keep with a scrupulous wizard. Sometimes, fate brings you back together with those you've met in the past, but this is by no means a guarantee.<br />
<br />
(That is, bunch of barely connected mini-adventures with whoever is available at the time, shifting timeslot, not always a consistent group being run for.)<br />
<br />
==Character Creation==<br />
*D&D 3.5<br />
*Starting Level: 6, Standard WBL<br />
*36 Point Buy<br />
*Sources: Honestly, it's just easier to ask "can I use x" than having me list what I have access to, since I have bits and pieces from about 20 books without having them as a whole.<br />
*IMPORTANT SKILL POINTS NOTE:<br />
**All classes that are not primarily Int-based (i.e. wizard, psion, etc.) that have 4 or fewer skill points per level now have 6 skill points per level.<br />
**All other classes (including Int-based) get 2 extra skill points per level.<br />
**All skills are class skills for everybody.<br />
*HP:<br />
**d4=3<br />
**d6=4<br />
**d8=5<br />
**d10=6<br />
**d12=7<br />
<br />
==House Rules==<br />
*A natural 20 on anything counts as if you'd rolled a 25; a natural 1 counts as if you'd rolled a -5.<br />
**A natural 1 on an attack roll threatens a critical failure. Roll again to confirm the failure (i.e. roll again, if you hit it's only a normal miss). A critical failure provokes an AoO from your target.<br />
*Ranged attacks add half your Dexterity modifier to damage. Or not, I guess, that's fine.<br />
*I'm not going to give blanket allowance, but I'll probably be real good about letting you switch out what stat attack rolls, damage, and AC rely on if you can give me a good explanation for how it would work. Will always take a feat, though, and you've gotta run it by me first.<br />
*Weapon Finesse is an inherent property of any weapon that could normally use it. The feat expands the use to any weapon.<br />
*Lots of commonly assumed stuff (delaying initiator stances to when you can actually get one of a new level) will probably be okayed by me if you just ask. If you ask for a house rule and I allow it, please add it for the benefit of other people:<br />
<br />
==Characters and Availabilty==<br />
List your name and availability here, and put your character once you've got one down. Game will be run through IRC, on a channel called #FiddlerGame or something like that I don't know. May need to change format in the future, but I need to get used to this DMing online games thing.<br />
<br />
If I want to run a game, you'll generally have at least a week's notice. In general, I'll say "Hey, I want to run a game on Xday and X o'clock, can you make it?" and see if I picked up a decent amount of people.<br />
<br />
* Yawgmoth is usually available Tuesday, Wednesday, Friday, and Saturday evenings, and sometimes Sunday nights. (The good time zone.)<br />
* NekoIncardine is usually available late Monday, Wednesday, and Friday evenings (9 PM EST) - I need to know ahead of time what day we are working with.<br />
* Flickerdart is good for Tuesday after 8ish, Wednesdays all day, Thursdays all day, Fridays after 7-ish, weekends.<br />
* KKL is usually available on Mondays, Tuesdays, Thursdays, and Fridays, his timezone is GMT-8.<br />
* NineThePuma is available all the bloody time. His time zone is GMT-8, but he's currently nocturnal.<br />
* DragoonWraith is barely available at all, Eastern Time. Thursday nights (8pm-12am) are ideal; Sunday evenings (preferably before 11pm) could be do-able.<br />
<br />
==Stuff to look at and judge==<br />
Nine/KKL: Magical Girl - http://www.giantitp.com/forums/showthread.php?t=258654<br/><br />
<br />
DW: Shai'ir (Dragon Compendium), Ultimate Magus (CM), Nar Demonbinder (http://www.wizards.com/default.asp?x=dnd/ex/20030502a&page=2)<br/><br />
<br />
Yawg: Dread Necromancer (Heroes of Horror), Animate Dead as 3rd level?<br/><br />
<br />
Flicker: Soldier of Light (Deities and Demigods, pifro), Mearls' Hexblade fix (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?post_id=332210466#332210466)</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Fiddler%27s_Casual_GameFiddler's Casual Game2012-11-14T06:16:59Z<p>DragoonWraith: /* Characters and Availabilty */ my availability, and better formatting</p>
<hr />
<div>Named as such because I take whatever players are available whenever I have time to DM and something worked out to run. <br />
<br />
==The Campaign Itself==<br />
You are adventurers, traveling the lands and solving problems when you're called on. You make many allies and many enemies as you travel about, but consistency is not your creed. One day you find yourself working with a paladin to save a village from a goblin attack, the next you're robbing a dragon's keep with a scrupulous wizard. Sometimes, fate brings you back together with those you've met in the past, but this is by no means a guarantee.<br />
<br />
(That is, bunch of barely connected mini-adventures with whoever is available at the time, shifting timeslot, not always a consistent group being run for.)<br />
<br />
==Character Creation==<br />
*D&D 3.5<br />
*Starting Level: 6, Standard WBL<br />
*36 Point Buy<br />
*Sources: Honestly, it's just easier to ask "can I use x" than having me list what I have access to, since I have bits and pieces from about 20 books without having them as a whole.<br />
*IMPORTANT SKILL POINTS NOTE:<br />
**All classes that are not primarily Int-based (i.e. wizard, psion, etc.) that have 4 or fewer skill points per level now have 6 skill points per level.<br />
**All other classes (including Int-based) get 2 extra skill points per level.<br />
**All skills are class skills for everybody.<br />
*HP:<br />
**d4=3<br />
**d6=4<br />
**d8=5<br />
**d10=6<br />
**d12=7<br />
<br />
==House Rules==<br />
*A natural 20 on anything counts as if you'd rolled a 25; a natural 1 counts as if you'd rolled a -5.<br />
**A natural 1 on an attack roll threatens a critical failure. Roll again to confirm the failure (i.e. roll again, if you hit it's only a normal miss). A critical failure provokes an AoO from your target.<br />
*Ranged attacks add half your Dexterity modifier to damage. Or not, I guess, that's fine.<br />
*I'm not going to give blanket allowance, but I'll probably be real good about letting you switch out what stat attack rolls, damage, and AC rely on if you can give me a good explanation for how it would work. Will always take a feat, though, and you've gotta run it by me first.<br />
*Weapon Finesse is an inherent property of any weapon that could normally use it. The feat expands the use to any weapon.<br />
*Lots of commonly assumed stuff (delaying initiator stances to when you can actually get one of a new level) will probably be okayed by me if you just ask. If you ask for a house rule and I allow it, please add it for the benefit of other people:<br />
<br />
==Characters and Availabilty==<br />
List your name and availability here, and put your character once you've got one down. Game will be run through IRC, on a channel called #FiddlerGame or something like that I don't know. May need to change format in the future, but I need to get used to this DMing online games thing.<br />
<br />
If I want to run a game, you'll generally have at least a week's notice. In general, I'll say "Hey, I want to run a game on Xday and X o'clock, can you make it?" and see if I picked up a decent amount of people.<br />
<br />
* Yawgmoth is usually available Tuesday, Wednesday, Friday, and Saturday evenings, and sometimes Sunday nights. (The good time zone.)<br />
* NekoIncardine is usually available late Monday, Wednesday, and Friday evenings (9 PM EST) - I need to know ahead of time what day we are working with.<br />
* Flickerdart is good for Tuesday after 8ish, Wednesdays all day, Thursdays all day, Fridays after 7-ish, weekends.<br />
* KKL is usually available on Mondays, Tuesdays, Thursdays, and Fridays, his timezone is GMT-8.<br />
* NineThePuma is available all the bloody time. His time zone is GMT-8, but he's currently nocturnal.<br />
* DragoonWraith is barely available at all, Eastern Time. Thursday nights are ideal; Sunday evenings could be do-able.<br />
<br />
==Stuff to look at and judge==<br />
Nine/KKL: Magical Girl - http://www.giantitp.com/forums/showthread.php?t=258654<br/><br />
<br />
DW: Shai'ir (Dragon Compendium), Ultimate Magus (CM), Nar Demonbinder (http://www.wizards.com/default.asp?x=dnd/ex/20030502a&page=2)<br/><br />
<br />
Yawg: Dread Necromancer (Heroes of Horror), Animate Dead as 3rd level?<br/><br />
<br />
Flicker: Soldier of Light (Deities and Demigods, pifro), Mearls' Hexblade fix (http://community.wizards.com/go/thread/view/75882/19547530/Contacting_Wizards_of_the_Coast_about_Hex_Blades?post_id=332210466#332210466)</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=GolemgameGolemgame2011-12-21T16:12:19Z<p>DragoonWraith: /* Characters */</p>
<hr />
<div>=Background=<br />
Many thousands of years ago, two great empires came to dominate the world. Eventually, their expansion brought them into conflict with one another, escalating into an all-out war with a front line stretching across two continents. Both nations, skilled in the arts of artifice and golemcraft, constructed mighty colossi that towered over the tallest castle wall. These creatures did battle with one another, with both empires sinking more and more of their resources into building more powerful golems with stronger armour. After a while, it was clear that this war was at a standstill, and the battles began to be fought by assassins under the cover of darkness, cutting bloody swathes through the artificers and wizards who built and controlled the golems, destroying their research and labs. When their grim work was done, everybody realized that the machines they had built with the wealth of their nations and sent out to fight now couldn't be controlled.<br><br />
Economies crumbled and the empires collapsed. The golems didn't care, and kept fighting with one another because there was nobody left to tell them to stop. Civilization was forced to flee either north or south to avoid the conflict. Entire cities were abandoned, pounded into dust, or both. Weather patterns and landscapes were forever altered by the superweapons the creatures were given. Eventually, society adapted. Combat wizardry was never held in high regard again, and anyone who summoned or built minions was summarily hunted and executed for fear of another colossus being created. Instead, armies became populated with warriors bred for the task, though many standing armies continued to employ supernaturally augmented troops. Because this kind of soldier required careful attention to bloodlines, magic passed along through that means became more and more common, especially as the practices of bookish wizardry were dying out. This new kind of soldier quickly became popular, as lesser kingdoms squabbled for the lands of their former overlords, and slowly reclaimed the frontiers of the golem battlefields, aided by cunning and well-paid scouts. Caravans braved these zones, connecting the north and south once again. Scavengers ventured into what was left of the old empires, and some even returned alive.<br><br />
Then the first of the golems finally fell.<br><br />
Suddenly everything flew into chaos as the logical brains of the golems recalculated new positions. Caravans thinking they were taking safe routes were torn to pieces by stray attacks overnight. Entire cities built too close to the shifting line of battle were obliterated. While governments were still doing damage control, somebody pointed out that there was now a wealth of ancient knowledge and power lying in the desert. While lumbering armies try to mobilize and secure the area, adventurers, scavengers and mercenaries are already on their way to grab what they can before anyone else does. You are among those people - men and women of some renown and considerable skill, and far more worthy to control the secrets of the past than the vultures already pecking at the fallen golem's impenetrable shell.<br><br />
<br />
Setting fluff is [[Golemgame:Setting|here]], stay tuned for more.<br />
<br />
=Crunch=<br />
* System: 3.5<br />
* Starting level: 15th<br />
* Ending level: low epics depending on circumstances, using [http://web.archive.org/web/20100916093852/http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428 epic destinies]<br />
* Ability score generation: 32PB<br />
* Special: Racial gestalt (see below)<br />
* UA rules: No Gestalt, no flaws (see below), no bloodlines, no LA buyoff (but see below)<br />
* Action points: Yes (see below)<br />
<br />
==House Rules==<br />
* Exotic Weapon Proficiency grants proficiency with all Exotic weapons.<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcasters don't have to follow paths to learn new mysteries, but the bonus feats are granted when they complete a path. Their mysteries are per-encounter instead of per-day, and spare uses of one mystery can be used to cast another.<br />
* Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction.<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.<br />
* (Calling) and (Summoning) spells no longer exist - the knowledge of their workings has been purged from all known records.<br />
** The Shadow Conjuration line of spells remains unchanged, though using them to summon creatures will tend to make people angry with you.<br />
** The Astral Construct power and similar summoning powers is exclusive to the Njall, who jealously hoard this knowledge.<br />
* Spells that radically alter the shape of one's body (such as Polymorph or Body of War, but not Enlarge Person or Iron Body) have likewise been forgotten.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Spring Attack and Swimby Attack are now one feat.<br />
* LA counts as HD for the purposes of things that cap at your HD such as Practiced Spellcaster.<br />
* Call Weaponry is now a standard action.<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Racial Gestalt==<br />
Marriage for love or political power is a stupid idea - alliances between great houses will fall apart within decades, and emotional attachment doesn't last nearly as long. Instead, the custom in this world (at least for those who have the luxury) is to marry for superior offspring. The result is a class of citizen that far exceeds the races of yesterday. All noblemen and old money gain the ability scores and racial features of any two races, the qualities of both having been bred into them with far more intelligence than sticking an elf and a human in a dark room together for half an hour. Most adventurers (and all the successful ones) are also from this stock - bastard children of these people, or being able to secure "good birth", most likely with an unfavoured younger child of the family head. The most typical race is an elf-human hybrid, but house guards are often orc or dwarf instead.<br />
<br />
===The mechanics===<br />
* Pick any two races with LA+0 and no RHD (that could conceivably breed together - if you throw a Magical Beast into the mix, the other half can't be Humanoid, for example). Add their ability score bonuses and penalties together.<br />
* You gain all of the racial traits from the base races. If a trait (such as Darkvision) appears twice, it does not stack. If mutually exclusive traits (such as size or age categories) differ between the base races, the player chooses the one to use (once made, this choice cannot be changed).<br />
* If the base races share a creature type, you are that creature type. If one parent is an Outsider, you are an Outsider (Native). Otherwise, the non-Humanoid parent determines the creature type. All subtypes are inherited.<br />
* You are considered to be both base races for all purposes.<br />
* Your base races must be capable of reproduction. Deathless, Warforged, or any other race that does not sexually reproduce cannot be used.<br />
* Templates are applied after this process; you cannot be a Dragonborn Human//Dragonborn Orc, for instance.<br />
<br />
===Level-adjusted races===<br />
Many powerful races refuse to contaminate their "pure" bloodlines with weaker offspring. Level-adjusted races create standard half-creatures that use the regular templates. If you want to play such a race, one point of LA is free (so a Tiefling is LA+0, but cannot be used in a Gestalted race). Lesser planetouched do not exist.<br />
<br />
==Wealth==<br />
The maximum cost for any one item is 40% of your starting wealth. Consumables are not part of your WBL calculation once they have been used up.<br />
<br />
==Flaws==<br />
If you want extra feats, be half-human and suck it up. If you want extra feats for shitty prerequisites like Point Blank Shot or EWP, then go ahead and grab a flaw or two (check with me for all Dragon Mag flaws).<br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material<br />
<br />
==Action Points==<br />
Action points will work a little differently.<br />
* Everybody starts with an action point. Every time you gain a level, you get another one.<br />
* At the end of every session, each player grants an action point to one other player for something cool they did. You can't receive two action points for the same action.<br />
* An action point can be used to "take 15" on a check. Two action points can be used to "take 20" on a check. These do not count as natural rolls for the purpose of critical hits and such.<br />
<br />
<br />
=New Content=<br />
<br />
===Psionic Runner[Psionic]===<br />
Prerequisites: Manifester level, skirmish +1d6/+1<br><br />
Benefit: When you take this feat, pick a psionic class. Your Scout levels stack with levels of that class for determining manifester level and skirmish.<br />
<br />
===Psionic Sniper's Shot===<br />
Clairsentience<br><br />
Level: Seer 1, psychic warrior 1<br><br />
Display: Auditory and visual<br><br />
Manifesting Time: 1 swift action<br><br />
Range: Personal<br><br />
Effect: You may make sneak attacks at any range<br><br />
Duration: 1 round<br><br />
Power Points: 1<br><br />
<br />
As the spell Sniper's Shot (SpC 194) except as detailed here.<br><br />
<br />
Augment:<br><br />
You can augment this power in one or both of the following ways:<br><br />
For every additional power point you spend, this power's duration increases by 1 round.<br><br />
If you spend 4 additional power points, sneak attacks made while this power is active deal half-damage against creatures immune to critical hits.<br />
<br />
== New Mysteries ==<br />
[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]<br />
<br />
=Organizational Stuff=<br />
Please add your name, character sheet link and availability to this list:<br />
<br />
<br />
=Schedule=<br />
{|border=1px align=center<br />
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday<br />
|-<br />
||Flickerdart|| After 19:30 Eastern || After 18:00 Eastern || After 22:00 Eastern || After 22:00 Eastern || Whenever || Whenever || Before 21:00 Eastern<br />
|-<br />
| Fax || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Before 1930 EST || Not available || Not available<br />
|-<br />
| Emerald || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| NekoIncardine|| After 2130 Eastern || Not Available (frogame) || After 2130 Eastern || After 2130 Eastern || Not Available || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| Ozzenmandolins|| Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Open, but Saturday is choreday, so prefer later EST || Starting time: 1500-2200 EST<br />
|-<br />
| DragoonWraith || — || — || — || — || — || — || Free<br />
|}<br />
<br />
=Characters=<br />
* '''Fax:''' Choosing between [http://www.pifro.com/pro/view.php?id=7432 Citadel] and [http://www.pifro.com/pro/view.php?id=7448 Fiona] ([http://www.pifro.com/pro/view.php?id=7449 Fiona's mount])<br />
* '''DragoonWraith:''' [http://www.thetangledweb.net/forums/profiler/view_char.php?cid=49686 Duskbringer] returns to Golemgame. Though my complete and utter lack of free time probably means I'm not playing.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=GolemgameGolemgame2011-12-21T16:09:16Z<p>DragoonWraith: /* Schedule */ hah, jesus I'm busy next semester; probably not playing</p>
<hr />
<div>=Background=<br />
Many thousands of years ago, two great empires came to dominate the world. Eventually, their expansion brought them into conflict with one another, escalating into an all-out war with a front line stretching across two continents. Both nations, skilled in the arts of artifice and golemcraft, constructed mighty colossi that towered over the tallest castle wall. These creatures did battle with one another, with both empires sinking more and more of their resources into building more powerful golems with stronger armour. After a while, it was clear that this war was at a standstill, and the battles began to be fought by assassins under the cover of darkness, cutting bloody swathes through the artificers and wizards who built and controlled the golems, destroying their research and labs. When their grim work was done, everybody realized that the machines they had built with the wealth of their nations and sent out to fight now couldn't be controlled.<br><br />
Economies crumbled and the empires collapsed. The golems didn't care, and kept fighting with one another because there was nobody left to tell them to stop. Civilization was forced to flee either north or south to avoid the conflict. Entire cities were abandoned, pounded into dust, or both. Weather patterns and landscapes were forever altered by the superweapons the creatures were given. Eventually, society adapted. Combat wizardry was never held in high regard again, and anyone who summoned or built minions was summarily hunted and executed for fear of another colossus being created. Instead, armies became populated with warriors bred for the task, though many standing armies continued to employ supernaturally augmented troops. Because this kind of soldier required careful attention to bloodlines, magic passed along through that means became more and more common, especially as the practices of bookish wizardry were dying out. This new kind of soldier quickly became popular, as lesser kingdoms squabbled for the lands of their former overlords, and slowly reclaimed the frontiers of the golem battlefields, aided by cunning and well-paid scouts. Caravans braved these zones, connecting the north and south once again. Scavengers ventured into what was left of the old empires, and some even returned alive.<br><br />
Then the first of the golems finally fell.<br><br />
Suddenly everything flew into chaos as the logical brains of the golems recalculated new positions. Caravans thinking they were taking safe routes were torn to pieces by stray attacks overnight. Entire cities built too close to the shifting line of battle were obliterated. While governments were still doing damage control, somebody pointed out that there was now a wealth of ancient knowledge and power lying in the desert. While lumbering armies try to mobilize and secure the area, adventurers, scavengers and mercenaries are already on their way to grab what they can before anyone else does. You are among those people - men and women of some renown and considerable skill, and far more worthy to control the secrets of the past than the vultures already pecking at the fallen golem's impenetrable shell.<br><br />
<br />
Setting fluff is [[Golemgame:Setting|here]], stay tuned for more.<br />
<br />
=Crunch=<br />
* System: 3.5<br />
* Starting level: 15th<br />
* Ending level: low epics depending on circumstances, using [http://web.archive.org/web/20100916093852/http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428 epic destinies]<br />
* Ability score generation: 32PB<br />
* Special: Racial gestalt (see below)<br />
* UA rules: No Gestalt, no flaws (see below), no bloodlines, no LA buyoff (but see below)<br />
* Action points: Yes (see below)<br />
<br />
==House Rules==<br />
* Exotic Weapon Proficiency grants proficiency with all Exotic weapons.<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcasters don't have to follow paths to learn new mysteries, but the bonus feats are granted when they complete a path. Their mysteries are per-encounter instead of per-day, and spare uses of one mystery can be used to cast another.<br />
* Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction.<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.<br />
* (Calling) and (Summoning) spells no longer exist - the knowledge of their workings has been purged from all known records.<br />
** The Shadow Conjuration line of spells remains unchanged, though using them to summon creatures will tend to make people angry with you.<br />
** The Astral Construct power and similar summoning powers is exclusive to the Njall, who jealously hoard this knowledge.<br />
* Spells that radically alter the shape of one's body (such as Polymorph or Body of War, but not Enlarge Person or Iron Body) have likewise been forgotten.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Spring Attack and Swimby Attack are now one feat.<br />
* LA counts as HD for the purposes of things that cap at your HD such as Practiced Spellcaster.<br />
* Call Weaponry is now a standard action.<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Racial Gestalt==<br />
Marriage for love or political power is a stupid idea - alliances between great houses will fall apart within decades, and emotional attachment doesn't last nearly as long. Instead, the custom in this world (at least for those who have the luxury) is to marry for superior offspring. The result is a class of citizen that far exceeds the races of yesterday. All noblemen and old money gain the ability scores and racial features of any two races, the qualities of both having been bred into them with far more intelligence than sticking an elf and a human in a dark room together for half an hour. Most adventurers (and all the successful ones) are also from this stock - bastard children of these people, or being able to secure "good birth", most likely with an unfavoured younger child of the family head. The most typical race is an elf-human hybrid, but house guards are often orc or dwarf instead.<br />
<br />
===The mechanics===<br />
* Pick any two races with LA+0 and no RHD (that could conceivably breed together - if you throw a Magical Beast into the mix, the other half can't be Humanoid, for example). Add their ability score bonuses and penalties together.<br />
* You gain all of the racial traits from the base races. If a trait (such as Darkvision) appears twice, it does not stack. If mutually exclusive traits (such as size or age categories) differ between the base races, the player chooses the one to use (once made, this choice cannot be changed).<br />
* If the base races share a creature type, you are that creature type. If one parent is an Outsider, you are an Outsider (Native). Otherwise, the non-Humanoid parent determines the creature type. All subtypes are inherited.<br />
* You are considered to be both base races for all purposes.<br />
* Your base races must be capable of reproduction. Deathless, Warforged, or any other race that does not sexually reproduce cannot be used.<br />
* Templates are applied after this process; you cannot be a Dragonborn Human//Dragonborn Orc, for instance.<br />
<br />
===Level-adjusted races===<br />
Many powerful races refuse to contaminate their "pure" bloodlines with weaker offspring. Level-adjusted races create standard half-creatures that use the regular templates. If you want to play such a race, one point of LA is free (so a Tiefling is LA+0, but cannot be used in a Gestalted race). Lesser planetouched do not exist.<br />
<br />
==Wealth==<br />
The maximum cost for any one item is 40% of your starting wealth. Consumables are not part of your WBL calculation once they have been used up.<br />
<br />
==Flaws==<br />
If you want extra feats, be half-human and suck it up. If you want extra feats for shitty prerequisites like Point Blank Shot or EWP, then go ahead and grab a flaw or two (check with me for all Dragon Mag flaws).<br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material<br />
<br />
==Action Points==<br />
Action points will work a little differently.<br />
* Everybody starts with an action point. Every time you gain a level, you get another one.<br />
* At the end of every session, each player grants an action point to one other player for something cool they did. You can't receive two action points for the same action.<br />
* An action point can be used to "take 15" on a check. Two action points can be used to "take 20" on a check. These do not count as natural rolls for the purpose of critical hits and such.<br />
<br />
<br />
=New Content=<br />
<br />
===Psionic Runner[Psionic]===<br />
Prerequisites: Manifester level, skirmish +1d6/+1<br><br />
Benefit: When you take this feat, pick a psionic class. Your Scout levels stack with levels of that class for determining manifester level and skirmish.<br />
<br />
===Psionic Sniper's Shot===<br />
Clairsentience<br><br />
Level: Seer 1, psychic warrior 1<br><br />
Display: Auditory and visual<br><br />
Manifesting Time: 1 swift action<br><br />
Range: Personal<br><br />
Effect: You may make sneak attacks at any range<br><br />
Duration: 1 round<br><br />
Power Points: 1<br><br />
<br />
As the spell Sniper's Shot (SpC 194) except as detailed here.<br><br />
<br />
Augment:<br><br />
You can augment this power in one or both of the following ways:<br><br />
For every additional power point you spend, this power's duration increases by 1 round.<br><br />
If you spend 4 additional power points, sneak attacks made while this power is active deal half-damage against creatures immune to critical hits.<br />
<br />
== New Mysteries ==<br />
[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]<br />
<br />
=Organizational Stuff=<br />
Please add your name, character sheet link and availability to this list:<br />
<br />
<br />
=Schedule=<br />
{|border=1px align=center<br />
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday<br />
|-<br />
||Flickerdart|| After 19:30 Eastern || After 18:00 Eastern || After 22:00 Eastern || After 22:00 Eastern || Whenever || Whenever || Before 21:00 Eastern<br />
|-<br />
| Fax || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Before 1930 EST || Not available || Not available<br />
|-<br />
| Emerald || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| NekoIncardine|| After 2130 Eastern || Not Available (frogame) || After 2130 Eastern || After 2130 Eastern || Not Available || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| Ozzenmandolins|| Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Open, but Saturday is choreday, so prefer later EST || Starting time: 1500-2200 EST<br />
|-<br />
| DragoonWraith || — || — || — || — || — || — || Free<br />
|}<br />
<br />
=Characters=<br />
* '''Fax:''' Choosing between [http://www.pifro.com/pro/view.php?id=7432 Citadel] and [http://www.pifro.com/pro/view.php?id=7448 Fiona] ([http://www.pifro.com/pro/view.php?id=7449 Fiona's mount])<br />
* '''DragoonWraith:''' [http://www.thetangledweb.net/forums/profiler/view_char.php?cid=49686 Duskbringer] returns to Golemgame.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=GolemgameGolemgame2011-12-20T01:42:11Z<p>DragoonWraith: /* Characters */ Duskbringer sheet</p>
<hr />
<div>=Background=<br />
Many thousands of years ago, two great empires came to dominate the world. Eventually, their expansion brought them into conflict with one another, escalating into an all-out war with a front line stretching across two continents. Both nations, skilled in the arts of artifice and golemcraft, constructed mighty colossi that towered over the tallest castle wall. These creatures did battle with one another, with both empires sinking more and more of their resources into building more powerful golems with stronger armour. After a while, it was clear that this war was at a standstill, and the battles began to be fought by assassins under the cover of darkness, cutting bloody swathes through the artificers and wizards who built and controlled the golems, destroying their research and labs. When their grim work was done, everybody realized that the machines they had built with the wealth of their nations and sent out to fight now couldn't be controlled.<br><br />
Economies crumbled and the empires collapsed. The golems didn't care, and kept fighting with one another because there was nobody left to tell them to stop. Civilization was forced to flee either north or south to avoid the conflict. Entire cities were abandoned, pounded into dust, or both. Weather patterns and landscapes were forever altered by the superweapons the creatures were given. Eventually, society adapted. Combat wizardry was never held in high regard again, and anyone who summoned or built minions was summarily hunted and executed for fear of another colossus being created. Instead, armies became populated with warriors bred for the task, though many standing armies continued to employ supernaturally augmented troops. Because this kind of soldier required careful attention to bloodlines, magic passed along through that means became more and more common, especially as the practices of bookish wizardry were dying out. This new kind of soldier quickly became popular, as lesser kingdoms squabbled for the lands of their former overlords, and slowly reclaimed the frontiers of the golem battlefields, aided by cunning and well-paid scouts. Caravans braved these zones, connecting the north and south once again. Scavengers ventured into what was left of the old empires, and some even returned alive.<br><br />
Then the first of the golems finally fell.<br><br />
Suddenly everything flew into chaos as the logical brains of the golems recalculated new positions. Caravans thinking they were taking safe routes were torn to pieces by stray attacks overnight. Entire cities built too close to the shifting line of battle were obliterated. While governments were still doing damage control, somebody pointed out that there was now a wealth of ancient knowledge and power lying in the desert. While lumbering armies try to mobilize and secure the area, adventurers, scavengers and mercenaries are already on their way to grab what they can before anyone else does. You are among those people - men and women of some renown and considerable skill, and far more worthy to control the secrets of the past than the vultures already pecking at the fallen golem's impenetrable shell.<br><br />
<br />
Setting fluff is [[Golemgame:Setting|here]], stay tuned for more.<br />
<br />
=Crunch=<br />
* System: 3.5<br />
* Starting level: 15th<br />
* Ending level: low epics depending on circumstances, using [http://web.archive.org/web/20100916093852/http://www.wizards.com/DnD/Article.aspx?x=dnd/drfe/20080428 epic destinies]<br />
* Ability score generation: 32PB<br />
* Special: Racial gestalt (see below)<br />
* UA rules: No Gestalt, no flaws (see below), no bloodlines, no LA buyoff (but see below)<br />
* Action points: Yes (see below)<br />
<br />
==House Rules==<br />
* Exotic Weapon Proficiency grants proficiency with all Exotic weapons.<br />
* Gauntlets deal unarmed strike damage or their own damage, whichever is higher.<br />
* Shadowcasters don't have to follow paths to learn new mysteries, but the bonus feats are granted when they complete a path. Their mysteries are per-encounter instead of per-day, and spare uses of one mystery can be used to cast another.<br />
* Manifesting an unknown power from another's powers known is no longer restricted by class lists, but power stones still carry the restriction.<br />
* A psicrystal counts as a part of you for the purpose of Confusion and similar effects.<br />
* 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.<br />
* All versions of HiPS allow hiding while being observed and without cover. Versions that specify other conditions (such as proximity to shadows) still require them.<br />
* (Calling) and (Summoning) spells no longer exist - the knowledge of their workings has been purged from all known records.<br />
** The Shadow Conjuration line of spells remains unchanged, though using them to summon creatures will tend to make people angry with you.<br />
** The Astral Construct power and similar summoning powers is exclusive to the Njall, who jealously hoard this knowledge.<br />
* Spells that radically alter the shape of one's body (such as Polymorph or Body of War, but not Enlarge Person or Iron Body) have likewise been forgotten.<br />
* Conjuration(Healing) spells are now Necromancy(Healing) and are affected by all effects that modify Necromancy or Conjuration(Healing) spells.<br />
* Conjuration spells that have [Element] tags (such as Orb of Acid) are now Evocation.<br />
** The exception is Mage Armor and derivatives, which are Abjuration.<br />
* Familiars scale with character, not class, level.<br />
* Dodge and Mobility no longer exist. Anything that has these feats as prerequisites doesn't anymore.<br />
* Flyby Attack, Rideby Attack, Spring Attack and Swimby Attack are now one feat.<br />
* LA counts as HD for the purposes of things that cap at your HD such as Practiced Spellcaster.<br />
* Call Weaponry is now a standard action.<br />
* 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):<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
<br />
==Racial Gestalt==<br />
Marriage for love or political power is a stupid idea - alliances between great houses will fall apart within decades, and emotional attachment doesn't last nearly as long. Instead, the custom in this world (at least for those who have the luxury) is to marry for superior offspring. The result is a class of citizen that far exceeds the races of yesterday. All noblemen and old money gain the ability scores and racial features of any two races, the qualities of both having been bred into them with far more intelligence than sticking an elf and a human in a dark room together for half an hour. Most adventurers (and all the successful ones) are also from this stock - bastard children of these people, or being able to secure "good birth", most likely with an unfavoured younger child of the family head. The most typical race is an elf-human hybrid, but house guards are often orc or dwarf instead.<br />
<br />
===The mechanics===<br />
* Pick any two races with LA+0 and no RHD (that could conceivably breed together - if you throw a Magical Beast into the mix, the other half can't be Humanoid, for example). Add their ability score bonuses and penalties together.<br />
* You gain all of the racial traits from the base races. If a trait (such as Darkvision) appears twice, it does not stack. If mutually exclusive traits (such as size or age categories) differ between the base races, the player chooses the one to use (once made, this choice cannot be changed).<br />
* If the base races share a creature type, you are that creature type. If one parent is an Outsider, you are an Outsider (Native). Otherwise, the non-Humanoid parent determines the creature type. All subtypes are inherited.<br />
* You are considered to be both base races for all purposes.<br />
* Your base races must be capable of reproduction. Deathless, Warforged, or any other race that does not sexually reproduce cannot be used.<br />
* Templates are applied after this process; you cannot be a Dragonborn Human//Dragonborn Orc, for instance.<br />
<br />
===Level-adjusted races===<br />
Many powerful races refuse to contaminate their "pure" bloodlines with weaker offspring. Level-adjusted races create standard half-creatures that use the regular templates. If you want to play such a race, one point of LA is free (so a Tiefling is LA+0, but cannot be used in a Gestalted race). Lesser planetouched do not exist.<br />
<br />
==Wealth==<br />
The maximum cost for any one item is 40% of your starting wealth. Consumables are not part of your WBL calculation once they have been used up.<br />
<br />
==Flaws==<br />
If you want extra feats, be half-human and suck it up. If you want extra feats for shitty prerequisites like Point Blank Shot or EWP, then go ahead and grab a flaw or two (check with me for all Dragon Mag flaws).<br />
<br />
==Allowed Sources==<br />
* All 1st party WotC books and web materials<br />
* The following is available only on a case-by-case basis:<br />
** Setting-specific material (Forgotten Realms, Eberron)<br />
** 3.0 and "3.25" materials that do not have official updates to 3.5<br />
** Magazine materials unless reprinted in Dragon Compendium or other book<br />
** 3rd party and homebrew material<br />
<br />
==Action Points==<br />
Action points will work a little differently.<br />
* Everybody starts with an action point. Every time you gain a level, you get another one.<br />
* At the end of every session, each player grants an action point to one other player for something cool they did. You can't receive two action points for the same action.<br />
* An action point can be used to "take 15" on a check. Two action points can be used to "take 20" on a check. These do not count as natural rolls for the purpose of critical hits and such.<br />
<br />
<br />
=New Content=<br />
<br />
===Psionic Runner[Psionic]===<br />
Prerequisites: Manifester level, skirmish +1d6/+1<br><br />
Benefit: When you take this feat, pick a psionic class. Your Scout levels stack with levels of that class for determining manifester level and skirmish.<br />
<br />
===Psionic Sniper's Shot===<br />
Clairsentience<br><br />
Level: Seer 1, psychic warrior 1<br><br />
Display: Auditory and visual<br><br />
Manifesting Time: 1 swift action<br><br />
Range: Personal<br><br />
Effect: You may make sneak attacks at any range<br><br />
Duration: 1 round<br><br />
Power Points: 1<br><br />
<br />
As the spell Sniper's Shot (SpC 194) except as detailed here.<br><br />
<br />
Augment:<br><br />
You can augment this power in one or both of the following ways:<br><br />
For every additional power point you spend, this power's duration increases by 1 round.<br><br />
If you spend 4 additional power points, sneak attacks made while this power is active deal half-damage against creatures immune to critical hits.<br />
<br />
== New Mysteries ==<br />
[http://forum.faxcelestis.net/viewtopic.php?f=1&t=474 Arcana Noctis]<br />
<br />
=Organizational Stuff=<br />
Please add your name, character sheet link and availability to this list:<br />
<br />
<br />
=Schedule=<br />
{|border=1px align=center<br />
! !!Monday!!Tuesday!!Wednesday!!Thursday!!Friday!!Saturday!!Sunday<br />
|-<br />
||Flickerdart|| After 19:30 Eastern || After 18:00 Eastern || After 22:00 Eastern || After 22:00 Eastern || Whenever || Whenever || Before 21:00 Eastern<br />
|-<br />
| Fax || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Preferably before 1930 EST, but whenever || Before 1930 EST || Not available || Not available<br />
|-<br />
| Emerald || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| NekoIncardine|| After 2130 Eastern || Not Available (frogame) || After 2130 Eastern || After 2130 Eastern || Not Available || Open, prefer later EST || Open, prefer later EST<br />
|-<br />
| Ozzenmandolins|| Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Starting time: 1500-2200 EST || Open, but Saturday is choreday, so prefer later EST || Starting time: 1500-2200 EST<br />
|}<br />
<br />
=Characters=<br />
* '''Fax:''' Choosing between [http://www.pifro.com/pro/view.php?id=7432 Citadel] and [http://www.pifro.com/pro/view.php?id=7448 Fiona] ([http://www.pifro.com/pro/view.php?id=7449 Fiona's mount])<br />
* '''DragoonWraith:''' [http://www.thetangledweb.net/forums/profiler/view_char.php?cid=49686 Duskbringer] returns to Golemgame.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_6Frogame 62011-12-04T23:18:10Z<p>DragoonWraith: wikifying list</p>
<hr />
<div>Frogame 6: This Time, It's '''Legend'''<br />
<br />
* No Dragon.<br />
* No Utter Brute.<br />
* No Sentient Construct. I don't care if it's meant to be a Warforged or not, they've done too much damage to the whole brand.<br />
* Level 1.<br />
<br />
==Additional Races==<br />
===Frir===<br />
In the Wintered Lands, tales are told of hunting packs that roam through the forests, seizing everything that dares cross their path, be it beast or man. The wild hunters, dressed in thick furry coats of nightsblack, ride out from the depths of the twilight, hailing from dark places unknown.<br />
<br />
These are the frir, the knobbly, pointy-nosed trackers who stalk the wilds. Their three Provinces yield beings who appear at once different and similar, with the same blue-gray skin, long pointed noses & ears, and matted, furlike hair. Often cited by those who have met them as the inspiration for tales of trolls, the frir may appear wizened, hideous or even bestial to mortal eyes, but their wild and fearsome demeanor speaks volumes of their prowess on the hunt and as campaigners. Of those who have been seen on the Hunt, only two Provinces of frir deal with other races: the great, powerful Northern frir, and the shrewd and stout Eastern frir. The nature of the elegant and elusive Western frir remains a mystery, one their kin are reluctant to discuss.<br />
<br />
====Northern Frir====<br />
'''+2 Str, +2 Dex, +2 Int, -2 Con, -2 Cha'''<br><br />
Large<br><br />
Fast movement<br><br />
+1 bonus to Fortitude saves<br><br />
'''Bonus Feats:''' Shadow Blink, Sinister Sinews, Wake<br><br />
<br />
Northern frir are massive, clever brutes who serve as the muscle in frir hunting packs.<br />
<br />
====Eastern Frir====<br />
'''+2 Dex, +2 Int, -2 Str'''<br><br />
Small<br><br />
Fast movement<br><br />
+1 bonus to Will saves<br><br />
'''Bonus Feats:''' Confusion, Recon, The Bigger They Are<br><br />
<br />
Eastern frir are stout, hearty and full of guile, the ambushers & coordinators in a hunting pack.<br />
<br />
===Myrsky===<br />
'''+2 Wis'''<br><br />
Medium<br><br />
+1 (+1/8 levels) bonus to Perception<br><br />
+1 bonus to Reflex saves<br><br />
'''Bonus Feats:''' Danger Sense, Mountain Scout, To Pierce the Heavens<br><br />
<br />
Across the Shatterbone Reach, messages whip through the tempest's winds, shaped and signed by those called Stormfolk - the myrsky. Pale and grey, with vivid birthmarks of gold or blue etched across their faces and eyes like the heart of a cold storm, the tall and spindly myrsky skate across the perilous heights as easily as a bird takes wing. Myrsky possess an uncanny awareness of all things which makes others seem dull or even ignorant in comparison, and what appears as a savage grace to most is merely the applied and logical perception of the myrsky creating swift, precise movements. As the Scourge encroaches, the myrsky remain steadfast and sure, knowing theirs is the hardest of lands to tame and that none can master the Reach like the children of the storm.<br />
<br />
===Worhan===<br />
'''+2 Str, +2 Cha, -2 Wis'''<br><br />
Medium<br><br />
+1 bonus to attack rolls<br><br />
+1 bonus to Armor Class<br><br />
'''Bonus Feats:''' Damage Specialization, To Iron Married, You Will Falter<br><br />
<br />
The Bloodsteppe's fields of bone and ring of ruins stand as a testament to the valor of a long-dead race; that the Bloodsteppe is not the only such monument to a dead and forgotten race is a testament to the warcraft of the fearsome worhan. Currently engaged in a conflict with the orcs, the worhan have been forced to adjust their insular and territorial attitudes to meet the incursion of the Scourge - and change does not come easy to such an arrogant and close-minded race.<br />
<br />
Muscular and grandiose, worhan proudly display their horns or antlers, which adorn their heads in tandem with helms or headdresses. Worhan spend a great deal of time cleaning and polishing their horns, as well as other cornifications on their forearms which are extremely fine and variegated and may form intricate patterns. Males may develop intricate mandibular tusks which enhance the jawline and improve hearing, while females develop velvet striations running down the neck and collarbones. Worhan in general have bright eyes and bold, patrician features, and a stiff meritocratic hierarchy formed in early years through challenge and leadership.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=ManaMana2011-11-06T21:09:39Z<p>DragoonWraith: formatting tables</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right; background-color: #ffffff; padding-left: 1em;">__TOC__</div><br />
:<small>This is an alternative to the traditional Vancian spellcasting system of D&D. It is, at its most basic, a fairly standard Spell Point system, but the specifics here have a few goals: to make multiclassing with Arcane casters more reasonable, to make lost progression less damning, and to put some limits on the Wizard while tossing a few minor bones to the Sorcerer.</small><br />
All things that are self-aware (i.e. have a Wisdom and Charisma score, and are therefore not objects) possess Mana, an intangible quality that is associated with their life-force. The specifics of what Mana is or where it comes from are completely unknown, though debated heavily and numerous groups and factions will claim to know the 'truth' about Mana. It is not even clear whether or not different individuals or species have more or fewer Mana than others, or if some are simply more skilled in its use and therefore able to do more with the same amount. It is likely that no one will ever be able to come up with a definitive answer on this.<br />
<br />
Mana is used in spellcasting. By definition, anything that uses Mana is a spell. Casting spells is draining, and though lack of Mana does not impair a creature's mental or physical ability in any way, a creature can nonetheless 'feel' its lack.<br />
<br />
Mana is replenished by sleeping. The average creature requires eight hours of uninterrupted sleep in order to replenish their Mana.<br />
<br />
== Caster Level ==<br />
A character's Caster Level is equal to the sum of his levels in any spellcasting classes, plus half their levels in any non-spellcasting classes.<br />
<br />
The Caster Level affects the potency of a character's spells, the amount of Mana they can bring to bear in a given day, and the highest level spell they can cast. No character may learn or cast a spell with a spell level higher than half their Caster Level, with the sole exception of cantrips and 1st level spells, both of which may be cast with a Caster Level of 1.<br />
<br />
Bonuses to Caster Level of any kind do not affect the Mana gained each day or the highest level spells that a character can cast, only the potency of their spells.<br />
<br />
== Mana per Day ==<br />
Mechanically, Mana is quantized. This number is inherently an abstraction, but creatures are aware at least of relative magnitudes of Mana. As mentioned above, this may be the same 'amount' of Mana that is simply more powerful in the hands of a more accomplished mage, but the number is larger to illustrate the increased efficiency. Ultimately, the number is defined by the number and strength of spells that that the owner of that Mana is capable of casting.<br />
<br />
Generally, a creature wakes up in the morning with Mana equal to its Caster Level multiplied by its Mana Multiplier. For characters without any levels in a spellcasting class, the Mana Multiplier is 1. Spellcasting classes, like the Sorcerer or Wizard, have a higher Mana Multiplier, depending on their level, and also gain bonus Mana for having a high Ability modifier in their primary spellcasting Ability. Half-levels of Caster Level are counted for determining how much Mana a character receives each day (unlike the usual rule where fractions are rounded down), though half-Mana points do not actually exist. So a 4th level character who is Sorcerer 3/Rogue 1 (Caster Level 3.5, Mana Multiplier 5) has 17 Mana, not 15 (or 17.5). This does not influence the potency of spells, however (where the Caster Level is rounded down as normal).<br />
<br />
== Bonus Mana ==<br />
A spellcaster gains a bonus to his Mana based on his primary spellcasting Ability. Namely, he adds one-quarter of his Ability bonus (if any) to his Mana Multiplier when determining his Mana for the day.<br />
<br />
== Spell Levels, Costs, and Minimum Caster Level ==<br />
{| class="header bordered zebra"<br />
|-<br />
! Spell<br/>Level !! Mana<br/>Cost !! Caster<br/>Level<br />
|-<br />
| 0th || 0 || 1<br />
|-<br />
| 1st || 1 || 1<br />
|-<br />
| 2nd || 3 || 4<br />
|-<br />
| 3rd || 6 || 6<br />
|-<br />
| 4th || 12 || 8<br />
|-<br />
| 5th || 18 || 10<br />
|-<br />
| 6th || 27 || 12<br />
|-<br />
| 7th || 36 || 14<br />
|-<br />
| 8th || 48 || 16<br />
|-<br />
| 9th || 60 || 18<br />
|}<br />
<br />
== Casting Spells ==<br />
Casting spells requires an amount of Mana equal to the amount in the table above. For those who are interested, the formula is ¾(spell level)<sup>2</sup>. Beyond this, casting spells has not changed in any way, and therefore all other rules of 3.5 D&D apply.<br />
<br />
== Metamagic ==<br />
Metamagic feats increase a spell's level. The caster of a metamagic'd spell must pay the Mana Cost of the new, higher Spell Level.<br />
<br />
== Casting Spells Spontaneously ==<br />
Spells cast spontaneously involve the caster willing their Mana into the form of the spell, powering its Arcane energies with this renewable resource. Learning a spell well enough to form the Mana into the proper shape on the fly is difficult, and the number of spells that a character might learn this way are usually very few. The advantages for doing so, however, are obvious, since such a spellcaster may utilize any spell she knows on the spot.<br />
<br />
Metamagic changes the form that the Mana must take for a given spell, by adding to the amount of Mana necessary. Since spontaneous casters function by having memorized and practiced their spells to the point that they can form them on the fly, adding metamagic to the mix complicates things. Whenever metamagic adds to the spell's Mana Cost by at least half the spontaneous caster's Caster Level, the casting time of the spell increases according to the following table:<br />
{| class="header bordered zebra"<br />
|-<br />
! Original<br/>Casting Time !! Metamagic'd<br/>Casting Time<br />
|-<br />
| Swift or Immediate || Move Action<br />
|-<br />
| Move Action || Standard Action<br />
|-<br />
| Standard Action || Full-Round Action (Move + Standard)<br />
|-<br />
| Full-Round Action || 1 Round<br />
|-<br />
| 1 or more Rounds || 1 additional Round<br />
|}<br />
<br />
== Casting Spells Prepared from a Spellbook ==<br />
A spellbook is a useful aid in spellcasting, because such a spellcaster does not need to have the form of a spell completely memorized and practiced; they can take their time and use their spellbook to help them prepare the spell. Of course, this process still takes a fair amount of knowledge of the spells in the spellbook, so it is not as if anyone could just pick up a spellbook and figure out the spells in it. It takes training to do that, which is represented by levels in a prepared spellcasting class. During preparation, the spell's Mana is actually shaped into the spell, but not yet cast. It is held in this limbo state within the caster, who may then use it as easily as one who has memorized the spell as thoroughly as a spontaneous caster. However, he must always prepare these spells ahead of time, and has no ability to easily cast a spell he hadn't realized he would need.<br />
<br />
The rules for preparing spells has not changed other than the need to pay the Mana Cost associated with the spell. This payment occurs during preparation; even though they still have the Mana until they actually cast the spell, it is already shaped into a spell and is therefore tied up. There is no way to recycle that Mana once thus prepared.<br />
<br />
== Divine Spellcasting ==<br />
Divine spellcasters do not actually use their own Mana in their spells. Instead, during their morning prayers, they actually send their Mana to their deity. In fact, all prayers essentially do this, even for those who do not have the ability to cast Divine spells. These are essentially donations to the deity. In the case of those who do not cast Divine spells, it is typically only a token donation; a prayer would not diminish a Sorcerer's total Mana for their own spells. It is simply a show of faith to the god of choice.<br />
<br />
For divine spellcasters, however, the donation is anything but token. Divine spellcasters typically send just about all of their Mana to their deity, and in return their deity grants them already-formed spells. It is unclear how, exactly, this process works; whether or not this is the caster's own Mana returned to them, whether or not the "amount" of Mana sent back and forth matches, etc, is all unknown. Because the numbers associated with Mana are based on the number of spells a caster can cast, a divine spellcaster's Mana Multiplier represents the Mana value of the spells they are granted each morning - which may or may not actually match their own personal Mana. Such a thing is not actually quantifiable in-game, and is therefore unknown.<br />
<br />
Divine spellcasters may be spontaneous or prepared. They follow the same rules as Arcane casters, but in both cases are not dependant on knowing the spells themselves - instead, a deity may grant access to spells either by giving the requested spells during morning prayers, or by having a set of the spells a spontaneous divine spellcaster "knows" that the spellcaster may call for at any time.<br />
<br />
== Multiclassing and Prestige Classes ==<br />
Characters with levels in more than one casting class have separate Caster Levels in each. They therefore also have separate pools of Mana for each class, each of which is equal to that class's Caster Level times that class's Mana Multiplier. Mana from one class cannot be used for spells from another class. Why this is constitutes one of the biggest unsolved mysteries of the Arcane sciences.<br />
<br />
Levels in a spellcasting class do add half a Caster Level to any other spellcasting classes that a character may have. Therefore, a Sorcerer 4/Wizard 4 has a Caster Level of 6 for both Sorcerer and Wizard, and may cast 3rd level spells in each.<br />
<br />
Prestige Classes which add "+1 to the level of an existing spellcasting class" add 1 to that class's Caster Level and advance that class's Mana Multiplier as if a level of the class had been attained. They also add to the character's Spells Known, if appropriate. They do not gain anything else that a level of that class might have attained. They also add half a level to the Caster Level of any other spellcasting classes that the character may have.<br />
<br />
When a Prestige Class has levels which advance spellcasting, but other levels that do not, the "dead levels" still add half a level to the spellcasting class. In some cases, it may be necessary to add additional non-progressing levels to the class in order to maintain balance, but in many cases the loss of a full Caster Level is more of a penalty than is warranted by the class, and so many classes may be able to maintain the same number of lost levels even as the effect of the lost level is softened somewhat.<br />
<br />
== Classes ==<br />
Versions of casting classes using Mana:<br />
* [[Sorcerer (Mana)]]<br />
* [[Wizard (Mana)]]<br />
<br />
See also: [[Mana Multiplier Progressions]] of other spellcasting classes.<br />
<br />
[[Category:Variants]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Wizard_(Mana)Wizard (Mana)2011-11-06T21:08:16Z<p>DragoonWraith: /* Class Features */ formatting</p>
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:<small>This version of the Sorcerer uses the [[Mana]] variant spellcasting system.</small><br />
A Wizard is a very different take on Arcane magic than the Sorcerer. Where the Sorcerer is wild and passionate, the Wizard is studious, disciplined, and patient. His power comes from long hours spent studying magic itself, and he may learn a great deal more spells than the Sorcerer.<br />
<br />
<div style="clear: left;"></div><br />
== Hit Die ==<br />
d4<br />
<br />
== Skills ==<br />
<br />
=== Skills Per Level ===<br />
2 + Int; times 4 at 1st level<br />
<br />
=== Class Skills ===<br />
The Wizard's class skills (and the key ability modifier for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (each taken individually) (Int), Profession (Wis), Spellcraft (Int).<br />
<br />
== Class Features ==<br />
The following are all class features of the Wizard.<br />
{| class="class header bordered zebra"<br />
|-<br />
! Level !! Base Attack<br/>Bonus !! Fortitude<br/>Save !! Reflex<br/>Save !! Will<br/>Save !! Special !! Mana<br/>Multiplier<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || [[#Summon Familiar|Summon Familiar]], [[#Specialization|Specialization]] || 2<br />
|-<br />
| 2nd || +1 || +0 || +0 || +3 || || 3<br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 || [[#Specialist Spells|2nd Level Specialist Spell, 1/day]] || 3<br />
|-<br />
| 4th || +2 || +1 || +1 || +4 || || 4<br />
|-<br />
| 5th || +2 || +1 || +1 || +4 || [[#Specialist Spells|3rd Level Specialist Spell, 1/day]] || 4<br />
|-<br />
| 6th || +3 || +2 || +2 || +5 || || 5<br />
|-<br />
| 7th || +3 || +2 || +2 || +5 || [[#Specialist Spells|4th Level Specialist Spell, 1/day]] || 5<br />
|-<br />
| 8th || +4 || +3 || +3 || +6 || || 6<br />
|-<br />
| 9th || +4 || +3 || +3 || +6 || [[#Specialist Spells|5th Level Specialist Spell, 1/day]] || 6<br />
|-<br />
| 10th || +5 || +3 || +3 || +7 || || 7<br />
|-<br />
| 11th || +5 || +3 || +3 || +7 || [[#Specialist Spells|6th Level Specialist Spell, 1/day]] || 7<br />
|-<br />
| 12th || +6/+1 || +4 || +4 || +8 || || 8<br />
|-<br />
| 13th || +6/+1 || +4 || +4 || +8 || [[#Specialist Spells|7th Level Specialist Spell, 1/day]] || 8<br />
|-<br />
| 14th || +7/+2 || +4 || +4 || +9 || || 9<br />
|-<br />
| 15th || +7/+2 || +5 || +5 || +9 || [[#Specialist Spells|8th Level Specialist Spell, 1/day]] || 9<br />
|-<br />
| 16th || +8/+3 || +5 || +5 || +10 || || 10<br />
|-<br />
| 17th || +8/+3 || +5 || +5 || +10 || [[#Specialist Spells|9th Level Specialist Spell, 1/day]] || 10<br />
|-<br />
| 18th || +9/+4 || +6 || +6 || +11 || || 11<br />
|-<br />
| 19th || +9/+4 || +6 || +6 || +11 || || 11<br />
|-<br />
| 20th || +10/+5 || +6 || +6 || +12 || || 12<br />
|}<br />
<br />
==== Weapon and Armor Proficiency ====<br />
A Wizard is proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not in any form of armor. Armor may interfere with his Arcane spells if they have Somatic Components, which most do.<br />
<br />
==== Spellcasting ====<br />
A Wizard may cast Arcane spells by preparing them each morning. To do so requires at least eight hours of uninterrupted sleep (or in the case of creatures that do not sleep, general rest and inactivity), and then an hour spent studying his Spellbook.<br />
<br />
During this time, the Wizard may prepare as many spells from his Spellbook as he has Mana for - this Mana is unused until the Wizard actually casts the spell, but having the spell prepared effectively "ties up" the Mana so it cannot be used for any other use. Each spell costs an amount of Mana equal to three quarters of the square of the spell's level.<br />
<br />
A Wizard need not tie up all his Mana in spells at the beginning of the day, but preparation always takes a full hour to prepare new slots.<br />
<br />
A Wizard gains Mana each morning after a full night's rest equal to his Caster Level times his Mana Multiplier, which is equal to 2 + one half of his class level, plus bonus Mana for having a high Intelligence score.<br />
<br />
A Wizard may always prepare Read Magic, even without his Spellbook. Every other spell requires his own Spellbook to study from (all normal Spellbook rules apply).<br />
<br />
The Save DC of his spells is equal to 10 + the spell's level + his Int modifier.<br />
<br />
To learn a spell, his Intelligence score must be equal to or greater than 10 + the spell's level, and his Caster Level must be equal or greater than twice the spell's level (but see below). He learns the spell by scribing it in his Spellbook (normal rules apply, but no free spells; all must be learned from scrolls or other Spellbooks, and paid for in full).<br />
<br />
==== Specializing ====<br />
A Wizard does not have the intuitive knowledge of his spells that a Sorcerer does, but his hours of study grants him better understanding of his spells. However, there is only so much time in a day, and so a Wizard cannot possibly master all of the schools of magic.<br />
<br />
Therefore, he specializes: he chooses one school to be his specialization, and has two schools which he is forced to ignore in their entirety. The specialized school is important for his Specialist Spell feature. He must choose two prohibited schools, from which he cannot learn or cast spells, not even from magic items, but he may not choose Divination as one of his prohibited schools. Diviners must still ban two other schools.<br />
<br />
A Wizard also has the option to be a "Focused" Specialist - he must ban a third school, but gains a number of bonus Mana each morning equal to the Mana cost of the highest level Wizard spell he can cast, which must be spent on preparing any number of spells from his specialized school. This Mana may be combined with his normal Mana, but it must always be used to cast spells from his specialized school.<br />
<br />
==== Cantrips ====<br />
A Wizard's Spellbook starts with a number of cantrips equal to three times his Int modifier, one of which must be Read Magic (even though he does not need his Spellbook to prepare it, learning Read Magic from his Spellbook was an important part of his entry into the Wizard class). From then on, he may scribe Cantrips into his Spellbook as normal.<br />
<br />
==== Summon Familiar ====<br />
A Wizard may summon a familiar as normal.<br />
<br />
==== Specialist Spells ====<br />
At 3rd level, a Wizard gains the ability to learn and scribe 2nd level spells from his specialist school into his Spellbook, and may prepare any one each day (paying for its Mana as usual).<br />
<br />
Once he reaches 4th level (and is therefore capable of casting 2nd level spells normally), this feature is obsolete and he may prepare 2nd level spells from any schools except those that he banned normally, without the once per day restriction.<br />
<br />
If he is a multiclass Wizard with a higher Caster Level (and therefore capable of casting 3rd level spells normally), this feature does nothing.<br />
<br />
This feature is not a part of his spellcasting and is therefore not included when prestige classes grant "+1 to an existing (Arcane) spellcasting class".<br />
<br />
At 5th level, he gains the same feature but with 3rd level spells. At 7th, 9th, 11th, 13th, 15th, and 17th, he gains the feature for 4th, 5th, 6th, 7th, 8th, and 9th level spells, respectively.<br />
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[[Category:Player Character Classes]]<br />
[[Category:Variants]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Spell_WeaverSpell Weaver2011-11-06T21:06:49Z<p>DragoonWraith: /* Class Features */ formatting</p>
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{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/SpellWeaver.png</div><br />
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The Spell Weaver is an artist, and his medium is arcane magic. For a Spell Weaver, spells are less tools to be used, and more art forms to be learned. Though most Wizards will tell you that the Schools of Magic are based on the use of the spells, or the power of the spells, or the effect of the spells, anyone who has paid much attention to the actual spells in each grouping can realize easily enough that none of these are really the case, and plenty of oddly placed spells can be found all over. To Spell Weavers, this is hardly surprising, however, because in truth the Schools of Magic are actually each their own artistic style, and always the oldest spells are in fact the works of Spell Weavers, not Wizards. Wizardry may be effective, but Spell Weavers know the true way Arcana works.<br />
<br />
== Hit Die ==<br />
d4.<br />
<br />
== Skills ==<br />
=== Skill Points at First Level ===<br />
(4 + Int modifier) × 4.<br />
<br />
=== Skill Points at Each Level Thereafter ===<br />
4 + Int modifier<br />
=== Class Skills ===<br />
The class skills (and key ability modifier for each) of the Spell Weaver are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Forgery (Int), Gather Information (Cha), Knowledge (Arcana) (Int), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).<br />
<br />
== Class Features ==<br />
Each of the following are class features of the Spell Weaver:<br />
{| class="class header bordered zebra"<br />
|-<br />
! rowspan=2| Level !! rowspan=2| Base Attack<br/>Bonus !! rowspan=2| Fort<br/>Save !! rowspan=2| Ref<br/>Save !! rowspan=2| Will<br/>Save !! rowspan=2 | Special !! colspan=10| Spells Per Day<br />
|-<br />
! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || [[#Spell Weaving|Spell Weaving]], [[#Mastery of the Art|Novice]]<br />
| 4 || 2 || || || || || || || || <br />
|-<br />
| 2nd || +1 || +0 || +0 || +3 ||<br />
| 5 || 3 || || || || || || || || <br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 || [[#Apprentice|Apprentice]]<br />
| 5 || 3 || 2 || || || || || || || <br />
|-<br />
| 4th || +2 || +1 || +1 || +4 ||<br />
| 5 || 4 || 3 || || || || || || || <br />
|-<br />
| 5th || +2 || +1 || +1 || +4 || [[#Original Work|Original Work]]<br />
| 5 || 4 || 3 || 2 || || || || || || <br />
|-<br />
| 6th || +3 || +2 || +2 || +5 ||<br />
| 5 || 5 || 4 || 3 || || || || || || <br />
|-<br />
| 7th || +3 || +2 || +2 || +5 || [[#Journeyman|Journeyman]]<br />
| 5 || 5 || 4 || 3 || 2 || || || || || <br />
|-<br />
| 8th || +4 || +2 || +2 || +6 ||<br />
| 6 || 5 || 5 || 4 || 3 || || || || || <br />
|-<br />
| 9th || +4 || +3 || +3 || +6 ||<br />
| 6 || 5 || 5 || 4 || 3 || 2 || || || || <br />
|-<br />
| 10th || +5 || +3 || +3 || +7 || [[#Original Work|Original Work]], [[#Improvisation|Improvisation]]<br />
| 6 || 5 || 5 || 5 || 4 || 3 || || || || <br />
|-<br />
| 11th || +5 || +3 || +3 || +7 ||<br />
| 6 || 5 || 5 || 5 || 4 || 3 || 2 || || || <br />
|-<br />
| 12th || +6/+1 || +4 || +4 || +8 ||<br />
| 6 || 5 || 5 || 5 || 5 || 4 || 3 || || || <br />
|-<br />
| 13th || +6/+1 || +4 || +4 || +8 || [[#Master|Master]], [[#Masterpiece|Masterpiece]]<br />
| 6 || 5 || 5 || 5 || 5 || 4 || 3 || 2 || || <br />
|-<br />
| 14th || +7/+2 || +4 || +4 || +9 ||<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 4 || 3 || || <br />
|-<br />
| 15th || +7/+2 || +5 || +5 || +9 || [[#Original Work|Original Work]]<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 4 || 3 || 2 || <br />
|-<br />
| 16th || +8/+3 || +5 || +5 || +10 ||<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 5 || 4 || 3 || <br />
|-<br />
| 17th || +8/+3 || +5 || +5 || +10 ||<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 5 || 4 || 3 || 2<br />
|-<br />
| 18th || +9/+4 || +6 || +6 || +11 ||<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 5 || 5 || 4 || 3<br />
|-<br />
| 19th || +9/+4 || +6 || +6 || +11 ||<br />
| 6 || 6 || 5 || 5 || 5 || 5 || 5 || 5 || 4 || 3<br />
|-<br />
| 20th || +10/+5 || +6 || +6 || +12 || [[#Magnum Opus|Magnum Opus]]<br />
| 6 || 6 || 6 || 5 || 5 || 5 || 5 || 5 || 5 || 4<br />
|}<br />
<br />
====='' Armor and Weapon Proficiency ''=====<br />
A Spell Weaver is proficient in the use of Clubs, Daggers, Heavy and Light Crossbows, and Quarterstaves. They are not proficient in any armor or shields, and using any armor may interfere with their ability to cast their spells.<br />
<br />
====='' Spellcasting ''=====<br />
A Spell Weaver casts arcane spells which are drawn from the Sorcerer/Wizard spell list. A Spell Weaver must choose and prepare her spells ahead of time (see below).<br />
<br />
To learn, prepare, or cast a spell, the Spell Weaver must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Spell Weaver’s spell is 10 + the spell level + the Spell Weaver’s Charisma modifier.<br />
<br />
Like other spellcasters, a Spell Weaver can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given in the table above. In addition, she receives bonus spells per day if she has a high Charisma score.<br />
<br />
Unlike a Bard or Sorcerer, a Spell Weaver may know any number of spells. She must choose and prepare her spells ahead of time by getting a good night’s sleep and spending 1 hour studying her Weaves. While studying, the Spell Weaver decides which spells to prepare.<br />
<br />
Like Wizards, Spell Weavers specialize. Unlike Wizards, however, specialization is not optional, and the restrictions on which schools a Spell Weaver has access to are more significant. The rules for these are detailed in the Mastery of the Art class feature, but in brief, a Spell Weaver may cast 0th through 3rd level spells from all schools, 4th through 6th level spells from only five of the schools, and 7th through 9th level spells from only three of those five schools (they may also cast Universal spells of any level).<br />
<br />
====='' Spell Weaving ''=====<br />
A Spell Weaver does not write down spells as a Wizard does. Instead, they use mundane string or thread to visually illustrate how magic power ought to be woven together in order to produce a spell. This form of storing spell information is quite different from the arcane writing used by Wizards, and therefore Wizards cannot 'read' a Spell Weaver's spells, nor can a Spell Weaver read a Wizard's spellbook. Nonetheless, the ''Read Magic'' spell works as well on the Spell Weaver's weaves as it does on any other form of storing spell information.<br />
<br />
A Spell Weaver starts with weaves for each of the cantrips, as well as the weaves for three 1st level spells. She gains two new weaves for spells of a level she can cast at each level thereafter. Like a Wizard, she also may prepare ''Read Magic'' without any weaves.<br />
<br />
She may also create new weaves in exactly the same manner as a Wizard scribes new spells into his spellbook, but weaves need not be carried all together as one 'book'; they may be kept separate from each other (typically in a bag or the like), and each one weighs one hundredth of a pound (0.01 lbs) per spell level.<br />
<br />
Alternatively, a tapestry or other form of weaving can have spells woven into it, and typically weighs about 4 lbs and can store 200 spell levels in it. The tapestry can be a completely mundane and ordinary weaving into which the Spell Weaver adds her spells, in which case the pricing is identical to weaving them separately, but tapestries can also be specially prepared for 5,000 gp (for the 4 lbs, 200 weave model) that allow weaves to be added more easily, in which case adding a weave is half-price. Larger or smaller tapestries, or entirely different woven objects used for the same purpose, are certainly possible; they are effectively 0.25 lbs per weave they can store, and 25 gp per weave if they come prepared for accepting new weaves at the discounted price. However, whatever weaving the spell is formed into, it must be capable of being laid flat if the Spell Weaver is to prepare spells from it.<br />
<br />
For any Effects, Feats, or Prestige Classes that require spells to be prepared "from a spellbook", the Spell Weaver's weaves would typically qualify.<br />
<br />
Because Spell Weaving is an art more than it is a science, a lot of a Spell Weaver's ability with Spellcraft comes more from their artistic talents rather than their study of Arcana. A Spell Weaver may replace his Intelligence modifier on Spellcraft checks with Charisma, if he desires. Spell weaving can also be a performance art; Perform (Spell Weave) would be the associated skill, displaying brightly lit patterns and shapes of pure magic for the delight or consideration of the audience.<br />
<br />
Finally, a Spell Weave need not necessarily be merely an illustration of a spell; it may actually be magic itself, and used as if it were a Scroll. Such weaves are more difficult and more expensive to make; treat the process as exactly like Scribing a Scroll. For the sake of prerequisites for Feats, Prestige Classes, and the like, treat the Spell Weaver as having the Scribe Scroll feat.<br />
<br />
====='' Mastery of the Art ''=====<br />
Spell Weavers recognize four levels of skill in the weaving of spells: Novice, Apprentice, Journeyman, and Master. The first three historically have referred to actual positions in a Master's employ, though these days it is not at all uncommon for "Apprentice" level Spell Weavers to not actually be anyone's apprentice; it simply refers to their level of ability. Each of these features are triggered by the Spell Weaver's ability to cast spells of a certain level, rather than by having a certain number of levels in the Spell Weaver class. The levels listed in the table above are the levels when these features appear for a single classed Spell Weaver, but Prestige Classes may change these levels.<br />
<br />
<ul><li><h6 style="font-weight: normal; font-size: 100%; font-style: italic;">Novice</h6><br />
Novices learn the basic forms of spells from all of the Schools of Magic. It is very rare for a Novice to do any original work, but instead they simply learn the craft by mimicking others' work. As Novices cannot master the power of higher arcana, all spells above 3rd level are effectively treated as not actually being on his spell list - without advancing to Apprentice and then Journeyman, he cannot cast them, nor can he use spell completion or spell trigger items that require them.<br/></li><br />
<br />
<li><h6 style="font-weight: normal; font-size: 100%; font-style: italic;">Apprentice</h6><br />
A Spell Weaver who can cast 2nd level spells may be considered an Apprentice. An Apprentice has some mastery of the basic spells, and has demonstrated some ability with weaving. Like the Novice, an Apprentice does not consider any spells above 3rd level to be on his spell list; not until he becomes a Journeyman does he gain access to these spells.<br/><br/><br />
<br />
An Apprentice must begin to find his own style. At this point, they are still welcome to try all types of magic, but they must choose three Schools of Magic to focus on for each level; each of these receives a +1 bonus to Caster Level when cast. However, each the spells from the other Schools receive a -1 penalty to Caster Level.<br/><br/><br />
<br />
In neither case does this change in Caster Level affect the Spell Weaver's ability to cast the spell (even if the new effective Caster Level would be high enough to cast a spell of a level he normally could not, or not high enough to cast a spell he normally could). As an exception to the rule that effects are always applied in the order that is most beneficial to the character, this modification to Caster Level is ''always'' applied last.<br/><br/><br />
<br />
A Spell Weaver may change any or all of his favored Schools each level, until he becomes a Journeyman (see below).<br/><br/><br />
<br />
Universal spells are never penalized or improved by this feature.<br/></li><br />
<br />
<li><h6 style="font-weight: normal; font-size: 100%; font-style: italic;">Journeyman</h6><br />
For a Spell Weaver to learn to weave 4th level spells, he must define his own style. When he would otherwise gain 4th level spells, he must choose three of the Schools of Magic, and each that he chooses must have been one that he had as a favored School during his Apprenticeship. This is identical to the favored Schools feature of an Apprentice, except that once chosen, they cannot be changed - that is, the Spell Weaver gains a +1 bonus to the Caster Level of all spells from those three Schools, and a -1 penalty to the Caster Level of all spells from the remaining Schools. As before, Universal spells are not affected one way or the other.<br/><br/><br />
<br />
A Journeyman also adds the spells from the Sorcerer/Wizard list of 4th and higher levels from these three schools to his spell list. In addition, he may select two of the other five Schools, and also add to his spell list those Sorcerer/Wizard spells that are at least 4th level and no greater than 6th level.<br/><br/><br />
<br />
The spells from the remaining three Schools do not add any spells to the Spell Weaver's spell list - no spells greater than 3rd level is available to him from these schools, as they are not on his spell list. These three Schools may be referred to as his "banned" Schools, though he retains those spells of level no greater than 3rd, and can continue to learn more of the lower level spells from those Schools, if desired. He can even cast spells from the "banned" Schools in spell slots higher than 3rd, if he likes - for example, to use them with Metamagic.<br/><br/><br />
<br />
In addition, Universal spells above 3rd level from the Sorcerer/Wizard spell list are added to his spell list, regardless of his choices of Favored or "banned" Schools.<br/><br/><br />
<br />
For the Sorcerer/Wizard spells that are not on his spell list - that is, 7th or higher spell from any but his Favored Schools, and 4th or higher spells from those three "banned" Schools, he cannot learn them, create weaves for them, or use spell completion or spell trigger items that require them unless he succeeds on the appropriate Use Magic Device check. In other words, they are treated exactly like any other spells not on his spell list. No effect may add Spells of a level higher than the highest level Spell on his list for the given School, even if the Spells were never Sorcerer/Wizard spells to begin with.<br/><br/><br />
<br />
Neither the favored nor the banned Schools may be changed after the Journeyman Spell Weaver has chosen them.<br/><br/><br />
<br />
A Spell Weaver who would otherwise be able to cast 4th level spells may delay his initiation into being a Journeyman if they would like to experiment with more schools. However, if they do so, they cannot use 4th or higher level spells until they do; a Spell Weaver who decides to do this will get a new chance to define his style at each level after this decision. Spells per day for lower level spells may continue to be gained, and as soon as the Spell Weaver decides upon his style, he also gains the spells per day of the higher level spells as usual for a Spell Weaver of his level.<br/></li><br />
<br />
<li><h6 style="font-weight: normal; font-size: 100%; font-style: italic;">Master</h6><br />
In order to be recognized as a Master, a Spell Weaver must be otherwise capable of casting 7th level spells, and must complete a Masterpiece (see below). Only Master Spell Weavers can cast spells of 7th level or higher, and then only from their very specialized field. The School in which the Master Spell Weaver completes his Masterpiece retains the +1 bonus to Caster Level for 7th and higher level spells, but the other two favored Schools now take a -1 penalty to Caster Level instead of the +1 bonus for spells of 7th or higher level. As mentioned previously, all 7th level or higher spells that are not from these three favored Schools (or are Universal) are not on his spell list at all.<br/><br/><br />
<br />
The Master may also prepare his Masterpiece as a 6th level spell, and additionally may expend any other spell prepared as a 7th level spell in order to cast his Masterpiece instead.</li></ul><br />
<br />
====='' Original Work ''=====<br />
At 5th level, a Spell Weaver may select any spell of the second highest level he can cast (so, assuming no Prestige Classes, a 2nd level spell), and from then on may prepare that spell as a spell of a single level lower (so if a 2nd level spell, it may be prepared as a 1st level spell). Further, the Spell Weaver may, at any time, choose to expend any spell prepared as the chosen spell's original level, in order to cast the chosen spell instead. This small degree of spontaneity does not qualify the Spell Weaver as a "spontaneous" casting class, however.<br />
<br />
At 10th level and again at 15th level, the Spell Weaver may choose new spells, again of the second highest level they may cast. Recall that a Spell Weaver must be a Journeyman to cast spells above 4th level, and must be a Master to cast spells above 7th level; if a Spell Weaver has delayed their becoming a Journeyman, or has yet to complete his Masterpiece, he may be forced to choose spells of a level lower than a Spell Weaver of his level would normally be able to cast.<br />
<br />
In all cases, the spell chosen by a Journeyman or Master must be one of those that is receiving a +1 bonus to Caster Level from Mastery of the Art; those spells that receive a -1 penalty, or Universal spells, are not eligible. Apprentices do not face this restriction in choosing their spell. Novices cannot gain the Original Work feature at all; normally it should be impossible to still be a Novice and somehow gain the Original Work feature, but if it should happen, they cannot take its benefit at all.<br />
<br />
====='' Masterpiece ''=====<br />
When the Spell Weaver would otherwise gain the ability to cast 7th level spells, he must first complete his Masterpiece. To do so, the Spell Weaver must create a completely unique spell, never before seen, of 7th level. It may be from any of the Spell Weaver's favored Schools. See pg. 35 of the ''Dungeon Master's Guide'' for information on making new spells.<br />
<br />
Actually weaving the Masterpiece requires 21,000 gp worth of materials, 21 days (spending 8 hours a day on the weave), and a DC 30 Spellcraft check at the end of each day (failure by 5 or less means no progress was made; failure by more than 5 means the Spell Weaver has actually regressed by one day for every 5 less than 30 that the check reads). The Spell Weaver may take 10 on this check, provided he hasn't been harried during the creation time.<br />
<small><br />
:::''Variant: Advancing the Art''<br />
::For a variety of reasons (which really should be pretty obvious), making a new spell is complicated. A Spell Weaver coming up on 13th level (or the equivalent if they've lost caster levels) should have been ready for this, and discussed their masterpiece ahead of time with their DM, but some times that cannot happen, or the player or the DM simply do not have the time or inclination to do so. Nonetheless, a Master Spell Weaver needs a Masterpiece.<br />
<br />
::Therefore, it may be acceptable for a Spell Weaver's Masterpiece to create an existing spell, in a never before seen way. Namely, to create a 7th level version of an 8th level spell, similar to the Original Work class feature. This has obvious problems of its own; the difference in power between a 7th level spell and an 8th level spell is rather large. Nevertheless, in situations where creating a new spell is problematic, and a Spell Weaver's player can be trusted not to abuse this ability, this may work well as a quick fix.<br />
<br />
::Note that they should '''not''' get to prepare it as a 6th level spell! Let them prepare it as a 7th level spell, and then when they get 8th level spells let them spontaneously cast it as they have with previous levels.</small><br />
<br />
====='' Improvisation ''=====<br />
At 10th level, a Spell Weaver who is at least a Journeyman may apply metamagic to his spells without preparing them as such before hand. To do so, he must expend another spell prepared as the appropriate higher level, in order to cast a spell prepared without metamagic with a metamagic effect (or to cast a spell prepared with some metamagic with more metamagic). The spell actually cast with the metamagic, however, must be from one of his favored Schools, and he may only do this a number of times per day equal to his Intelligence modifier. The lower level spell slot is not used, but is considered as if it were left unprepared; a Spell Weaver may prepare another spell in that slot when he gets a chance as normal.<br />
<br />
For example, if a 10th level Journeyman Spell Weaver has prepared ''Fireball'', a 3rd level Evocation spell, and ''Dismissal'', a 5th level Abjuration spell, has the Empower Spell feat, and has Evocation as one of his favored Schools, he may choose to lose the slot in which he has prepared ''Dismissal'' in order to cast ''Empowered Fireball'' from that slot. He now has an unprepared 3rd level spell slot. Whether or not he has Abjuration as a favored School does not affect his ability to do so.<br />
<br />
====='' Magnum Opus ''=====<br />
A 20th level Spell Weaver may choose one spell from the same school as his Masterpiece from each spell level (excepting 0th). From now on, he may prepare each of these spells as one level lower, and may expend any spell of the same level as the spell originally occupied to instead cast each spell. This is in addition to those spells he chose for his Original Works.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Sorcerer_(Mana)Sorcerer (Mana)2011-11-06T21:05:00Z<p>DragoonWraith: /* Class Features */ formatting</p>
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:<small>This version of the Sorcerer uses the [[Mana]] variant spellcasting system.</small><br />
The Sorcerer's spellcasting is much more intuitive and natural than the Wizard's. While the Wizard's many hours of study generally provide more powerful spells, they cannot match the Sorcerer's spontaneity, and the Sorcerer also enjoys greater free time in which to study things other than magic. As such, Sorcerers tend to be somewhat more well rounded individuals, a little hardier and a bit more multifaceted, than the Wizard.<br />
<br />
<div style="clear: left;"></div><br />
== Hit Die ==<br />
d4<br />
<br />
== Skills ==<br />
<br />
=== Skills Per Level ===<br />
4 + Int; times 4 at 1st level<br />
<br />
=== Class Skills ===<br />
The Sorcerer's class skills (and the key ability modifier for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Knowledge (Arcana), Profession (Wis), Spellcraft (Int). A Sorcerer may also add additional Class Skills through their Diverse Interests feature.<br />
<br />
== Class Features ==<br />
The following are all class features of the Sorcerer.<br />
{| class="class zebra header bordered"<br />
|-<br />
! Level !! Base Attack<br/>Bonus !! Fortitude<br/>Save !! Reflex<br/>Save !! Will<br/>Save !! Special !! Mana<br/>Multiplier !! Spells<br/>Learned<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || [[#Summon Familiar|Summon Familiar]], [[#Eschew Materials|Eschew Materials]], [[#Wild Magic|Wild Magic]], [[#Diverse Interests|Diverse Interests]] || 3 || +2<br />
|-<br />
| 2nd || +1 || +0 || +0 || +3 || || 4 || +2<br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 || || 5 || +2<br />
|-<br />
| 4th || +2 || +1 || +1 || +4 || || 6 || +2<br />
|-<br />
| 5th || +2 || +1 || +1 || +4 || [[#Diverse Interests|Diverse Interests]] || 6 || +2<br />
|-<br />
| 6th || +3 || +2 || +2 || +5 || || 7 || +2<br />
|-<br />
| 7th || +3 || +2 || +2 || +5 || || 8 || +2<br />
|-<br />
| 8th || +4 || +3 || +3 || +6 || || 9 || +2<br />
|-<br />
| 9th || +4 || +3 || +3 || +6 || || 9 || +2<br />
|-<br />
| 10th || +5 || +3 || +3 || +7 || [[#Diverse Interests|Diverse Interests]] || 10 || +2<br />
|-<br />
| 11th || +5 || +3 || +3 || +7 || || 11 || +2<br />
|-<br />
| 12th || +6/+1 || +4 || +4 || +8 || || 12 || +2<br />
|-<br />
| 13th || +6/+1 || +4 || +4 || +8 || || 12 || +2<br />
|-<br />
| 14th || +7/+2 || +4 || +4 || +9 || || 13 || +2<br />
|-<br />
| 15th || +7/+2 || +5 || +5 || +9 || [[#Diverse Interests|Diverse Interests]] || 14 || +2<br />
|-<br />
| 16th || +8/+3 || +5 || +5 || +10 || || 15 || +2<br />
|-<br />
| 17th || +8/+3 || +5 || +5 || +10 || || 15 || +2<br />
|-<br />
| 18th || +9/+4 || +6 || +6 || +11 || || 16 || +2<br />
|-<br />
| 19th || +9/+4 || +6 || +6 || +11 || || 17 || +2<br />
|-<br />
| 20th || +10/+5 || +6 || +6 || +12 || [[#Innate Magic|Innate Magic]] || 18 || +2<br />
|}<br />
<br />
==== Weapon and Armor Proficiency ====<br />
A Sorcerer is proficient in all simple weapons, but not in any form of armor. Armor may interfere with his Arcane spells if they have Somatic Components, which most do.<br />
<br />
==== Spellcasting ====<br />
A Sorcerer may cast Arcane spells spontaneously, that is, without preparation. To do so requires an amount of Mana equal to three quarters of the square of the spell's level. The Sorcerer gains Mana each morning after a full night's rest equal to his Caster Level times his Mana Multiplier, which is equal to 3 + three quarters of his class level, plus bonus Mana for having a high Charisma score.<br />
<br />
The Save DC of his spells is equal to 10 + the spell's level + his Cha modifier.<br />
<br />
To learn a spell, his Charisma score must be equal to or greater than 10 + the spell's level, and his Caster Level must be equal or greater than twice the spell's level.<br />
<br />
To use Metamagic, a Sorcerer must generally increase the casting time as per usual, however, a number of times a day equal to 1 + his Sorcerer level divided by 8, he may avoid doing so.<br />
<br />
==== Cantrips ====<br />
Each level, a Sorcerer may learn a number of Cantrips equal to one third of his Charisma modifier (if the Charisma modifier is not evenly divisible by 3, remember the remainder and add it to his Charisma modifier on the next level).<br />
<br />
==== Summon Familiar ====<br />
A Sorcerer may summon a Familiar, exactly as usual.<br />
<br />
==== Eschew Materials ====<br />
A Sorcerer gains Eschew Materials as a bonus feat.<br />
<br />
==== Wild Magic ====<br />
A Sorcerer's magic is inherently unpredictable. Before casting a spell, a Sorcerer rolls 1d8, and adds the result minus six if that difference is positive to his Caster Level (in other words, if he rolls a 7, his Caster Level increases by 1; on a 8, by 2). He does this before actually selecting the spell to cast. In some cases, this may allow him to cast a higher level spell than he normally could. Because he does not know any spells of that level, he cannot actually cast a higher level spell, but he may apply Metamagic to increase the spell's level (and therefore its Mana cost) to take advantage of this feature.<br />
<br />
==== Diverse Interests ====<br />
A Sorcerer, when compared to a Wizard, has a lot more free time. Since they are generally energetic and enthusiastic people, Sorcerers tend to engage in a number of hobbies.<br />
<br />
At 1st level, and again every 5th level before 20 (5, 10, 15), a Sorcerer may choose any of the following:<br />
* ''Armor Training'' - The Sorcerer ignores the Arcane Spell Failure chance of Light armors, and gains proficiency in all Light Armor and Shields except Tower Shields. This Interest may be taken a second time to gain proficiency in Medium armors and shields and to ignore up to 15% of Arcane Spell Failure from those.<br />
* ''Bodybuilding'' - The Sorcerer's Hit Die increases to a d6. This does not retroactively affect previous levels in Sorcerer, but does affect the level in which it is gained and any that are gained thereafter. This Interest may be taken a second time, to gain a d8 Hit Die, but not before 10th, and it may not be taken again.<br />
* ''Martial Training'' - The Sorcerer's Base Attack Bonus progression becomes medium like that of a Cleric or Rogue. This does not retroactively affect previous levels, but does affect the level in which it is gained. Use the fractional BAB rules to determine the total when this is taken at odd levels. This feature may be taken a second time, to gain full Base Attack Bonus like a Fighter, but not before 10th level.<br />
* ''Practice'' - The Sorcerer's Skill Points Per Level increases to 6+Int instead of 4+Int. This does not retroactively affect previous levels of Sorcerer, but does affect the level at which this feature is gained. He may also select two of the following groups of skills to add to his Class Skills list. A Sorcerer may choose this Interest more than once; he does not gain more skill points, but may select any three groups of skills to add to his Class Skills list.<br />
** Appraise, Decipher Script, Forgery, and Speak Language<br />
** Balance, Climb, Jump, and Swim<br />
** Diplomacy, Disguise, Gather Information, and Intimidate<br />
** Handle Animal, Ride, and Survival<br />
** Hide, Move Silently, Listen and Spot<br />
** all Knowledge skills (each taken individually)<br />
** Perform, Sleight of Hand, Tumble, and Use Rope<br />
** Use Magic Device<br />
* ''Swordplay'' - The Sorcerer gains proficiency in all Martial weapons. This feature may be taken a second time to gain proficiency in any one Exotic weapon.<br />
<br />
==== Innate Magic ====<br />
At 20th level, a Sorcerer may choose one of the following bonuses:<br />
* All spells are Stilled and Silenced, without increasing casting time or spell level.<br />
* All spells are Empowered, without increasing casting time or spell level.<br />
* Apply any Energy Substitution, including Subdual Substitution, without increasing the casting time, even if you do not have the Energy Substitution feat for that energy type.<br />
* Apply Reach Spell, without increasing casting time or spell level, even if you do not have the Reach Spell feat.<br />
* All spells are Extended and have the DC to Dispel them increased by 5, without increasing casting time or spell level.<br />
A Sorcerer also may now also add 1d8-4, if it is positive, to his Caster Level when casting a spell (but since he can already cast 9th level spells, this only affects the spell's potency, not the highest Spell Level).<br />
<br />
[[Category:Player Character Classes]]<br />
[[Category:Variants]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Puppet_MasterPuppet Master2011-11-06T21:03:14Z<p>DragoonWraith: /* Class Features */ formatting</p>
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The Puppet Master is a strange magician, whose battle prowess is focused through a small Doll. The Puppet Master empowers this Doll, and other summoned creatures, with his arcane magic.<br />
<br />
The Puppet Master is a specialized arcane class, similar to the Beguiler (PHB2), Dread Necromancer (HoH), and Warmage (CArc). His focus is primarily as a minion master, controlling his peculiar Doll and an army of summoned creatures, while using his remaining spells to improve his allies. He therefore has considerable skill in the Conjuration school, with a strong showing from certain aspects of both Abjuration and Transmutation. His skill in Divination, Evocation, and Illusion are minimal, though he does have a few Enchantments up his sleeve.<br />
<br />
== Hit Die ==<br />
d4<br />
<br />
== Skills ==<br />
<br />
=== Class Skills ===<br />
The Puppet Master's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (Arcana) (Int), Knowledge (Engineering) (Int), Knowledge (The Planes), Perform (Cha), Profession (Wis), Sleight of Hand (Dex), Speak Language (N/A), and Spellcraft (Int).<br />
<br />
=== Skill Points per Level ===<br />
<br />
:'''First Level'''<br />
:* (4 + Int modifier) ×4<br />
<br />
:'''Each Additional Level'''<br />
:* 4 + Int modifier<br />
<br />
== Bonus Languages ==<br />
<br />
A Puppet Master may add Abyssal, Aquan, Auran, Celestial, Ignan, Infernal, and Terran to his list of bonus languages.<br />
<br />
== Class Features ==<br />
{| class="class zebra header bordered"<br />
|- <br />
!rowspan=2| Level<br />
!rowspan=2| Base Attack<br />Bonus<br />
!rowspan=2| Fortitude<br />Save<br />
!rowspan=2| Reflex<br />Save<br />
!rowspan=2| Willpower<br />Save<br />
!rowspan=2| Special<br />
!colspan=10| Spells per Day<br />
|-<br />
! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th<br />
|-<br />
| 1 || +0 || +0 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Doll|Craft Doll]]: [[Puppet Master#Doll Types|Tiny, Wooden]]<br />
| 5 || 3 || || || || || || || || <br />
|-<br />
| 2 || +1 || +0 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Skillful Puppetry|Skillful Puppetry]]<br />
| 6 || 4 || || || || || || || || <br />
|-<br />
| 3 || +1 || +1 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Advanced Learning|Advanced Learning]]<br />
| 6 || 5 || || || || || || || || <br />
|-<br />
| 4 || +2 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 3 || || || || || || || <br />
|-<br />
| 5 || +2 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Marionette Magic|Marionette Magic]]<br />
| 6 || 6 || 4 || || || || || || || <br />
|-<br />
| 6 || +3 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Doll|Craft Doll]]: [[Puppet Master#Doll Types|Small, Iron]]<br />
| 6 || 6 || 5 || 3 || || || || || || <br />
|-<br />
| 7 || +3 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Imbued Summoning|Imbued Summoning]]<br />
| 6 || 6 || 6 || 4 || || || || || || <br />
|-<br />
| 8 || +4 || +2 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Advanced Learning|Advanced Learning]]<br />
| 6 || 6 || 6 || 5 || 3 || || || || || <br />
|-<br />
| 9 || +4 || +3 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 4 || || || || || <br />
|-<br />
| 10 || +5 || +3 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Pulling the Strings|Pulling the Strings]]<br />
| 6 || 6 || 6 || 6 || 5 || 3 || || || || <br />
|-<br />
| 11 || +5 || +3 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 6 || 4 || || || || <br />
|-<br />
| 12 || +6/+1 || +4 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Doll|Craft Doll]]: [[Puppet Master#Doll Types|Medium, Mithral]]<br />
| 6 || 6 || 6 || 6 || 6 || 5 || 3 || || || <br />
|-<br />
| 13 || +6/+1 || +4 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Advanced Learning|Advanced Learning]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 4 || || || <br />
|-<br />
| 14 || +7/+2 || +4 || +4 || +9 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 || || <br />
|-<br />
| 15 || +7/+2 || +5 || +5 || +9 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Master of Puppets|Master of Puppets]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4 || || <br />
|-<br />
| 16 || +8/+3 || +5 || +5 || +10 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 || <br />
|-<br />
| 17 || +8/+3 || +5 || +5 || +10 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Advanced Learning|Advanced Learning]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4 || <br />
|-<br />
| 18 || +9/+4 || +6 || +6 || +11 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3<br />
|-<br />
| 19 || +9/+4 || +6 || +6 || +11 ||style="padding: 0 0.5em; text-align: left;"| <br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4<br />
|-<br />
| 20 || +10/+5 || +6 || +6 || +12 ||style="padding: 0 0.5em; text-align: left;"| [[Puppet Master#Doll|Craft Doll]]: [[Puppet Master#Doll Types|Large, Adamantium]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5<br />
|}<br />
<br />
==== ''Weapons and Armor Proficiency'' ====<br />
<br />
A Puppet Master is proficient with all simple weapons. He is, however, not proficient with any form of armor or shields, and wearing armor may interfere with his arcane spells that have a somatic component.<br />
<br />
==== ''Spellcasting'' ====<br />
<br />
A Puppet Master casts arcane spells, which are drawn from the [[Puppet Master#Puppet Master Spell List|Puppet Master Spell List]]. When he gains access to a new level of spells, he automatically knows all spells for that level on the Puppet Master spell list. He can cast any spell he knows without preparing it ahead of time. Essentially, his spell list is the same as his spells known list. He also has the option of adding to his existing spell list through his [[Puppet Master#Advanced Learning|Advanced Learning]] class feature as he increases in level.<br />
<br />
To cast a Puppet Master spell, the Puppet Master must have an Intelligence score of 10 + the spell's level (10 Int for 0th level spells, 11 Int for 1st level spells, etc.). The Difficulty Class for a saving throw against a Puppet Master spell is 10 + the spell's level + the Puppet Master's Int modifier. Like other spellcasters, the Puppet Master can cast only a certain number of spells of each spell level per day. The base daily spell allotment is given in the above table. In addition, the Puppet Master receives bonus spells for having a high Intelligence.<br />
<br />
A Puppet Master need not prepare spells in advance. You can cast any spell you know at any time, assuming you have not yet used up your spells per day for that spell level.<br />
<br />
==== ''Doll'' ====<br />
<br />
A Puppet Master's signature "weapon" is a Doll magically animated by the Puppet Master. The Doll is a small mindless construct for all abilities that depend on type. For anything that depends on alignment, the Doll is considered true neutral. Unlike most constructs, the Doll does not have darkvision or low-light vision. Generally, the Doll cannot speak.<br />
<br />
The Doll's HD is always equal to its master's, and the tiny Doll has d8 hit dice (unlike the usual d10 for constructs; the large Doll has a d12, as well). As constructs, they have a base attack bonus equal to 3/4 of their HD, and receive bonus health based on their size.<br />
<br />
As a mindless construct, a Doll does not have a Constitution or Intelligence score, and its Charisma is permanently set to 1. No effect short of ''Awaken Construct'' can change these values. An awakened Doll ceases to be considered a Doll, and simply becomes a normal awakened construct. Its feelings towards its master will almost always be extremely positive, however.<br />
<br />
A Doll's Strength is determined by its size and the material used in its construction. A Doll gains a bonus ability point every four HD, as usual. A tiny Doll has a base Strength of 8, a small Doll has a base Strength of 12, a medium Doll has a base Strength of 14, and a large Doll has a base Strength of 16. A wooden Doll's Strength actually has a -2 penalty to this base. An iron Doll gains a +2 bonus to Strength, while a mithral Doll gains +2 to Strength and Dexterity, and an adamantine Doll gains +6 to its Strength.<br />
<br />
All Dolls have a Wisdom of 11. A Doll's base Dexterity score is equal to its master's Dexterity score, though the material that the Doll is made from may improve this.<br />
<br />
A Doll effectively has zero skill ranks, and does not gain more. It cannot use any skills that require Charisma, Constitution, Intelligence, or Wisdom, with the exceptions of Listen, Search, and Spot. Because it is mindless, it cannot actually respond to what it hears, finds, or sees in any but the most basic ways (it will walk around obstacles if it can), but it can relay this information to the Puppet Master as long as it is within the maximum animation range (or once it returns to the maximum animation range).<br />
<br />
The Doll is humanoid in shape, and can be fitted with weapons and a shield (its hands are treated as locked gauntlets). It may not, however, wear armor. The Doll is considered proficient with any melee weapons that the Puppet Master himself is proficient in, and cannot use any weapon with which it is not proficient, even with a penalty. The Doll is never proficient in and cannot use any form of ranged weaponry, whether shot, thrown, or slung.<br />
<br />
An unarmed Doll has a natural Slam attack based on its size:<br />
{| class="bordered zebra header"<br />
|-<br />
! Size !! Attack<br />
|-<br />
| Tiny || 1 slam (1d2 plus 1-1/2 × Str bonus<br />
|-<br />
| Small || 1 slam (1d3 plus 1-1/2 × Str bonus)<br />
|-<br />
| Medium || 1 slam (1d4 plus 1-1/2 × Str bonus)<br />
|-<br />
| Large || 2 slams (1d6 plus Str bonus)<br />
|}<br />
<br />
===== ''Doll Animation'' =====<br />
<br />
Though the Puppet Master is free to create as many Dolls as he likes, only one may be animated at a time. Animating a Doll is a standard action that provokes attacks of opportunity. To do so, the Puppet Master must be touching the Doll. Once animated, it must remain within the "maximum animation range" of the Puppet Master for all but the briefest periods of time. The maximum animation range is a 5 foot radius around the Puppet Master, and the Doll may not be outside of this range for longer than the duration of a full-round action.<br />
<br />
Removing animation from a Doll is a move action that requires the Doll to be within the maximum animation range. This may only be done by the Puppet Master currently controlling the Doll. A Doll also loses its animation (automatically, without any action by the Puppet Master) if it remains outside the maximum animation range for more than the duration of a full-round action, if it is destroyed, or if its master dies or goes unconscious.<br />
<br />
While a Doll is within the maximum animation range, the Doll and master share a telepathic bond, through which the Puppet Master can control the Doll. Further than this distance, the Puppet Master has a vague idea of the Doll's position (the square, but not wherein), but cannot communicate with the Doll until it returns. Once it has done so, the Puppet Master can learn anything that the Doll saw or heard during its trip. The Doll's memory is completely lost if it loses its animation.<br />
<br />
===== ''Doll Actions'' =====<br />
<br />
The Doll does not receive a turn of its own, instead it may be used by the Puppet Master as a weapon. Any Puppet Master with a Doll in his maximum animation range is considered armed, and may make attacks of opportunity with the Doll. All squares within the Doll's reach are therefore considered threatened. A Doll does not have its own pool of attacks of opportunity, rather it is used by the Puppet Master to make the Puppet Master's attacks of opportunity. Therefore, if the Puppet Master has the Combat Reflexes feat (or similar), the Doll effectively gains the benefit from it.<br />
<br />
Whenever the Puppet Master takes a Move Action to actually go anywhere, the Doll will attempt to remain adjacent automatically. For the Puppet Master to move and the Doll to not follow, the Doll must either be restrained, or else the Puppet Master must use a Standard Action during which he simultaneously moves and commands the Doll to not follow. If the Puppet Master does not return by the end of his turn, the Doll will fall inanimate.<br />
<br />
If the Puppet Master is moved in any fashion (bull-rushed, etc), the Doll automatically follows to remain within the maximum animation range unless restrained. Further, any effect that teleports the Puppet Master also teleports any Dolls that he is animating, even if the effect could usually teleport only one creature, unless the Doll is specifically affected by something that prevents it from teleporting (Dimensional Anchor, for example).<br />
<br />
The Puppet Master may use a Move Action to move the Doll anywhere within half its Move Speed. After this point, the Doll automatically returns to the Puppet Master. To have the Doll move a greater distance away, the Puppet Master must again use a Standard Action. If the Doll is still outside of his maximum animation range at the end of his turn, the Doll falls inanimate.<br />
<br />
As a Standard Action, the Puppet Master may have the Doll move a distance equal to half its Move Speed, attack once, and return. As a Full-Round Action, the Doll can use a Full-Attack action at a distance up to half its Move Speed and return, or the Puppet Master may have it move any where within its full Move Speed and make a single attack. It is in this sense that the Doll serves as the Puppet Master's weapon. Again, if the Doll does not manage to return to the Puppet Master, it falls inanimate at the end of the turn. These are standard attacks, and the Doll generally cannot perform more complex combat maneuvers (tripping, grappling, etc).<br />
<br />
Finally, as a Full-Round Action, the Puppet Master may cast a spell with a range of Touch, and then give the spell to the Doll to touch any target within half the Doll's Move Speed and return. In this sense, the Doll is similar to a Wizard's Familiar gaining the ability to deliver Touch attacks. This is a standard melee touch attack by the Doll.<br />
<br />
Regardless of what it is doing during its movement, the Doll generally does provoke attacks of opportunity for its movement. It is also a valid separate target for attacks and spells, has its own hit points, etc.<br />
<br />
===== ''Dolls & Spells'' =====<br />
<br />
In addition to the Doll's capability as a "toucher", a Puppet Master may cast any spell that has a range of personal instead on his Doll, as long as his Doll is within the maximum animation radius. Unlike a wizard sharing spells with his familiar, a spell cast on the Doll in this manner does ''not'' also affect the Puppet Master; the master must choose who the spell will target when he casts the spell.<br />
<br />
===== ''Doll Construction'' =====<br />
<br />
The "market value" in gold pieces of any Doll is forty times its weight in pounds. Since Dolls are not generally for sale, the usual crafting rules apply: the Puppet Master may construct a Doll by spending half the market price in gold, and using 1/25 of the market value in XP. The construction takes one eight-hour day for every 1,000 gp in the market price.<br />
<br />
<br />
When created, a Doll may be imbued with a number of feats or special abilities equal to the number of feats that a normal character (that is, with an intelligence score) of its hit dice would have. The ability score pre-requisites, class feature pre-requisites, and class-level pre-requisites (but not size or feat pre-requisites unless otherwise noted) for these feats are entirely waived, but they must be chosen from the [[Puppet Master#Doll Built-In Feat List|Doll Built-In Feat List]], and additional requirements of minimum hit dice for certain feats have been added.<br />
<br />
Many of these Built-In features also require input on the Puppet Master's part to function. While animating a Doll with such feats or special abilities, the Puppet Master loses one or more of his spell slots. What level of spell slot is required by each ability is listed in the table below. Any Puppet Master who is animating such a Doll loses one spell slot of the appropriate level for each such feat or special ability of the Doll that he is animating.<br />
<br />
If he stops animating the Doll, these spell slots return the next time he regains spell slots normally through rest. Any time he animates a Doll, he immediately loses the appropriate spell slots; if he does not have them, he cannot animate the Doll. The sole exception to this is to re-animate a Doll that the Puppet Master had been previously animating that day; since those spell slots have effectively already been lost for the day, the Puppet Master does not lose a second wave of spell slots when re-animating the Doll. The arcane energy used would not have worn off that quickly.<br />
<br />
These feats and special qualities are built into the Doll, and though a Doll's HD will increase as the Puppet Master gains levels, it does not gain feats as a normal character would. The Puppet Master may partially reconstruct the Doll to add an additional feat or special quality if the Doll's HD would allow this: the cost and time to do so are equal to a tenth of what it would be to construct the Doll from scratch. No feat may be removed from a Doll in this manner, only new feats added. A Doll may, however, be created with fewer feats than it could normally have, and have feats added later.<br />
<br />
<br />
A 1st level Puppet Master may assume the possession of a single tiny wooden Doll with one feat or special quality that it qualifies for at the beginning of play. This Doll is "free" in that its price is not deducted from the Puppet Master's starting funds and the Puppet Master does not have an XP penalty for its presence. If a Puppet Master begins play at a higher level, assumptions about better Dolls require deductions from his funds and XP to mimic having made these during play.<br />
<br />
<br />
This ability also allows the Puppet Master to repair constructs, as described in the Craft Construct feat, though Dolls are the only constructs he knows how to craft himself unless he actually takes that feat.<br />
<br />
===== ''Doll Types'' =====<br />
<br />
At level 1, the Puppet Master can only construct tiny wooden Dolls. Wood is considerably lighter, cheaper, and easier to use than any other material used for Dolls. Wooden Dolls are only a quarter the weight of an iron or mithral Dolls, and this makes all of the crafting times and costs proportionally lesser. To work on a wooden Doll requires a DC 12 Craft (Woodworking) check.<br />
<br />
A tiny Doll has a base Strength of 8, no Natural Armor bonus, and no Construct hit point bonus. In iron or mithral, they weigh 20 pounds (so a wooden one is 5 pounds).<br />
<br />
A wooden doll does not gain any particular bonuses other than its light weight and ease of creation, but it does have a -2 penalty to its Strength score.<br />
<br />
<br />
At level 6, the Puppet Master may construct a Doll of small size, and may also make any Doll out of iron. Also, the maximum animation range for all Dolls extends to 10 feet. Further, by taking a full-round action, the Puppet Master can simultaneously direct the Doll to perform an automated standard action while he performs a standard action of his own.<br />
<br />
A small Doll has a base Strength of 12, a Natural Armor bonus of +1, and a d10 Hit Die. As a small Construct, they gain +10 bonus hit points. In iron, a small Doll weight 80 pounds.<br />
<br />
Iron Dolls do not modify the crafting rules, that is, they are not especially light or cheap like the wooden Doll, but not especially expensive or time consuming like the mithral or adamantine Dolls. Working on an iron Doll requires a DC 18 Craft (Sculpture) check.<br />
<br />
An iron Doll gains a +2 untyped bonus to their Strength score, Damage Reduction 1/Adamantine per 5 HD, a +1 increase to their Natural Armor, and a +1 bonus HP per HD, when compared to a wooden Doll of the same size.<br />
<br />
<br />
At level 12, the Puppet Master may construct a Doll of medium size, and may also make any Doll out of mithral. The maximum animation range for all Dolls extends to 15 feet. At this point, the Puppet Master can direct the Doll with ease, allowing the Puppet Master to use a Standard Action of his own while sending the Doll on its own Standard Action, or a Full-Round Action of his own while the Doll is off on a Full-Round Action.<br />
<br />
Further, the Puppet Master can animate a second Doll that is no larger than Tiny. Only one Doll can act on its own, as described above, but the Puppet Master can use his own simultaneous action to control the other Doll the same way a 1st level Puppet Master controls his only Doll, or else just leave the second Doll on stand-by while he engages in his own actions.<br />
<br />
A medium doll has a base Strength of 14, a Natural Armor bonus of +2, and a d10 Hit Die. As a medium Construct, they gain +20 bonus hit points. In iron, they weigh 240 pounds.<br />
<br />
Mithral Dolls weigh half what iron Dolls weigh, but actually cost half again as much to create. That is, a mithral Doll costs the Puppet Master the 75% of the "market value", as calculated from the full weight of an iron Doll of that size, to create himself (and in the hypothetical situation where one was for sale, it would actually cost 1.5x the "market value"). This does not affect the XP cost or the time required to create the Doll. The Craft (Sculpture) DC for working on a mithral Doll is 28.<br />
<br />
A mithral Doll gains a +2 untyped bonus to their Strength and Dexterity scores, Damage Reduction 1/Adamantine per 5 HD, a +1 increase to their Natural Armor, +1 bonus HP per HD, and a +10 foot bonus to their Move Speed. However, the spell level of the spell slots required to power a mithral Doll's built-in feats or special qualities increases by 1.<br />
<br />
<br />
At level 20, the Puppet Master may construct a Doll of large size, and may also make any Doll out of adamantium. The maximum animation range for all Dolls extends to 20 feet. The second Doll is now controlled reflexively by the Puppet Master, and so both Dolls and the Puppet Master may engage in their own actions.<br />
<br />
A large Doll has a base Strength of 16, a Natural Armor bonus of +3, and a d12 Hit Die. They also double the Natural Armor, Damage Reduction, and Hit Point bonuses, if any, from the material that they are made out of. As a large Construct, they gain +30 hit points. In iron, they weigh 600 pounds.<br />
<br />
Adamantium is expensive, difficult to work with, and can often be rare. An adamantium Doll weighs twice as much as a clay Doll of the same size, and its "market value" is computed as sixty times its weight in pounds, effectively tripling all of the costs and times associated with its construction. The Craft (Sculpture) DC to work on one is 35.<br />
<br />
An adamantium Doll gains a +6 untyped bonus to their Strength score, Damage Reduction 1/Adamantine per 2 HD, a +2 increase to their Natural Armor, +2 bonus HP per HD, and the spell slot requirements of any feats or special qualities built into an adamantine Doll are reduced in spell level by 2 (if reduced to below 0, the feat or special quality simply does not cost a feat).<br />
<br />
<br />
In all cases, the Puppet Master may begin work on the Doll's body at any point he wishes, even before he gains the appropriate level. He simply cannot complete the Doll: the last 10% remains unfinished until the Puppet Master gains the appropriate level. Once this level is attained, he can finish the last 10% of the work and animate the Doll as normal.<br />
<br />
==== ''Skillful Puppetry'' ====<br />
<br />
The Puppet Master controls not only his own Doll, but many extraplanar minions as well. Starting at 2nd level, when casting any Conjuration (Summoning) spell with a casting time of one round, if he succeeds on a DC 15 Sleight of Hand check, the casting time of the spell is decreased to a standard action. If the Puppet Master fails this check, he may continue casting as normal, or else he may decide to stop casting the spell (preserving the spell slot but losing his standard action for this round). If he decides to continue with the spell, and has already used his move action for the round, he loses his move action in the following round, even if the spell fails in between.<br />
<br />
Alternatively, Puppet Master may cast the spell as its usual 1 round and make a Sleight of Hand check against DC 20. Success on this check causes the spell's duration to be doubled. A number of times per day equal to one less than the Puppet Master's Charisma modifier (minimum 1), if the check succeeds by 10 or more, the spell is cast as a 1 minute/level spell, instead.<br />
<br />
Any creature summoned with any version of this ability gains the [[Puppet Master#Marionette|Marionette]] template.<br />
<br />
==== ''Advanced Learning'' ====<br />
<br />
At 3rd level, the Puppet Master may add a new spell to his list, representing personal study and experimentation. The spell must be a sorcerer/wizard spell of the Abjuration school, the Conjuration (Calling) sub-school, the Conjuration (Summoning) sub-school, Enchantment school, or of the Transmutation school but not of the Transmutation (Polymorph) sub-school. Conjuration (Summoning) spells not on the Sorcerer/Wizard spell list, such as Summon Nature's Ally, may also be allowed (subject to DM approval). The spell may be of no higher level than the highest level spell he can already cast. Once a new spell is selected, it is forever added to his spell list, and can be cast just like any other spell on the list.<br />
<br />
The Puppet Master gains additional new spells at 8th, 13th, and 17th levels.<br />
<br />
==== ''Marionette Magic'' ====<br />
<br />
At 5th level, when casting any beneficial spell with a casting time of one Standard Action and a range of Touch or greater (that is, not Personal) that may affect Marionettes, a Puppet Master may cast it as a Full-Round Action to have the spell affect any and all creatures with the Marionette template that are under his control. If the spell requires that the targets be touched, then the Puppet Master's Doll can can be given the spell to touch any and all creatures in a radius equal to half its Move Speed to give them the benefit of the spell. This counts as the Doll's action for the round.<br />
<br />
For spells with a casting time of greater than one Standard Action, this effect may still be used by the Puppet Master by extending the casting time as a Sorcerer extends the casting time of spells cast with metamagic.<br />
<br />
Further, any spell on the Puppet Master's spell list that can affect any kind of creature, can affect Marionettes, even if it normally would be restricted from doing so.<br />
<br />
==== ''Imbued Summoning'' ====<br />
<br />
The Puppet Master excels at improving the quality of his minions. At 7th level, he gains Imbued Summoning as a bonus feat, even if he does not qualify for the feat.<br />
<br />
==== ''Pulling the Strings'' ====<br />
<br />
A 10th level Puppet Master does not merely play with his Dolls and Marionettes, he can control living people as well. Rather than the usual DC for a Sense Motive check to determine that a person is being controlled by any Enchantment (Compulsion) spell that the Puppet Master has cast, the Sense Motive check becomes opposed by the Puppet Master's Sleight of Hand roll, though he takes a -10 penalty on this roll if the person is not within his maximum animation range.<br />
<br />
Further, by concentrating on the subject of a Dominate effect (or similar), the Puppet Master actually ''can'' see through its eyes, and spell out exactly how it is to act, though it will resist commands against its nature as usual, and the Puppet Master still cannot force it to take obviously suicidal actions.<br />
<br />
The subject also gains magical strings attached to it, much like a Marionette (the HP and DR of said strings are identical to what they would be if the creature actually had the Marionette template applied to it, though it does not actually gain the template). These strings are invisible and indeed completely undetectable, by any means whatsoever, except by those who succeed on the Sense Motive roll, who can see them plainly. Upon being detected, those who can see them may attack them, and once broken, the spell's effect ends immediately. The strings are completely invulnerable to any effect caused by anything other than a creature which is already aware of them through Sense Motive.<br />
<br />
==== ''Master of Puppets'' ====<br />
<br />
By succeeding on a DC 30 Sleight of Hand check, a Puppet Master of 15th level or higher may cast any spell on his Puppet Master spell list that has a range of personal as a spell with a range of touch, instead. This includes giving the spell to his Doll to touch a target, and it also qualifies for Imbued Summoning or Marionette Magic when used in this way.<br />
<br />
== Marionette Template ==<br />
<br />
"Marionette" is an acquired template that is added to creatures when summoned using the Puppet Master's Skillful Puppetry class feature. The summoned creature is hereafter referred to as the "base creature". A marionette uses all of the base creature's statistics and special abilities except as noted here.<br />
<br />
* '''Size and Type:''' The creature's type changes to Construct. Do not recalculate base attack bonus, saving throws, feats, or skill points, but any additional Hit Dice added to the creature after the template is added are Construct Hit Dice (d10, 3/4 BAB, no good saves, no skills or feats, etc.) Unlike most Constructs, Marionettes do not gain low-light vision or darkvision unless the base creature already had these qualities.<br />
* '''Abilities:''' A marionette, as a Construct, has no Constitution score. A marionette is not necessarily mindless, however, and retains its Intelligence, Wisdom, and Charisma scores.<br />
* '''Hit Dice and Health Points:''' As a Construct, the base creature loses all bonus Health Points due to Constitution (which it no longer has), and gains bonus Health based on size:<br />
:{| cellpadding=1px style="background-color: #000000; text-align: center;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="padding: 0 0.5em;"| Size !!style="padding: 0 0.5em;"| Bonus Health<br />
|- style="background-color: #f0e7d3;"<br />
| less than Small || 0<br />
|- style="background-color: #ffffff;"<br />
| Small || +10<br />
|- style="background-color: #f0e7d3;"<br />
| Medium || +20<br />
|- style="background-color: #ffffff;"<br />
| Large || +30<br />
|- style="background-color: #f0e7d3;"<br />
| Huge || +40<br />
|- style="background-color: #ffffff;"<br />
| Gargantuan || +60<br />
|- style="background-color: #f0e7d3;"<br />
| Colossal || +80<br />
|}<br />
* '''Base Attack Bonus:''' As base creature.<br />
* '''Attacks:''' As base creature.<br />
* '''Special Attacks:''' As base creature. For special abilities based on the creature's Constitution score, the Puppet Master's Constitution score is used instead.<br />
* '''Special Qualities:''' As base creature, plus the following:<br />
** ''Eerie Presence (Su)'' - Due to an effect known as the "uncanny valley", creatures of the same type as the base creature within 10 feet of it find the Marionette subtly disturbing, and take a -1 morale penalty on attack, damage, and saving throw rolls.<br />
** ''Puppet Strings (Su)'' - A Marionette has puppet stings trailing off from its limbs into the space above it. If these strings are severed, the Marionette collapses and can take no actions until they are repaired. The strings have hardness one, HP equal to the bonus HP granted by the Marionette's size (or 1 HP for fine to tiny Marionettes). The strings have DR equal to the Marionette's DR in addition to their hardness. A repair spell or other magical healing that affects constructs can be used to repair damaged strings, and any healing the Marionette receives also affects its stings, but to repair severed strings, a single spell must be used that cures at least as many points of damage as the stings had HP.<br />
** ''Damage Reduction (Ex)'' - based on Hit Dice:<br />
::{| cellpadding=1px style="background-color: #000000; text-align: center;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="padding: 0 0.5em;"| Hit Dice !!style="padding: 0 0.5em;"| Damage Reduction<br />
|- style="background-color: #f0e7d3;"<br />
| 1-3 || 1/Adamantine<br />
|- style="background-color: #ffffff;"<br />
| 4-6 || 3/Adamantine<br />
|- style="background-color: #f0e7d3;"<br />
| 7-10 || 5/Adamantine<br />
|- style="background-color: #ffffff;"<br />
| 11-15 || 7/Adamantine<br />
|- style="background-color: #f0e7d3;"<br />
| 16-20 || 8/Adamantine<br />
|- style="background-color: #ffffff;"<br />
| 21+ || 15/Adamantine<br />
|}<br />
* '''Saving Throws:''' As base creature.<br />
* '''Skills and Feats:''' As base creature.<br />
<br />
== Puppet Master Spell List ==<br />
<br />
===== 0th Level Spells =====<br />
<br />
* Arcane Mark<br />
* Caltrops<br />
* Mending<br />
* Message<br />
* Prestidigitation<br />
* Repair Minor Damage<br />
* Resistance<br />
<br />
===== 1st Level Spells =====<br />
<br />
* Benign Transposition<br />
* Blades of Fire<br />
* Critical Strike<br />
* Command<br />
* Enlarge Person<br />
* Fist of Stone<br />
* Mage Armor<br />
* Magic Weapon<br />
* Protection from Chaos/Evil/Good/Law<br />
* Reduce Person<br />
* Repair Light Damage<br />
* Shield<br />
* Summon Monster I<br />
* True Strike<br />
<br />
===== 2nd Level Spells =====<br />
<br />
* Aid<br />
* Baleful Transposition<br />
* Bear's Endurance<br />
* Body of the Sun<br />
* Bull's Strength<br />
* Burning Sword<br />
* Cat's Grace<br />
* Eagle's Splendor<br />
* Fox's Cunning<br />
* Heroics<br />
* Owl's Wisdom<br />
* Repair Moderate Damage<br />
* Resist Energy<br />
* Sonic Weapon<br />
* Speak to Allies<br />
* Summon Monster II<br />
<br />
===== 3rd Level Spells =====<br />
<br />
* Anticipate Teleportation<br />
* Bite of the Wererat<br />
* Displacement<br />
* Elation<br />
* Haste<br />
* Heroism<br />
* Keen Edge<br />
* Mage Armor, Mass<br />
* Magic Circle against Chaos/Evil/Good/Law<br />
* Magic Weapon, Greater<br />
* Protection from Energy<br />
* Puppeteer<br />
* Rage<br />
* Repair Serious Damage<br />
* Summon Monster III<br />
* Weapon of Impact<br />
<br />
===== 4th Level Spells =====<br />
<br />
* Bite of the Werewolf<br />
* Dimensional Anchor<br />
* Dominate Person<br />
* Enlarge Person, Mass<br />
* Fire Shield<br />
* Flame Whips<br />
* Ray of Deanimation<br />
* Reduce Person, Mass<br />
* Repair Critical Damage<br />
* Resist Energy, Mass<br />
* Resistance, Greater<br />
* Stoneskin<br />
* Summon Monster IV<br />
<br />
===== 5th Level Spells =====<br />
<br />
* Bite of the Wereboar<br />
* Command, Greater<br />
* Dismissal<br />
* Fire Shield, Mass<br />
* Ironguard, Lesser<br />
* Insidious Suggestion<br />
* Interposing Hand<br />
* Planar Binding, Lesser<br />
* Summon Monster V<br />
* Telepathic Bond<br />
* Touch of Adamantine<br />
* Vanishing Weapon<br />
* Zone of Respite<br />
<br />
===== 6th Level Spells =====<br />
<br />
* Bite of the Weretiger<br />
* Brilliant Blade<br />
* Heroism, Greater<br />
* Resistance, Superior<br />
* Steal Summoning<br />
* Stone Body<br />
* Suggestion, Mass<br />
* Summon Monster VI<br />
* Total Repair<br />
<br />
===== 7th Level Spells =====<br />
<br />
* Banishment<br />
* Bite of the Werebear<br />
* Energy Immunity<br />
* Emerald Flame Fist<br />
* Grasping Hand<br />
* Ironguard, Greater<br />
* Spell Turning<br />
* Summon Monster VII<br />
<br />
===== 8th Level Spells =====<br />
<br />
* Demand<br />
* Dimensional Lock<br />
* Dominate Person, Mass<br />
* Golem Immunity<br />
* Iron Body<br />
* Mind Blank<br />
* Protection from Spells<br />
* Summon Monster VIII<br />
<br />
===== 9th Level Spells =====<br />
<br />
* Awaken Construct<br />
* Crushing Hand<br />
* Dominate Monster<br />
* Summon Golem<br />
* Summon Monster IX<br />
<br />
== Doll Built-In Feat List ==<br />
<br />
This is a list of feats and/or special abilities that a Doll may be constructed with. A Doll may be constructed with at most as many of these as a creature of its HD with an Intelligence score would get Feats. The creator may select any feat for which the Doll has enough HD. Most of these feats or abilities uses a spell slot of the Puppet Master's; the Puppet Master loses a spell slot of the listed level as long as he is animating a Doll with that feat or special ability. If the Puppet Master ceases to animate the Doll, the lost slots return the next time the Puppet Master regains spell slots. Animating any Doll automatically costs the Puppet Master the appropriate spell slots.<br />
{| cellpadding=1px style="background-color: #000000; text-align: center;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="padding: 0 0.5em;"| Built-In Feat<br />or Special Ability<br />
!style="padding: 0 0.5em;"| Minimum<br />Hit Dice<br />
!style="padding: 0 0.5em;"| Size<br />Requirement<br />
!style="padding: 0 0.5em;"| Spell<br />Used<br />
!style="padding: 0 0.5em; width: 35em;"| Note<br />
|- style="background-color: #f0e7d3;"<br />
| Acrobatic || 1 || Tiny, Small || - ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Agile || 1 || Tiny, Small || - ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Aid Another || 1 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to use the Aid Another action.<br />
|- style="background-color: #ffffff;"<br />
| Alertness || 1 || Any || 0th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Athletic || 1 || Any || - ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Great Fortitude || 1 || Any || - ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Iron Will || 1 || Any || 0th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Lightning Reflexes || 1 || Any || - ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Speech || 1 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Gives the Doll the ability to mimic sounds and create the sounds that the Puppet Master tells it to say with their telepathic bond.<br />
|- style="background-color: #ffffff;"<br />
| Toughness || 1 || Any || - ||style="padding: 0 0.5em; padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Bull Rush || 4 || Any || 1st ||style="text-align: left;"| Allows the Doll to use the Bull Rush combat maneuver.<br />
|- style="background-color: #ffffff;"<br />
| Combat Expertise || 4 || Any || - ||style="text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Disarm || 4 || Any || 1st ||style="text-align: left;"| Allows the Doll to use the Disarm combat maneuver.<br />
|- style="background-color: #ffffff;"<br />
| Dodge || 4 || Any || 0th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Grapple || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to use the Grapple combat maneuver.<br />
|- style="background-color: #ffffff;"<br />
| Hold the Line || 4 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Combat Reflexes pre-requisite waived.<br />
|- style="background-color: #f0e7d3;"<br />
| Free Hands || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Doll's hands are no longer treated as locked gauntlets, but normal hands.<br />
|- style="background-color: #ffffff;"<br />
| Improved Unarmed Strike || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Natural Armor || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Low-light Vision || 4 || Any || 0th ||style="padding: 0 0.5em; text-align: left;"| As normal for Constructs.<br />
|- style="background-color: #f0e7d3;"<br />
| Overrun || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to use the Overrun combat maneuver.<br />
|- style="background-color: #ffffff;"<br />
| Power Attack || 4 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Shield Proficiency || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Sunder || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to use the Sunder combat maneuver.<br />
|- style="background-color: #f0e7d3;"<br />
| Trip || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to use the Trip combat maneuver.<br />
|- style="background-color: #ffffff;"<br />
| Two-Weapon Fighting || 4 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Weapon Finesse || 4 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Weapon Focus || 4 || Any || 0th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Blind-Fight || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Cleave || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Darkvision, 60 ft || 7 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"| As normal for Constructs.<br />
|- style="background-color: #ffffff;"<br />
| Eyes in the Back of Your Head || 7 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Extended Stay || 7 || Any || 3rd ||style="padding: 0 0.5em; text-align: left;"| Allows the Doll to remain outside the maximum animation radius until the end of the next turn.<br />
|- style="background-color: #ffffff;"<br />
| Improved Bull Rush || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Bull Rush.<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Disarm || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Disarm.<br />
|- style="background-color: #ffffff;"<br />
| Improved Overrun || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Overrun.<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Trip || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Trip.<br />
|- style="background-color: #ffffff;"<br />
| Improved Grapple || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Grapple.<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Shield Proficiency || 7 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Improved Sunder || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"| Requires Sunder.<br />
|- style="background-color: #f0e7d3;"<br />
| Mobility || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Power Critical || 7 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Stand Still || 7 || Any || 3rd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Two Weapon Defense || 7 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Weapon Specialization || 7 || Any || 1st ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Blindsight, 5 ft || 10 || Any || 4th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Greater Cleave || 10 || Any || 3rd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Greater Weapon Focus || 10 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Critical || 10 || Any || 5th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Improved Grab || 10 || Any || 5th ||style="padding: 0 0.5em; text-align: left;"| Requires Free Hands.<br />
|- style="background-color: #f0e7d3;"<br />
| Improved Two-Weapon Fighting || 10 || Any || 4th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Knockdown || 10 || Any || 4th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Sidestep Charge || 10 || Any || 3rd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Superior Expertise || 10 || Any || 2nd ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #f0e7d3;"<br />
| Awesome Blow || 13 || Medium, Large || 6th ||style="padding: 0 0.5em; text-align: left;"|<br />
|- style="background-color: #ffffff;"<br />
| Constrict || 13 || Large || 6th ||style="padding: 0 0.5em; text-align: left;"| Requires Improved Grab, deals Doll's unarmed damage.<br />
|- style="background-color: #f0e7d3;"<br />
| Self-Haste || 13 || Any || 6th ||style="padding: 0 0.5em; text-align: left;"| As Clay Golem.<br />
|- style="background-color: #ffffff;"<br />
| Tremorsense, 60 ft || 13 || Any || 4th ||style="padding: 0 0.5em; text-align: left;"| <br />
|- style="background-color: #f0e7d3;"<br />
| Greater Weapon Specialization || 13 || Any || 3rd ||style="padding: 0 0.5em; text-align: left;"| <br />
|- style="background-color: #ffffff;"<br />
| Breath Weapon || 16 || Any || 7th ||style="padding: 0 0.5em; text-align: left;"| As Iron Golem.<br />
|- style="background-color: #f0e7d3;"<br />
| Cursed Wound || 16 || Any || 6th ||style="padding: 0 0.5em; text-align: left;"| As Clay Golem.<br />
|- style="background-color: #ffffff;"<br />
| Magic Immunity || 16 || Any || 5th ||style="padding: 0 0.5em; text-align: left;"| As a type of Golem chosen when the Doll is created.<br />
|- style="background-color: #f0e7d3;"<br />
| Trample || 16 || Large || 4th ||style="padding: 0 0.5em; text-align: left;"| Requires Improved Overrun, deals Doll's unarmed damage.<br />
|- style="background-color: #ffffff;"<br />
| Slow || 19 || Any || 7th ||style="padding: 0 0.5em; text-align: left;"| As Stone Golem.<br />
|- style="background-color: #f0e7d3;"<br />
| Snatch || 19 || Large || 7th ||style="padding: 0 0.5em; text-align: left;"| Requires Free Hands.<br />
|}<br />
<br />
== Basic Doll Stats ==<br />
<br />
These are sample Doll stats, each listed at the first level that the given Doll is obtainable. Does not include any built-in feats.<br />
<br />
{| cellpadding=1px cellspacing=0 style="text-align: center; clear: right;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="background-color: #ffffff;"|<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Tiny Wooden Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Small Wooden Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Medium Wooden Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Large Wooden Doll<br />
|- style="background-color: #f0e7d3;"<br />
! Size/Type<br />
| Tiny Construct<br />
| Small Construct<br />
| Medium Construct<br />
| Large Construct<br />
|- style="background-color: #ffffff;"<br />
! Hit Dice<br />
| 1d8 (4 hp)<br />
| 6d10+10 (43 hp)<br />
| 12d10+20 (86 hp)<br />
| 20d12+30 (162 hp)<br />
|- style="background-color: #f0e7d3;"<br />
! Speed<br />
| 20 ft<br />
| 30 ft<br />
| 40 ft<br />
| 50 ft<br />
|- style="background-color: #ffffff;"<br />
! Armor Class<br />
| 10 + X Dex* + 2 Size<br />
| 10 + X Dex* + 1 Natural Armor + 1 Size<br />
| 10 + X Dex* + 3 Natural Armor<br />
| 10 + X Dex* + 5 Natural Armor - 1 Size<br />
|- style="background-color: #f0e7d3;"<br />
! Base Attack / Grapple<br />
| +0 / -10<br />
| +4 / +0<br />
| +8 / +9<br />
| +15 / +21<br />
|- style="background-color: #ffffff;"<br />
! Space / Reach<br />
| 2.5 ft / 0 ft<br />
| 5 ft / 5 ft<br />
| 5 ft / 5 ft<br />
| 10 ft / 10 ft<br />
|- style="background-color: #f0e7d3;"<br />
! Height<br />
| 1 ft 6 in.<br />
| 3 ft 6 in.<br />
| 5 ft 6 in.<br />
| 7 ft 6 in.<br />
|- style="background-color: #ffffff;"<br />
! Weight<br />
| 5 lbs<br />
| 20 lbs<br />
| 60 lbs<br />
| 150 lbs<br />
|- style="background-color: #f0e7d3;"<br />
! Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities<br />
|- style="background-color: #ffffff;"<br />
! Saves<br />
| Fort +0, Ref +0+X*, Will +0<br />
| Fort +2, Ref +2+X*, Will +2<br />
| Fort +4, Ref +4+X*, Will +4<br />
| Fort +5, Ref +5+X*, Will +5<br />
|- style="background-color: #f0e7d3;"<br />
! Abilities<br />
| Str 6, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 10, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 12, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
|- style="background-color: #ffffff;"<br />
! Cost / Time<br />
| 100 gp, 8 XP / 1.5 hrs<br />
| 400 gp, 36 XP / 6 hrs<br />
| 1,200 gp, 96 XP / 2.4 days<br />
| 3,000 gp, 240 XP / 6 days<br />
|-<br />
|colspan=9| &nbsp;<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="background-color: #ffffff;"|<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Tiny Iron Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Small Iron Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Medium Iron Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Large Iron Doll<br />
|- style="background-color: #f0e7d3;"<br />
! Size/Type<br />
| Tiny Construct<br />
| Small Construct<br />
| Medium Construct<br />
| Large Construct<br />
|- style="background-color: #ffffff;"<br />
! Hit Dice<br />
| 6d8+6 (33 hp)<br />
| 6d10+16 (49 hp)<br />
| 12d10+32 (98 hp)<br />
| 20d12+70 (200 hp)<br />
|- style="background-color: #f0e7d3;"<br />
! Speed<br />
| 20 ft<br />
| 30 ft<br />
| 40 ft<br />
| 50 ft<br />
|- style="background-color: #ffffff;"<br />
! Armor Class<br />
| 10 + X Dex* + 1 Natural Armor + 2 Size<br />
| 10 + X Dex* + 2 Natural Armor + 1 Size<br />
| 10 + X Dex* + 4 Natural Armor<br />
| 10 + X Dex* + 7 Natural Armor - 1 Size<br />
|- style="background-color: #f0e7d3;"<br />
! Base Attack / Grapple<br />
| +4 / -4<br />
| +4 / +2<br />
| +8 / +11<br />
| +15 / +23<br />
|- style="background-color: #ffffff;"<br />
! Space / Reach<br />
| 2.5 ft / 0 ft<br />
| 5 ft / 5 ft<br />
| 5 ft / 5 ft<br />
| 10 ft / 10 ft<br />
|- style="background-color: #f0e7d3;"<br />
! Height<br />
| 1 ft 6 in.<br />
| 3 ft 6 in.<br />
| 5 ft 6 in.<br />
| 7 ft 6 in.<br />
|- style="background-color: #ffffff;"<br />
! Weight<br />
| 20 lbs<br />
| 80 lbs<br />
| 240 lbs<br />
| 600 lbs<br />
|- style="background-color: #f0e7d3;"<br />
! Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities, Damage Reduction 2/Adamantine per 5 HD<br />
|- style="background-color: #ffffff;"<br />
! Saves<br />
| Fort +2, Ref +2+X*, Will +2<br />
| Fort +2, Ref +2+X*, Will +2<br />
| Fort +4, Ref +4+X*, Will +4<br />
| Fort +5, Ref +5+X*, Will +5<br />
|- style="background-color: #f0e7d3;"<br />
! Abilities<br />
| Str 10, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 16, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 18, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
|- style="background-color: #ffffff;"<br />
! Cost / Time<br />
| 400 gp, 32 XP / 6 hrs<br />
| 1,600 gp, 128 XP / 3.2 days<br />
| 4,800 gp, 384 XP / 9.6 days<br />
| 12,000 gp, 960 XP / 24 days<br />
|-<br />
|colspan=9| &nbsp;<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="background-color: #ffffff;"|<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Tiny Mithral Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Small Mithral Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Medium Mithral Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Large Mithral Doll<br />
|- style="background-color: #f0e7d3;"<br />
! Size/Type<br />
| Tiny Construct<br />
| Small Construct<br />
| Medium Construct<br />
| Large Construct<br />
|- style="background-color: #ffffff;"<br />
! Hit Dice<br />
| 12d8+12 (62 hp)<br />
| 12d10+22 (88 hp)<br />
| 12d10+32 (98 hp)<br />
| 20d12+50 (180 hp)<br />
|- style="background-color: #f0e7d3;"<br />
! Speed<br />
| 30 ft<br />
| 40 ft<br />
| 50 ft<br />
| 60 ft<br />
|- style="background-color: #ffffff;"<br />
! Armor Class<br />
| 10 + 1+X Dex* + 1 Natural Armor + 2 Size<br />
| 10 + 1+X Dex* + 2 Natural Armor + 1 Size<br />
| 10 + 1+X Dex* + 4 Natural Armor<br />
| 10 + 1+X Dex* + 7 Natural Armor - 1 Size<br />
|- style="background-color: #f0e7d3;"<br />
! Base Attack / Grapple<br />
| +8 / +0<br />
| +8 / +6<br />
| +8 / +10<br />
| +15 / +22<br />
|- style="background-color: #ffffff;"<br />
! Space / Reach<br />
| 2.5 ft / 0 ft<br />
| 5 ft / 5 ft<br />
| 5 ft / 5 ft<br />
| 10 ft / 10 ft<br />
|- style="background-color: #f0e7d3;"<br />
! Height<br />
| 1 ft 6 in.<br />
| 3 ft 6 in.<br />
| 5 ft 6 in.<br />
| 7 ft 6 in.<br />
|- style="background-color: #ffffff;"<br />
! Weight<br />
| 10 lbs<br />
| 40 lbs<br />
| 120 lbs<br />
| 300 lbs<br />
|- style="background-color: #f0e7d3;"<br />
! Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 1/Adamantine per 5 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (+1 Spell Slot requirement), Damage Reduction 2/Adamantine per 5 HD<br />
|- style="background-color: #ffffff;"<br />
! Saves<br />
| Fort +4, Ref +5+X*, Will +4<br />
| Fort +4, Ref +5+X*, Will +4<br />
| Fort +4, Ref +5+X*, Will +4<br />
| Fort +5, Ref +6+X*, Will +5<br />
|- style="background-color: #f0e7d3;"<br />
! Abilities<br />
| Str 10, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 14, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 16, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 18, Dex 2+X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
|- style="background-color: #ffffff;"<br />
! Cost / Time<br />
| 600 gp, 32 XP / 6 hrs<br />
| 2,400 gp, 128 XP / 3.2 days<br />
| 6,400 gp, 384 XP / 9.6 days<br />
| 18,000 gp, 960 XP / 24 days<br />
|-<br />
|colspan=9| &nbsp;<br />
|- style="background-color: #8E5A2E; color: #FFFFFF;"<br />
!style="background-color: #ffffff;"|<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Tiny Adamantine Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Small Adamantine Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Medium Adamantine Doll<br />
|rowspan=13 style="background-color: #ffffff; width: 2px;"|<br />
!style="padding: 0 0.5em;"| Large Adamantine Doll<br />
|- style="background-color: #f0e7d3;"<br />
! Size/Type<br />
| Tiny Construct<br />
| Small Construct<br />
| Medium Construct<br />
| Large Construct<br />
|- style="background-color: #ffffff;"<br />
! Hit Dice<br />
| 20d8+40 (130 hp)<br />
| 20d10+50 (160 hp)<br />
| 20d10+60 (170 hp)<br />
| 20d12+90 (210 hp)<br />
|- style="background-color: #f0e7d3;"<br />
! Speed<br />
| 20 ft<br />
| 30 ft<br />
| 40 ft<br />
| 50 ft<br />
|- style="background-color: #ffffff;"<br />
! Armor Class<br />
| 10 + X Dex* + 2 Natural Armor + 2 Size<br />
| 10 + X Dex* + 3 Natural Armor + 1 Size<br />
| 10 + X Dex* + 5 Natural Armor<br />
| 10 + X Dex* + 9 Natural Armor - 1 Size<br />
|- style="background-color: #f0e7d3;"<br />
! Base Attack / Grapple<br />
| +15 / +9<br />
| +15 / +15<br />
| +15 / +20<br />
| +15 / +25<br />
|- style="background-color: #ffffff;"<br />
! Space / Reach<br />
| 2.5 ft / 0 ft<br />
| 5 ft / 5 ft<br />
| 5 ft / 5 ft<br />
| 10 ft / 10 ft<br />
|- style="background-color: #f0e7d3;"<br />
! Height<br />
| 1 ft 6 in.<br />
| 3 ft 6 in.<br />
| 5 ft 6 in.<br />
| 7 ft 6 in.<br />
|- style="background-color: #ffffff;"<br />
! Weight<br />
| 40 lbs<br />
| 160 lbs<br />
| 480 lbs<br />
| 1,200 lbs<br />
|- style="background-color: #f0e7d3;"<br />
! Special Qualities<br />
| Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per 2 HD<br />
| Construct Traits, Built-In Feats or Special Qualities (-2 Spell Slot requirement), Damage Reduction 1/Adamantine per HD<br />
|- style="background-color: #ffffff;"<br />
! Saves<br />
| Fort +5, Ref +5+X*, Will +5<br />
| Fort +5, Ref +5+X*, Will +5<br />
| Fort +5, Ref +5+X*, Will +5<br />
| Fort +5, Ref +5+X*, Will +5<br />
|- style="background-color: #f0e7d3;"<br />
! Abilities<br />
| Str 14, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 18, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 20, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
| Str 22, Dex X*, Con Ø, Int Ø, Wis 11, Cha 1<br />
|- style="background-color: #ffffff;"<br />
! Cost / Time<br />
| 800 gp, 64 XP / 1.6 days<br />
| 3,200 gp, 256 XP / 6.4 days<br />
| 9,600 gp, 768 XP / 19.2 days<br />
| 24,000 gp, 1,920 XP / 48 days<br />
|}<br />
* a Doll always uses its Master's Dexterity score as its base, though Mithral Dolls gain a +2 bonus to this value.<br />
<br />
== Credits and Thanks ==<br />
<br />
Thanks to Mulletmanalive and Kallisti on the Giant in the Playground forums for their help with this. Special thanks to Kallisti for the Marionette template.<br />
<br />
[[Category:Player Character Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Mystic_TheurgeMystic Theurge2011-11-06T21:00:58Z<p>DragoonWraith: /* Class Features */ formatting</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="padding-left: 0.5em; clear: right; float: right; background-color: #ffffff;">__TOC__</div><br />
::A work in progress. Feel free to comment, of course. Mystic Theurge, as a base class.<br />
<br />
A mystic theurge might be a wizard with extraordinary faith, or an especially curious and studious cleric. She might be a druid with the insight to realize that arcane forces are as much a part of the natural order as the forest and the sky. In any case, she is a spellcaster who has melded both disciplines from her very apprenticeship, seeking out arcane tutelage and divine inspiration in her travels.<br />
<br />
The mystic theurge is often a hardy traveler, as it is rare to find specific instruction in theurgy. Instead, she must spend time both in arcane academies and in sacred places. Her path is unique, and every mystic theurge has a decidedly cosmopolitan outlook on life.<br />
<br />
== Alignment ==<br />
A mystic theurge's alignment must be within one step of her deity's (that is, it may be one step away on either the lawful-chaotic axis or the good-evil axis, but not both). A mystic theurge may not be true neutral unless her deity is also true neutral. A mystic theurge who does not worship a deity may not be true neutral in any circumstance.<br />
<br />
== Hit Die ==<br />
d6<br />
<br />
== Skills ==<br />
<br />
=== Class Skills ===<br />
The mystic theurge's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).<br />
<br />
==== Class Skills and Domains ====<br />
Certain domains grant additional class skills. These class skills are granted to the mystic theurge as normal, though she may already have some of them as class skills. In this case, she gains no benefit from that effect.<br />
<br />
=== Skill Points per Level ===<br />
<br />
:'''First Level'''<br />
:* (2 + Int modifier) ×4<br />
<br />
:'''Each Additional Level'''<br />
:* 2 + Int modifier<br />
<br />
== Class Features ==<br />
<br />
{| class="class bordered header zebra"<br />
|-<br />
!rowspan=2| Level<br />
!rowspan=2| Base Attack<br />Bonus<br />
!rowspan=2| Fortitude<br />Save<br />
!rowspan=2| Reflex<br />Save<br />
!rowspan=2| Willpower<br />Save<br />
!rowspan=2| Special<br />
!rowspan=2| Divine<br />Domains<br />
!colspan=10| Divine Spells per Day<br />
!rowspan=2| Arcane<br />Mantles<br />
!colspan=10| Arcane Spells per Day<br />
|-<br />
! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th<br />
<br />
! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th<br />
|-<br />
| 1 || +0 || +0 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Scribe Scroll|Scribe Scroll]]<br />
| <br />
| 3 || || || || || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 0 || || || || || || || || <br />
|-<br />
| 2 || +1 || +0 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| <br />
| [[Mystic Theurge#Divine Domains|First]]<br />
| 4 || 1 || || || || || || || || <br />
| <br />
| ∞ || 0 || || || || || || || || <br />
|-<br />
| 3 || +2 || +1 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 4 || 1 || || || || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Primary]]<br />
| ∞ || 1 || || || || || || || || <br />
|-<br />
| 4 || +3 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +1 (2nd and lower)]]<br />
| <br />
| 4 || 1 || 1 || || || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 2 || || || || || || || || <br />
|-<br />
| 5 || +3 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 5 || 1 || 1 || || || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Lesser]]<br />
| ∞ || 2 || 1 || || || || || || || <br />
|-<br />
| 6 || +4 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| <br />
| [[Mystic Theurge#Divine Domains|Second]]<br />
| 5 || 2 || 2 || 1 || || || || || || <br />
| <br />
| ∞ || 3 || 2 || || || || || || || <br />
|-<br />
| 7 || +5 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 5 || 2 || 2 || 1 || || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 3 || 2 || 1 || || || || || || <br />
|-<br />
| 8 || +6/+1 || +2 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +1 (4th and lower)]]<br />
| <br />
| 6 || 2 || 2 || 1 || 1 || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Lesser]]<br />
| ∞ || 4 || 3 || 2 || || || || || || <br />
|-<br />
| 9 || +6/+1 || +3 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 6 || 2 || 2 || 1 || 1 || || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 4 || 3 || 2 || 1 || || || || || <br />
|-<br />
| 10 || +7/+2 || +3 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| <br />
| [[Mystic Theurge#Divine Domains|Third]]<br />
| 6 || 3 || 3 || 2 || 2 || 1 || || || || <br />
| <br />
| ∞ || 5 || 4 || 3 || 2 || || || || || <br />
|-<br />
| 11 || +8/+3 || +3 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 6 || 3 || 3 || 2 || 2 || 1 || || || || <br />
| [[Mystic Theurge#Arcane Mantles|Lesser]]<br />
| ∞ || 5 || 4 || 3 || 2 || 1 || || || || <br />
|-<br />
| 12 || +9/+4 || +4 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +1 (6th and lower)]]<br />
| <br />
| 6 || 3 || 3 || 2 || 2 || 1 || 1 || || || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 6 || 5 || 4 || 3 || 2 || || || || <br />
|-<br />
| 13 || +9/+4 || +4 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 6 || 3 || 3 || 2 || 2 || 1 || 1 || || || <br />
| [[Mystic Theurge#Arcane Mantles|Greater]]<br />
| ∞ || 6 || 5 || 5 || 4 || 2 || 1 || || || <br />
|-<br />
| 14 || +10/+5 || +4 || +4 || +9 ||style="padding: 0 0.5em; text-align: left;"| <br />
| [[Mystic Theurge#Divine Domains|Fourth]]<br />
| 6 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || || <br />
| <br />
| ∞ || 6 || 5 || 5 || 4 || 3 || 2 || || || <br />
|-<br />
| 15 || +11/+6/+1 || +5 || +5 || +9 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 6 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || || <br />
| [[Mystic Theurge#Arcane Mantles|Greater]]<br />
| ∞ || 6 || 5 || 5 || 4 || 3 || 2 || 1 || || <br />
|-<br />
| 16 || +12/+7/+2 || +5 || +5 || +10 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +0 (6th and lower)]]<br />
| <br />
| 6 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || <br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 6 || 5 || 5 || 4 || 4 || 3 || 2 || || <br />
|-<br />
| 17 || +12/+7/+2 || +5 || +5 || +10 ||style="padding: 0 0.5em; text-align: left;"| <br />
| <br />
| 6 || 4 || 4 || 3 || 3 || 2 || 2 || 1 || 1 || <br />
| [[Mystic Theurge#Arcane Mantles|Lesser]]<br />
| ∞ || 6 || 5 || 5 || 4 || 4 || 3 || 2 || 1 || <br />
|-<br />
| 18 || +13/+8/+3 || +6 || +6 || +11 ||style="padding: 0 0.5em; text-align: left;"| <br />
| [[Mystic Theurge#Divine Domains|Fifth]]<br />
| 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1<br />
| [[Mystic Theurge#Arcane Mantles|Grand]]<br />
| ∞ || 6 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || <br />
|-<br />
| 19 || +14/+9/+4 || +6 || +6 || +11 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +0 (8th and lower)]]<br />
| <br />
| 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2 || 2 || 1<br />
| [[Mystic Theurge#Arcane Mantles|Least]]<br />
| ∞ || 6 || 5 || 5 || 4 || 4 || 4 || 3 || 2 || 1<br />
|-<br />
| 20 || +15/+10/+5 || +6 || +6 || +12 ||style="padding: 0 0.5em; text-align: left;"| [[Mystic Theurge#Theurgy|Theurgy +0 (9th and lower)]]<br />
| [[Mystic Theurge#Divine Domains|Sixth]]<br />
| 6 || 6 || 6 || 5 || 5 || 4 || 4 || 3 || 3 || 2<br />
| [[Mystic Theurge#Arcane Mantles|Primary]]<br />
| ∞ || 6 || 5 || 5 || 4 || 4 || 4 || 3 || 3 || 2<br />
|}<br />
<br />
===== Weapons and Armor Proficiency =====<br />
<br />
A mystic theurge is proficient with all simple weapons. She is also proficient with light armor and shields (but not tower shields), but wearing armor may interfere with her arcane spells that have a somatic component.<br />
<br />
===== Aura =====<br />
<br />
A mystic theurge who worships a Good, Evil, Chaotic, or Lawful deity, or who especially espouses the goals of one of these alignments instead of worship of a specific deity, has a corresponding aura, which may be detected using ''Detect Good'', ''Detect Evil'', ''Detect Chaos'', or ''Detect Law'', respectively. Further, a mystic theurge's arcane prowess affects her aura, and so she is also detected by ''Detect Magic'' as if she always had a moderate Divination effect on her.<br />
<br />
===== Spells =====<br />
<br />
The mystic theurge casts both divine and arcane spells, taken from her list of spells known, which are based on the domains and mantles that she acquires (see below). A mystic theurge casts her spells spontaneously, choosing any spell she knows as she casts it. <br />
<br />
To learn or cast a divine spell, a mystic theurge must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the spell's effect is 10 + the spell's level + her Wisdom modifier.<br />
<br />
To learn or cast an arcane spell, a mystic theurge must have an Intelligence score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against the spell's effect is 10 + the spell's level + her Intelligence modifier.<br />
<br />
Like other spellcasters, mystic theurge may only cast a certain number of spells per day. Her arcane and divine spells must be cast from the appropriate slots, and the number of each varies between the two types. Her daily spell allotment for both arcane and divine spells is given in the table above.<br />
<br />
A mystic theurge may not cast any spell with her divine spell slots that has a descriptor of any alignment that opposes her alignment on either axis. She may cast arcane spells with such descriptors, though they have the usual effect on her alignment.<br />
<br />
A mystic theurge's arcane spells that have somatic components, but not her divine spells, are subject to arcane spell failure when wearing armor.<br />
<br />
Mystic theurges do not need to specifically prepare their spells, but they do require a full night's sleep to replenish their spell slots, plus no less than fifteen minutes of prayer, meditation, or study, as befits the theurge in question. All mystic theurges mix their spellcasting in unique ways, and the exact preparation for the day varies accordingly, but fifteen minutes is a definite minimum.<br />
<br />
The mystic theurge spell list, for the sake of spell completion and spell trigger devices, includes all spells on all of the domains and mantles, even those the mystic theurge does not have herself.<br />
<br />
Because of the mystic theurge's unique mix of arcane and divine spells, it is worth noting how they interact with prestige classes. Their spellcasting is both arcane and divine, allowing the theurge to meet pre-requisites that require either type of spellcasting (assuming, of course, that she can in fact cast spells of the appropriate level in the appropriate type of magic). In addition, mystic theurge qualifies as an existing arcane or divine class to choose to advance, should she take a level in a prestige class that advances her existing spellcasting. That is, any class feature that advances an existing divine, arcane, or unspecified spellcasting class may advance the mystic theurge spellcasting in full, arcane and divine. The mystic theurge's caster level is always the same for both her arcane and divine spells. However, only classes that specifically advance arcane spellcasting allow her to add additional arcane mantles (treat this as advancing spells known), and only classes that specifically advance divine spellcasting allow her to add additional divine domains (treat this again as advancing spells known).<br />
<br />
===== Cantrips & Orisons =====<br />
<br />
A mystic theurge is granted all orisons each day by her deity. She is limited only by the number of these she can cast in a single day. On the other hand, she only knows a limited number of cantrips, but may cast these at-will.<br />
<br />
===== Scribe Scroll =====<br />
<br />
Every mystic theurge gains Scribe Scroll as a bonus feat at level 1.<br />
<br />
===== Divine Domains =====<br />
<br />
At second level, a mystic theurge chooses any cleric domain, gaining the granted power as well as the nine spells as she learns to cast spells of the appropriate level. This domain must be among those belonging to his deity, and the mystic theurge may not choose an alignment domain (Good, Evil, Chaos, Law) that does not match her own alignment. If she does not worship a specific deity, she must nonetheless choose a domain that matches her spiritual inclinations.<br />
<br />
At sixth, tenth, fourteenth, eighteenth, and twentieth levels, she must choose additional domains. Each time she gains a new domain, she gains an additional spell per day for each of the spell levels that she could previously cast, plus a single use per day of a new spell level, as indicated in the table above (as noted in that table, the twentieth level domain does '''not''' grant a single use of a 10th level spell, and gaining a domain is not the only time a new spell level is gained). For any granted powers that depend on her cleric level, substitute her mystic theurge level. Orisons follow a different progression for spells per day, and are not affected by the gain of domains.<br />
<br />
For domains with granted powers that are dependent on the mystic theurge's cleric level, substitute her mystic theurge level, instead. If a mystic theurge also has levels of cleric, these do not stack: domains gained as a mystic theurge use her mystic theurge level, and domains gained as a cleric use her cleric level.<br />
<br />
Domains which improve a cleric's ability to turn undead instead give the mystic theurge the normal turning ability. The type of turning depends on the particular domain (the Sun Domain, for example, only improves turning and destroying, not rebuking and commanding, and so it only gives the mystic theurge the ability to turn or destroy, never rebuke or command, regardless of alignment or chosen deity), and the alignment of the mystic theurge's deity (the Glory Domain, for example, improves a cleric's normal turning ability, regardless of the type of turning, and therefore the mystic theurge gains the ability to turn or rebuke undead as would befit a cleric of her alignment and worship). If a mystic theurge already has turning from one domain and then chooses a second domain that improves her turning ability in some fashion, this functions as normal. If the domain adds the ability to turn or rebuke non-undead creatures, this functions as normal, even if the mystic theurge cannot turn undead.<br />
<br />
===== Arcane Mantles =====<br />
<br />
Arcane mantles are specific sets of study, each of which focuses on a given theme of arcane magic. It is the efficient use of overlap in knowledge and technique between similar spells that allows the mystic theurge to cast spells without prior preparation. Each mantle adds a specific list of spells to the mystic theurge's spells known, and these are the spells that she may cast from her arcane spell slots. The mantles also confer bonuses similar to the granted powers of divine domains, though these are generally far more subtle in effect. The degree to which a mystic theurge studies a specific mantle determines how many of the spells from that mantle she learns, and how significant the granted effect is. A mystic theurge may, if desired, study from the same mantle more than once, though she may learn fewer spells as a result.<br />
<br />
A mystic theurge's primary arcane mantle is chosen at level 3. This is her preferred course of study, and she will learn every spell from this mantle over the course of her development. A mystic theurge also gains the least, lesser, greater, and grand bonuses of her primary arcane mantle, but not all at once. She starts with the least and lesser bonuses as soon as she gains the primary arcane mantle, and gains the greater bonus at 10th and the grand bonus at 14th. At 20th level, a mystic theurge gains a second primary arcane mantle, adding the least, lesser, greater, and grand bonuses and those ten spells to her list of spells known as well.<br />
<br />
Least arcane mantles are very simple courses of study, conveying knowledge of a single cantrip and a 1st level spell. Their granted powers are generally marginal. A mystic theurge will study seven different least arcane mantles, at 1st, 4th, 7th, 9th, 12th, 16th, and 19th level.<br />
<br />
Lesser arcane mantles are far more significant courses for the mystic theurge, in which she learns the intricacies of a cantrip, a 2nd level spell, and a 3rd level spell. They also have a stronger granted power than a least arcane mantle, though still generally weaker than the average granted domain power. The four lesser arcane mantles that a mystic theurge will master come at 5th, 8th, 11th, and 17th level.<br />
<br />
Greater arcane mantles involve the mastery of a cantrip and a 2nd, 4th, 5th, and 6th level spell. The granted powers are often a slight improvement over lesser arcane mantles, as well. A mystic theurge studies greater arcane mantles at 13th and 15th level, for a total of two.<br />
<br />
The singular grand arcane mantle that a mystic theurge gains at 18 confers a great power to her, in fact often exceeding those powers granted by divine domains. It also involves the knowledge of a cantrip as well as a 4th, 7th, and 8th level spell.<br />
<br />
===== Theurgy =====<br />
<br />
At fourth level, a mystic theurge may cast any 2nd level or lower arcane spell as a divine spell of one level higher, or any 2nd level or lower divine spell as an arcane spell of one level higher. Spells cast as divine spells are not subject to arcane spell failure; spells cast as arcane spells are not subject to alignment restrictions.<br />
<br />
At eighth level, this ability may now affect spells 4th level and lower, casting them as a spell of a level higher in the other type of spell slot. This increases to 6th level and lower spells at twelfth level, again to 8th level and lower spells at nineteenth level, and finally at twentieth level may affect any spell of 9th level or lower that the mystic theurge casts.<br />
<br />
At sixteenth level, all theurgy no longer requires a higher level spell slot, instead using the same level spell slot in the other type of magic.<br />
<br />
[[Category:Player Character Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=ArcanistArcanist2011-11-06T20:58:01Z<p>DragoonWraith: /* Class Features */ formatting</p>
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<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Arcanist.png</div><br />
The Arcanist is, as his name suggests, an Arcane spell caster. What he is not, however, is a Wizard, or a Sorcerer. A Wizard studies the Arcane to manipulate it to his exacting ends. A Sorcerer lives Arcana to force his will and self upon it, to make it do what he wishes. An Arcanist, on the other hand, tries to live in harmony with the Arcane. He sees the Arcane as a flowing river, that can be redirected elegantly to solve problems, without the force of a Wizard or Sorcerer. All it takes is awareness of where Arcana is and where it is going, and what it might be able to do for you in between.<br />
<br />
== Alignment ==<br />
Arcanists tend towards neutrality on at least one axis, though any alignment is quite possible.<br />
<br />
== Hit Dice ==<br />
d4.<br />
<br />
== Skills ==<br />
=== Skill Points at 1st Level ===<br />
(4 + Int modifier)x4.<br />
<br />
=== Skill Points per Level Thereafter ===<br />
4 + Int modifier.<br />
<br />
=== Class Skills ===<br />
The class skills of the Arcanist (and the key ability modifier for each) are Appraise (Int), Autohypnosis (Wis), Balance (Dex), Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (each skill taken individually) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), and Survival (Wis).<br />
<br />
== Class Features ==<br />
The following are all class features of the Arcanist:<br />
{| class="class zebra bordered header"<br />
|-<br />
!rowspan=2| Level !!rowspan=2| Base Attack<br/>Bonus !!rowspan=2| Fortitude<br/>Save !!rowspan=2| Reflex<br/>Save !!rowspan=2| Willpower<br/>Save !!rowspan=2 style="padding-left: 1.5em; text-align: left;"| Special !!colspan=10| Spells per Day<br />
|-<br />
! 0th !! 1st !! 2nd !! 3rd !! 4th !! 5th !! 6th !! 7th !! 8th !! 9th<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 || [[#Channel Arcana|Channel Arcana]], [[#Orb of Arcana|Orb of Arcana]], [[#Summon Familiar|Summon Familiar]]<br />
| 6 || 3 || 0* || 0* || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 2nd || +1 || +0 || +0 || +3 ||<br />
| 6 || 4 || 0* || 0* || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 3rd || +1 || +1 || +1 || +3 || [[#Orb of Arcana|Orb of Arcana]]<br />
| 6 || 5 || 0* || 0* || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 4th || +2 || +1 || +1 || +4 ||<br />
| 6 || 6 || 3 || 0* || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 5th || +2 || +1 || +1 || +4 || [[#Bonus Feat|Bonus Feat]]<br />
| 6 || 6 || 4 || 0* || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 6th || +3 || +2 || +2 || +5 ||<br />
| 6 || 6 || 5 || 3 || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 7th || +3 || +2 || +2 || +5 || [[#Orb of Arcana|Orb of Arcana]]<br />
| 6 || 6 || 6 || 4 || 0* || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 8th || +4 || +2 || +2 || +6 ||<br />
| 6 || 6 || 6 || 5 || 3 || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 9th || +4 || +3 || +3 || +6 ||<br />
| 6 || 6 || 6 || 6 || 4 || 0* || 0* || 0* || 0* || 0*<br />
|-<br />
| 10th || +5 || +3 || +3 || +7 || [[#Bonus Feat|Bonus Feat]]<br />
| 6 || 6 || 6 || 6 || 5 || 3 || 0* || 0* || 0* || 0*<br />
|-<br />
| 11th || +5 || +3 || +3 || +7 ||<br />
| 6 || 6 || 6 || 6 || 6 || 4 || 0* || 0* || 0* || 0*<br />
|-<br />
| 12th || +6/+1 || +4 || +4 || +8 || [[#Orb of Arcana|Orb of Arcana]]<br />
| 6 || 6 || 6 || 6 || 6 || 5 || 3 || 0* || 0* || 0*<br />
|-<br />
| 13th || +6/+1 || +4 || +4 || +8 ||<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 4 || 0* || 0* || 0*<br />
|-<br />
| 14th || +7/+2 || +4 || +4 || +9 ||<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 || 0* || 0*<br />
|-<br />
| 15th || +7/+2 || +5 || +5 || +9 || [[#Bonus Feat|Bonus Feat]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4 || 0* || 0*<br />
|-<br />
| 16th || +8/+3 || +5 || +5 || +10 || [[#Orb of Arcana|Orb of Arcana]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3 || 0*<br />
|-<br />
| 17th || +8/+3 || +5 || +5 || +10 ||<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4 || 0*<br />
|-<br />
| 18th || +9/+4 || +6 || +6 || +11 ||<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5 || 3<br />
|-<br />
| 19th || +9/+4 || +6 || +6 || +11 ||<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 4<br />
|-<br />
| 20th || +10/+5 || +6 || +6 || +12 || [[#Orb of Arcana|Orb of Arcana]], [[#Bonus Feat|Bonus Feat]]<br />
| 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 6 || 5<br />
|}<br />
<nowiki>*</nowiki> <small>An Arcanist may cast spells of this level provided he has bonus spell slots of that level due to a high Wisdom score, and that his Caster Level and his Character Level are both at least twice the spell's level.</small><br />
<br />
====='' Armor and Weapon Proficiencies ''=====<br />
The Arcanist is proficient in all simple weapons, but not in any armor. Armor of any kind may interfere with his arcane spells.<br />
<br />
====='' Spellcasting ''=====<br />
The Arcanist casts Arcane spells much like the Ardent manifests Psionic powers - the Arcanist gains spells known by selecting from various Orbs of Arcana, similar to Psionic Mantles. Each Orb has one spell of each Spell level, 1st through 9th, and the Arcanist may cast any of these without preparing them beforehand. He starts with a single Orb of Arcana, and gains a new one at 3rd, 7th, 12th, 16th, and 20th. In addition to these, every Arcanist knows certain spells, listed below in the Arcanist Spell List. These spells are known by every Arcanist who can cast spells of the appropriate level.<br />
<br />
The Arcanist, like other spellcasters, may only cast a limited number of spells each day. The number of spells of each level that he may cast in a given day at a given level is listed in the table above. In addition, the Arcanist gains bonus daily spell slots for having a high Wisdom score. He may cast any spell from any of the Orbs of Arcana that he has selected, providing he has and uses a daily spell slot of the appropriate level, and has a Wisdom score of at least 10 + the spell's level.<br />
<br />
To regain spell slots, the Arcanist must get at least 8 hours of sleep (or rest and general inactivity, if a race that does not sleep), and then must spend at least 15 minutes in meditation, contemplating the flow of Arcana around him. After these 15 minutes are finished, his spell slots for the day are restored. He does not regain any spell slots used within the previous 8 hours.<br />
<br />
The save DC against the Arcanist's spells are 10 + the spell's level + his Wisdom modifier.<br />
<br />
Further, the Arcanist may select a number of Cantrips each day from the Sorcerer/Wizard spell list equal to his Wisdom modifier. He may cast these spontaneously throughout the day by using his 0th level spell slots.<br />
<br />
Any spell included in any Orb of Arcana, even those the Arcanist has not selected, are considered to be on his Spell List for the sake of Spell Trigger and Spell Completion items (e.g. Scrolls and Wands).<br />
<br />
====='' Channel Arcana ''=====<br />
Like a Sorcerer, the Arcanist must extend the casting time of his spells in order to use Metamagic. However, he may attempt to make a Spellcraft check, with a DC of 15 + twice the spell's new level (that is, after the Metamagic feat(s) are applied), to eliminate the need to extend the spell's casting time. If he fails when casting a spell that requires a Standard Action to cast (and therefore requires a Full-Round Action when cast with Metamagic), and has already used his Move Action for the round, he must cast the spell without the Metamagic feats, but he still uses the higher spell slot to do so. If he fails and does still have his Move action available, he must use a Full-Round action to cast the spell with the Metamagic. For spells of other casting times, simply cast as normal for a spell of that casting time that is cast with Metamagic.<br />
<br />
====='' Summon Familiar ''=====<br />
As the Wizard feature.<br />
<br />
====='' Bonus Feats ''=====<br />
At 5th level, and every 5 levels thereafter, the Arcanist gains a Bonus Feat from the Wizard's Bonus Feat List.<br />
<br />
== Arcanist Spell List ==<br />
The following spells are known by every Arcanist:<br />
====='' Cantrips ''=====<br />
* Detect Magic<br />
* Read Magic<br />
* Arcane Mark<br />
* Prestidigitation<br />
====='' 1st Level Spells ''=====<br />
* Mage Armor<br />
* Identify<br />
* Magic Missile<br />
* Enlarge Person<br />
* Feather Fall<br />
* Reduce Person<br />
====='' 2nd Level Spells ''=====<br />
* Magic Mouth<br />
* Bear's Endurance<br />
* Bull's Strength<br />
* Cat's Grace<br />
* Eagle's Splendor<br />
* Fox's Cunning<br />
* Owl's Wisdom<br />
====='' 3rd Level Spells ''=====<br />
* Dispel Magic<br />
* Arcane Sight<br />
* Greater Magic Weapon<br />
====='' 6th Level Spells ''=====<br />
* Greater Dispel Magic<br />
<br />
== Orbs of Arcana ==<br />
Some Orbs of Arcana that the Arcanist might choose:<br />
<br />
====='' To Answer the Call ''=====<br />
# Mount<br />
# Summon Swarm<br />
# Phantom Steed<br />
# Dimensional Anchor<br />
# Lesser Planar Binding<br />
# Planar Binding<br />
# Banishment<br />
# Greater Planar Binding<br />
# Gate<br />
<br />
====='' Change Is Immutable ''=====<br />
# Disguise Self<br />
# Alter Self<br />
# TBD<br />
# Polymorph<br />
# Baleful Polymorph<br />
# Transformation<br />
# TBD<br />
# Polymorph Any Object<br />
# Shapechange<br />
<br />
====='' The Charmed Life ''=====<br />
# Charm Person & Hypnotism<br />
# Daze Monster & Enthrall<br />
# Hold Person & Suggestion<br />
# Charm Monster & Hold Monster<br />
# Dominate Person<br />
# Mass Suggestion<br />
# Mass Hold Person<br />
# Mass Charm Monster<br />
# Dominate Monster<br />
<br />
====='' The Dead Walk ''=====<br />
# Chill Touch & Summon Undead I<br />
# Command Undead & Summon Undead II<br />
# Halt Undead & Summon Undead III<br />
# Animate Dead & Summon Undead IV<br />
# Summon Undead V<br />
# Create Undead<br />
# Control Undead<br />
# Create Greater Undead<br />
# Plague of Undead<br />
<br />
====='' Freedom That Cannot Be Taken ''=====<br />
# Expeditious Retreat<br />
# Invisibility<br />
# Fly<br />
# Greater Invisibility<br />
# Passwall<br />
# Mislead<br />
# Ethereal Jaunt<br />
# Mind Blank<br />
# Freedom<br />
<br />
====='' The Hand of Bigby ''=====<br />
# Bigby's Tripping Hand<br />
# Bigby's Slapping Hand<br />
# Bigby's Disrupting Hand<br />
# Bigby's Gripping Hand (as Crushing Grip, ''Player's Handbook II'')<br />
# Bigby's Interposing Hand<br />
# Bigby's Forceful Hand<br />
# Bigby's Grasping Hand<br />
# Bigby's Clenched Fist<br />
# Bigby's Crushing Hand<br />
<br />
====='' Knowledge is Power ''=====<br />
# Detect Secret Doors<br />
# Locate Object<br />
# Clairaudience/Clairvoyance<br />
# Scrying<br />
# Contact Other Plane<br />
# True Seeing<br />
# Greater Scrying<br />
# Discern Location<br />
# Foresight<br />
<br />
====='' Magebane ''=====<br />
# Nightshield (''Spell Compendium'')<br />
# Silence<br />
# Spellcaster's Bane<br />
# Lesser Globe of Invulnerability<br />
# Feeblemind<br />
# Antimagic Field<br />
# Spell Turning<br />
# Protection from Spells<br />
# Mage's Disjunction<br />
<br />
====='' The Magic of the Mists ''=====<br />
# Obscuring Mist<br />
# Fog Cloud & Malevolent Miasma<br />
# Stinking Cloud<br />
# Solid Fog<br />
# Cloudkill<br />
# Acid Fog<br />
# Control Weather<br />
# Incendiary Fog<br />
# Wail of the Banshee<br />
<br />
====='' To Protect and Serve ''=====<br />
# Protection from (Chaos/Evil/Good/Law)<br />
# Resist Energy<br />
# Magic Circle Against (Chaos/Evil/Good/Law)<br />
# Lesser Globe of Invulnerability<br />
# Mage's Faithful Hound<br />
# Globe of Invulnerability<br />
# Mass Hold Person<br />
# Protection from Spells<br />
# Imprisonment<br />
<br />
====='' The Pursuit of Happiness ''=====<br />
# Alarm<br />
# Arcane Lock<br />
# Explosive Runes<br />
# Fire Trap<br />
# Secret Chest<br />
# Guards and Wards<br />
# Instant Summons<br />
# Antipathy<br />
# Refuge<br />
<br />
====='' Seeing Is Believing ''=====<br />
# Silent Image<br />
# Minor Image<br />
# Major Image<br />
# Illusory Wall<br />
# Persistent Image<br />
# Permanent Image<br />
# Project Image<br />
# TBD<br />
# TBD<br />
(any high level figments out there?)<br />
<br />
====='' The Summoning of Monsters ''=====<br />
# Summon Monster I<br />
# Summon Monster II<br />
# Summon Monster III<br />
# Summon Monster IV<br />
# Summon Monster V<br />
# Summon Monster VI<br />
# Summon Monster VII<br />
# Summon Monster VIII<br />
# Summon Monster IX<br />
<br />
====='' Wallbuilder ''=====<br />
# Wall of Smoke (''Spell Compendium'')<br />
# Web<br />
# Wind Wall<br />
# Wall of Fire<br />
# Wall of Force<br />
# Wall of Iron<br />
# Forcecage<br />
# Maze<br />
# Prismatic Sphere<br />
<br />
[[Category:Player Character Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Ancient_OnesAncient Ones2011-11-06T19:32:53Z<p>DragoonWraith: /* Granted Abilities */ formatting table</p>
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<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<span style="font-family: Times New Roman; font-size: 12pt;">The Ancient Ones are each eldritch abominations from the Far Realms, from beyond our very reality, and it is utterly unclear whether they seek our world's domination or destruction - nothing in the devious plotting of the Ancients is within the grasp of the mortal mind. Even deities struggle to comprehend the schemes of the Ancients, as the Ancients, from without our reality, are older than the gods themselves - older than our entire multiverse.<br />
<br />
Chattur'gha, Ulyaoth, and Xel'lotath have been locked in eternal combat for a time that would be best measured in multiples of our universe's life time. The ultimate goal of each is unknown and unknowable, but undoubtedly nothing that all but the most nihilistic of creatures could possibly desire. Whether our world would be dominated or simply destroyed, the Ancient Ones are anathema to all existence.<br />
<br />
Their first priority has always to gain supremacy among themselves, at which point nothing can stand in their way. For aeons they were locked in stalemate, each unable to attack either of the others for fear of leaving themselves vulnerable to the third. It is unknown how long this went on, until they stumbled across our reality and used it as yet another battle ground. So it was, until a fourth Ancient - until this time apparently uninterested in their schemes, content to dwell upon the Material and bask in the worship of the primitive peoples that existed in those days - enacted a surprise attack on all three, sealing them away in nonexistence, leaving only Vestigial traces of them. And so it was that Mantorok, the Corpse God of Chaos, sealed away Chattur'gha, Ulyaoth, and Xel'lotath. So it was that another Ancient - another unknowable monstrosity of flesh and madness, another anathema to our very existence - became the Gatekeeper, the greatest protection reality has against the ravages of the Ancients.<br />
<br />
The Three do not rest, however. Mantorok grows old and weak, and Chattur'gha, Ulyaoth, and Xel'lotath seek out pawns among the willing and unwilling, enacting excruciatingly long-term plans, chess moves that stretch across millennia, conniving for their release, the punishment of the Corpse God, and the ultimate destruction of all that stands in their way.<br />
<br />
So it is that Binders, practitioners of the dangerous Pact Magic, can seek out the powers of the Ancient Ones. The Ancient Ones will enter into Pacts far more easily than beings of their power typically would - but they have no interest whatsoever in the survival of those they deal with. All are merely pawns for the Ancients. They can be an easy source of power but one cannot help but be manipulated by them. Not even Divine intelligence can match their scheming.</span><br />
<br />
== <span style="font-family: Leash XL; font-size: 16pt; color: Teal;">CHATTUR'GHA, STRENGTH BEYOND THE STARS</span> ==<br />
<div style="padding: 0.5em; clear: right; float: left;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/ChatturghaVestige.png</div><br />
<span style="font-family: Times New Roman; font-size: 12pt;">Chattur'gha is the strongest of the Ancient Ones, a great world-destroying beast of unfathomable might. This Ancient can grant Binders incredible martial skill, using the powers of the Far Realms themselves.<br />
<br />
===== Legend =====<br />
Of the three Ancients, Chattur'gha epitomizes brute strength. He is strong, vigorous, and above all, hungry. Ulyaoth's arcane magics could be his undoing, but Xel'lotath's tricks hold no ground over his relatively straightforward mind - he will have what he wishes.<br />
<br />
Of the three, he is probably the weakest of the schemers - but that still makes him more cunning than even trickster gods, much less mortals.<br />
<br />
===== Special Requirement =====<br />
The Ancients care very little for anything other than each other - the remaining Ancients are the only things standing in their way. For this reason, Chattur'gha will never enter into a Pact with anyone bound to any of the other Ancients, nor to anyone who would seek to protect the Gatekeeper. Further, since Xel'lotath will enter into Pacts with one already bound to Chattur'gha or Ulyaoth, it must be mentioned that doing so will cause considerable animosity between Chattur'gha and the Binder - each time this is done, the DC required to resist Chattur'gha's influence increases by +5, and this increase stacks with itself.<br />
<br />
Chattur'gha also demands his Binders have the necessary strength to do his will. A Binder must have at least 18 Strength at the time of the binding in order to succeed.<br />
<br />
===== Manifestation =====<br />
Chattur'gha's seal glows red, and it appears as if it has become a gate to hell itself - flames leap from the circle. Enormous armored claws, like a monstrous crab, reach out of the circle, and pull Chattur'gha's red-plated manifestation from the whole. He speaks in a deep, threatening voice, and is extremely direct in the Pact negotiation. He has no patience for mortals, and is short tempered. Nonetheless, anyone strong enough to be useful to him should have little trouble binding him, and his influence is not difficult to resist - he is quite capable of getting what he wants merely by ensuring his power is available in the world, and has no use for riding on the experiences of mortals.<br />
<br />
===== Sign =====<br />
Binding Chattur'gha causes your muscles to bulge, stretching the limits of what your race could possibly achieve in muscle mass. Your arms and shoulders also become covered in red chitinous plates, reminiscent of Chattur'gha's own crustacean-like armature.<br />
<br />
===== Influence =====<br />
Chattur'gha forces those bound to him to think as he does - straightforward, with violence always a ready option. Deception, diplomacy, and negotiation are to Chattur'gha wastes of time, and those under his influence cannot use the Bluff or Diplomacy skills, and cannot even attempt to Intimidate creatures more than once per hour - if someone will not give Chattur'gha what he wants, he will take it by force.<br />
<br />
Further, Chattur'gha will not allow a Binder in a Pact with him to attempt to call upon any of the other Ancients. Even trying to do so is considered breaking his Influence, regardless of whether or not the Binder succeeds (thanks to the ''Ignore Special Requirements'' feat or to Xel'lotath's whims).<br />
<br />
===== Granted Abilities =====<br />
Chattur'gha grants you great martial prowess, including several unique techniques that channels the Ancient One's own unstable reality from the Far Realms.<br />
<br />
<ul><li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Heavy Armor Proficiency:</h6> Being bound to Chattur'gha grants proficiency in Medium and Heavy Armor.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Initiator of the Far Realms:</h6> Those bound to Chattur'gha can initiate maneuvers from the [http://www.giantitp.com/forums/showpost.php?p=3410915&postcount=5%20Maneuvers%20of%20Madness Far Realms] discipline, using their Binder Level in place of their Initiator Level for the purposes of which maneuvers they can choose and the strength of those maneuvers that rely on Initiator Level. The Binder chooses a number of maneuvers as his maneuvers known for the duration of the Pact upon its completion, and can ready a number of them as normal for any Martial Initiator. Like any other Initiator, the binder must meet the requirements for learning various of these Far Realms maneuvers, which means enough of the maneuvers must be low level in order to qualify for the higher level ones.<br />
{| class="zebra header bordered"<br />
|-<br />
! Binder Level !! Maneuvers Known !! Maneuvers Readied !! Stances<br />
|-<br />
| 10th-11th || 5 || 3 || 1<br />
|-<br />
| 12th-13th || 6 || 3 || 1<br />
|-<br />
| 14th-15th || 7 || 4 || 1<br />
|-<br />
| 16th-17th || 8 || 4 || 2<br />
|-<br />
| 18th-19th || 9 || 5 || 2<br />
|-<br />
| 20th+ || 10 || 5 || 2<br />
|}<br />
Any of these maneuvers used by the Binder is recovered automatically as a free action 5 rounds after it has been used. They are all supernatural effects.<br />
<br />
These maneuvers and initiator level are associated with the binder's Pact-making class. If a multiclass binder has levels in any Maneuver-initiating class, those maneuvers and Initiator Level are separate from these, just as when a character multiclasses more than one Martial Adept class.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Strength Beyond the Stars:</h6> Chattur'gha makes those bound to him strong, very strong. Those showing his sign gain a +2 bonus to Strength, and DR 6/Lawful.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Weapon Proficiency:</h6> Being bound to Chattur'gha grants proficiency in all Martial Weapons.</li></ul></span><br />
<br />
== <span style="font-family: Leash XL; font-size: 16pt; color: Teal;">ULYAOTH, THE KNOWLEDGE BEYOND THE VEIL</span> ==<br />
<div style="padding: 0.5em; clear: right; float: left;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/UlyaothVestige.png</div><br />
<span style="font-family: Times New Roman; font-size: 12pt;">Ulyaoth is the smartest of the Ancient Ones, the keeper of stores of knowledge that dwarf even those of gods of knowledge. Ulyaoth can very aptly demonstrate to those bound to him that knowledge is power.<br />
<br />
===== Legend =====<br />
Of the three Ancients, Ulyaoth epitomizes careful strategy and mystical mastery. His endless array of magic spells and mystical power means he always has an answer for Chattur'gha's brutality, but Xel'lotath's whispers could unravel even his mighty mind.<br />
<br />
Of the three, Ulyaoth is most prone to long-term planning - which is a statement of incredible significance, when even the relatively simple-minded Chattur'gha enacts plans that last for millennia. However, he does have a tendency to assume his own plans are perfect - adapting on the short-term is not something he does well, by the standards of the other Ancients. No mortal, or even deity, would likely be able to catch him off-guard, though.<br />
<br />
===== Special Requirement =====<br />
The Ancients care very little for anything other than each other - the remaining Ancients are the only things standing in their way. For this reason, Ulyaoth will never enter into a Pact with anyone bound to any of the other Ancients, nor to anyone who would seek to protect the Gatekeeper. Further, since Xel'lotath will enter into Pacts with one already bound to Chattur'gha or Ulyaoth, it must be mentioned that doing so will cause considerable animosity between Ulyaoth and the Binder - each time this is done, the DC required to resist Ulyaoth's influence increases by +5, and this increase stacks with itself.<br />
<br />
Ulyaoth also demands his Binders have the necessary intellect to do his will. A Binder must have at least 18 Intelligence at the time of the binding in order to succeed.<br />
<br />
===== Manifestation =====<br />
A swirling blue vortex appears above the seal, and a bizarre blue creature that looks like nothing so much as an enormous jellyfish passes through. Six spheres of energy circle about the creature's head, and it speaks with a voice of incredible sagacity - and condescension. Most negotiations with Ulyaoth are simple, in that he has already decided how it should be, and there is extremely little any mortal Binder could do to surprise him during negotiations. Knowing how it will go, he does not waste time arguing the point.<br />
<br />
===== Sign =====<br />
Six spheres of blue energy swirl about your shoulders. These do not do anything, and even pass through solid structures if necessary, but they are very obvious, and each sheds light like a torch.<br />
<br />
===== Influence =====<br />
Ulyaoth causes his binder to be cool and calculating, giving extremely little concern for anything beyond stark efficiency. Further, nothing is more valuable to Ulyaoth than knowledge - a binder must make every attempt to learn a secret, if he becomes aware of one, and when he encounters a library or other store of knowledge, he must at the least scan the catalogue to be aware of what knowledge is available there, even if he does not actually learn anything there.<br />
<br />
Further, Ulyaoth will not allow a Binder in a Pact with him to attempt to call upon any of the other Ancients. Even trying to do so is considered breaking his Influence, regardless of whether or not the Binder succeeds (thanks to the ''Ignore Special Requirements'' feat or to Xel'lotath's whims).<br />
<br />
===== Granted Abilities =====<br />
Ulyaoth grants his binders limited access to his own knowledge, as well as several mystical techniques and powers that originate from the Far Realm.<br />
<br />
<ul><li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Brains Over Brawn:</h6> As the Factotum<sup>(''Dungeonscape'')</sup> class feature.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Lore:</h6> As the Bardic Knowledge ability, except that the binder uses his Binder Level instead of Bard Levels for determining his bonus on the check.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Knowledge Unveiled:</h6> One bound to Ulyaoth may make any Intelligence-based skill check, even untrained, and enjoys a +5 competence bonus on all such skills.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">[http://www.giantitp.com/forums/showthread.php?t=122103 Xenotheurgy]:</h6> One bound to Ulyaoth gains access to one Murmur, with its associated Breaches, as well as a single Disturbance and Incursion that are associated with this Murmur. This Murmur is always active for the duration of the Pact, even if the binder is also a Xenotheurge of some kind and this would put him over his usual limit for active Murmurs.</li></ul></span><br />
<br />
== <span style="font-family: Leash XL; font-size: 16pt; color: Teal;">XEL'LOTATH, THE WHISPERING MADNESS</span> ==<br />
<div style="padding: 0.5em; clear: right; float: left;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/XellotathVestige.png</div><br />
<span style="font-family: Times New Roman; font-size: 12pt;">Xel'lotath is neither smart nor strong. She is, in point of fact, completely insane. Her hallmarks are unpredictability, cunning, and apparent amusement at all that attempts to stop her. Xel'lotath uses those bound to her in order to spread insanity.<br />
<br />
===== Legend =====<br />
Of the three Ancients, Xel'lotath epitomizes insanity. All of the Ancients are quite capable of driving mortal men mad, but none take such zeal in madness as Xel'lotath; she is, herself, quite mad. Her unpredictability makes Ulyaoth almost completely incapable of dealing with her, but Chattur'gha always has a ready answer - violence.<br />
<br />
Of the three, Xel'lotath is the most unknowable. No one knows if she has long-term plans, or if she's just making it all up as she goes along. Nothing fazes her, nothing appears to disappoint her - she delights in upset plans, even those that seemed to be hers. She is endlessly adaptable.<br />
<br />
===== Special Requirement =====<br />
Xel'lotath, undoubtedly, hates the other Ancients - she seeks their destruction as much as the other two. But she does not share their unwillingness to enter into Pacts of those bound to the others - those bound to Chattur'gha or Ulyaoth can bind her, and she will delight in the opportunity to taunt them. Those bound to her cannot then call either of the others, however, and binding her while bound to the others causes the Binding DC to resist their influence to be increased permanently by +5, and this increase stacks with itself.<br />
<br />
Other than that, Xel'lotath isn't picky. She will enter into Pacts with anyone capable of calling her, but she will work very hard to influence them.<br />
<br />
===== Manifestation =====<br />
Green sparks and shimmers appear above Xel'lotath's sign, catching the binder's attention, and then fade away - at which point her laughter can be heard behind the binder. Whirling around, he sees Xel'lotath - an enormous serpentine worm, ending in a single enormous eye surrounded by four arms. She speaks with two distinct voices, one pleasant and the other cruel, alternatively praising and insulting the binder. She talks in circles, she talks to herself and she talks in riddles. Negotiating with her is a maze with no apparent exit.<br />
<br />
Furthermore, none witnessing the ritual sees or hears anything. The binder appears to stand over the seal, and then spin about and begin talking to himself.<br />
<br />
===== Sign =====<br />
Those bound to Xel'lotath gain a pair of ghostly arms just below their own. These arms are very faint, easily seen through, though they tint everything behind them green. They have absolutely no physical effect on anything, capable even of passing through solid matter - though the rest of the arm is not visiable on the other side of that matter. These arms generally mimic the arm above them, but not perfectly.<br />
<br />
===== Influence =====<br />
Xel'lotath seeks to spread madness. One under her influence cannot engage in extensive planning, instead favoring abrupt reaction. Also, should the binder be confronted with an opportunity to cause madness, they must take it - playing upon others' paranoia, spreading misinformation randomly, inciting panic if the opportunity presents itself.<br />
<br />
If a Binder enters into a Pact with Chattur'gha or Ulyaoth, Xel'lotath will be delighted at the opportunity to torment them, and will grant the Binder a respite from her influence. Even if the Binder failed his Binding check to resist her Influence, once he creates such a Pact he is no longer under her influence.<br />
<br />
===== Granted Abilities =====<br />
Xel'lotath gives those bound to her the ability to cause insanity and to take advantage of the entropic energies of the Far Realms.<br />
<br />
<ul><li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">The Monster Within:</h6> As the [http://www.giantitp.com/forums/showthread.php?t=118467 Harrowed] class feature, except that Will saves are provoked by Xel'lotath's granted abilities, and failure gives Xel'lotath direct control over the binder. One who succeeds on a Binding check to resist her influence gains a +5 bonus on this check.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Exultation of Chaos:</h6> When the binder takes damage from any Chaos-aligned attack or spell with the Chaos descriptor, he must make a save against ''The Monster Within'' with a DC of 10 + the damage to be taken. Regardless of his success, he is healed by that amount of damage rather than hurt.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Shadowmental Touch:</h6> As the [http://www.giantitp.com/forums/showthread.php?t=118467 Harrowed] class feature, with the element of the touch chosen when the Pact is made. The touch deals 1d6 damage per three Binder levels, and provokes a Will save from ''The Monster Within'' of a DC equal to 10 + the number of d6's thrown for damage.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Glimpse the Soul:</h6> As the [http://www.giantitp.com/forums/showthread.php?t=118467 Harrowed] class feature, except that it provokes a DC 15 Will save from ''The Monster Within'', and the Binder does not gain a +2 bonus to the save.</li><br />
<br />
<li><h6 style="display: inline; font-size: 100%; font-style: italic; font-weight: normal;">Whispers of Madness:</h6> Once per 5 rounds, one bound to Xel'lotath may deal 2 Wisdom damage to any single target within line of sight. The target also must make a Will save against ''The Monster Within'' (DC set as usual for one of the binder's granted abilities), or Xel'lotath controls the target, causing him to attack randomly. When controlled by Xel'lotath, that target gains all of the benefits of being bound to her, with an effective Binder level equal to its HD. This ability provokes a DC 25 Will save against ''The Monster Within'' for the binder, as well.</li></ul></span><br />
<br />
[[Category:Vestiges]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Child_of_Sea_and_SkyChild of Sea and Sky2011-11-06T19:29:10Z<p>DragoonWraith: /* Class Features */ Formatting</p>
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Eurynome was a titan who tired of the war between the gods and titans, and created the sea and sky for herself to play in. Both Titans and Gods turned on her for this dalliance, and she was destroyed and cast aside as a Vestige. However, her body formed the first island, and her blood the first river, and so she is known to scholars as the Mother of the Material.<br />
<br />
A Child of Sea and Sky is a Druid who reveres the land and the sea and the sky, and worships Eurynome as their mother. Such a Druid sees Eurynome as the true Mother Earth, rather than the typical deity in the pantheon of their setting, and seeks to reinstate her as such.<br />
<br />
== Becoming a Child of Sea and Sky ==<br />
A Child of Sea and Sky may describe themselves as a Druid, but the only way to be close enough to Eurynome to become a Petitioner is to have significant skills in Pact Magic, while it is primarily the Druid's connection to nature, rather than the specific skills of the Druid, that are necessary.<br />
<br />
=== Requirements ===<br />
<br />
* ''Skill Ranks:'' Knowledge (Nature) 4 ranks, Handle Animal 4 ranks, Knowledge (The Planes) 8 ranks.<br />
* ''Special:''<br />
** Ability to bind Eurynome.<br />
** Animal Companion class feature.<br />
** Must worship Eurynome as a god.<br />
<br />
== Hit Die ==<br />
d8<br />
<br />
== Skills ==<br />
<br />
==== ''Class Skills'' ====<br />
The Child of Sea and Sky's class skills (and the key ability for each) are Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (History) (Int), Knowledge (Nature) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).<br />
<br />
==== ''Skill Points per Level'' ====<br />
4 + her Int modifier<br />
<br />
== Class Features ==<br />
All of the following are class features of the Child of Sea and Sky.<br />
<br />
{| class="class zebra header bordered"<br />
|-<br />
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save !! Special !! Soul Binding !! Spellcasting<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[#Eternal Child|Eternal Child]], [[#Childhood Friend|Childhood Friend]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 2nd || +1 || +3 || +0|| +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Tsunami Maul|Tsunami Maul +5]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Zephyrous|Zephyrous (+1 Dodge, +1 Saves, +10' Move)]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 4th || +3 || +4 || +1 || +4||style="padding: 0 0.5em; text-align: left;"| [[#Wind Child|Wind Child]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Envenomed Blood|Envenomed Blood]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 6th || +4 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Tsunami Maul|Tsunami Maul +6]] || - || +1 level of existing Divine spellcasting class<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#Zephyrous|Zephyrous (+Cha Dodge, +Cha saves, +30' Move)]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 8th || +6 || +6 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Child of the Deep|Child of the Deep]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 9th || +6 || +6 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#Tsunami Maul|Tsunami Maul +7]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 10th || +7 || +7 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[#Zephyrous|Zephyrous (+Cha attack)]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 11th || +8 || +7 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[#Bloody Maul|Bloody Maul]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 12th || +9 || +8 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| [[#Tsunami Maul|Tsunami Maul +8]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|-<br />
| 13th || +9 || +8 || +4 || +8 ||style="padding: 0 0.5em; text-align: left;"| [[#Mother's Child|Mother's Child]] || +1 level of existing Pact Magic class || +1 level of existing Divine spellcasting class<br />
|}<br />
<br />
====='' Armor and Weapon Proficiencies ''=====<br />
A Child of Sea and Sky does not gain any armor or weapon proficiencies.<br />
<br />
====='' Spellcasting ''=====<br />
At each level, a Child of Sea and Sky gains new spells per day and an increase in caster level (and spells known, if applicable), as if she had gained a level in a Divine spellcasting class to which she had belonged before adding the prestige class level. She does not, however, gain any other benefit a character of that class would have gained.<br />
<br />
If she had more than one Divine spellcasting class before becoming a Child of Sea and Sky, she must decide to which class she adds each level for the purpose of determining spells per day, caster level, and spells known.<br />
<br />
Because a Child of Sea and Sky gets her spells from her worship of Eurynome, and Eurynome is, among other things, a playful spirit, she appreciates those of strong charisma as well as those of strong wisdom. A Child of Sea and Sky may, at her option, use her Charisma modifier instead of the normal modifier for determining the highest level spell she may use, the DC of the saving throws against her spells, and the bonus spells that she receives.<br />
<br />
====='' Soul Binding ''=====<br />
At each level except 6th, a Child of Sea and Sky's Soul Binding ability improves as if he had also gained a level in any Pact-using class to which she had belonged before becoming a Child of Sea and Sky. Her Child of Sea and Sky levels and levels in the chosen class stack for the purpose of determining her bonus on binding checks, the effectiveness of her Vestige-granted abilities, her ability to bind higher-level Vestiges, and the number of Vestiges she can bind. She does not, however, gain any other benefit that class would have gained.<br />
<br />
If she had more than one Pact-using class before becoming a Child of Sea and Sky, she must decide to which class she adds each level for the purpose of determining her bonus on binding checks, the effectiveness of her Vestige-granted abilities, her ability to bind higher-level Vestiges, and the number of Vestiges she can bind.<br />
<br />
====='' Eternal Child ''=====<br />
A Child of Sea and Sky no longer needs to bind Eurynome every day; she is bound to her constantly. She cannot choose to bind another Vestige in Eurynome's place. However, she may still attempt a binding check each day to negate her influence.<br />
<br />
====='' Childhood Friend ''=====<br />
A Child of Sea and Sky may add her Effective Binder Level to her Druid levels for the purpose of determining the strength of her Animal Companion. This modified level, however, may not exceed her own Hit Dice. This level may also be used for determining her ''Wild Empathy'' bonus.<br />
<br />
In addition, the ''Damage Reduction'', ''Poison Blood'', and ''Water Dancing'' abilities granted by Eurynome also extend to her Animal Companion.<br />
<br />
====='' Tsunami Maul ''=====<br />
At 2nd level, a Child of Sea and Sky may enhance Eurynome's Maul as she would any other magic weapon. In order to do so, she must have the Maul, and she must either enhance the Maul herself or remain with the spellcaster who does the enhancing for the duration of the process; if she leaves for more than a single round, the Maul will disappear, undoing any of the work that has been done.<br />
<br />
Eurynome's Maul originally counts as ''+1 warhammer'' for the sake of determining the cost of enhancements added to it. However, for the sake of determining how many enhancements may be added, it counts as a ''+3 Anarchic warhammer'', meaning only another +2 enhancement bonus, and only a total of +5 worth of special abilities, may be added to it.<br />
<br />
At 6th level, the ''Anarchic'' bonus of Eurynome's Maul counts as a +1 bonus, allowing up to +6 worth of special abilities to be added by the Child of Sea and Sky.<br />
<br />
At 9th level, the ''Anarchic'' bonus of Eurynome's Maul does not count at all for determining the number of special abilities that may be added to the Maul, allowing up to +7 worth of special abilities.<br />
<br />
By 12th level, the ''+3'' enhancement bonus itself only costs +2 worth, so +8 worth of special abilities may be added to the Maul. This does not, however, allow the total enhancement bonus on the Maul to increase past +5, so the Child of Sea and Sky may only add another +2 as normal.<br />
<br />
====='' Zephyrous ''=====<br />
At 3rd level, the Child of Sea and Sky becomes as light and quick as the gentle West wind. As a result of Eurynome's presence, she may move from blows more easily, gaining a +1 dodge bonus to Armor Class, a +1 bonus to all saving throws, and a +10' bonus to her movement speed.<br />
<br />
At 7th level, the bonus to her AC and her saving throws increases to be equal to her Charisma, and the movement speed bonus increases to +30'.<br />
<br />
At 10th level, the Child of Sea and Sky adds her Charisma modifier to all attack rolls.<br />
<br />
====='' Wind Child ''=====<br />
At 4th level, a Child of Sea and Sky and/or her Animal Companion may shapeshift into a flying creature. The Child of Sea and Sky and her Animal Companion may use this feature independently of each other, that is, one or both may use this form without any restrictions on what the other is doing.<br />
<br />
This feature is identical to the ''Aerial Form'' of the Shapeshift Druid variant listed in the ''Player's Handbook II'', except that the Child's Animal Companion does not gain the +2 bonus to Strength or to Reflex saves, and both the Child and Companion gain a Bite attack that does 1d6 damage instead of a Talon attack (if the Animal Companion already has a Bite attack, with greater damage than 1d6, the Animal Companion may keep their existing attack). While in this form, the Child's natural attack (but not her Companion's) is treated as if enhanced exactly as Eurynome's Maul is.<br />
<br />
Further, the creature that one transforms into is like none ever before seen in the mortal world. For the Child, her arms and legs all turn to wings, and she grows a pair of long, thin tail feathers, while her neck becomes long and sinuous and her head small and with a sharp beak. Her body is covered in feathers.<br />
<br />
For the animal companion, the process is similar - the creature in questions limbs become wings, though the exact body of the creature afterwards varies on the creature. Often it is more recognizable as its original form than the Child is.<br />
<br />
====='' Envenomed Blood ''=====<br />
At 5th level, a Child of Sea and Sky's ''Poison Blood'' ability granted by Eurynome is no longer capped at 5d6.<br />
<br />
====='' Child of the Deep ''=====<br />
At 8th level, a Child of Sea and Sky may take on the form of a horrible creature from the primordial days, which has long hidden at the bottom of the ocean. This is identical to the ''Forest Avenger'' form of the Shapeshift Druid, except that the Child's type changes to Aberration instead of Plant, and she gains a pair of Tentacle attacks instead of Slam attacks, and these attacks are treated as if enhanced exactly as Eurynome's Maul is. In addition, she gains a Swim speed equal to her Land speed, and can breathe water.<br />
<br />
Her Animal Companion may take advantage of this form, but gains only the Swim speed and the ability to breathe water.<br />
<br />
====='' Bloody Maul ''=====<br />
At 11th level, once per round the Child of Sea and Sky adds her ''Envenomed Blood'' damage to an attack with ''Eurynome's Maul''.<br />
<br />
====='' Mother's Child ''=====<br />
At 13th level, a Child of Sea and Sky may bring Eurynome herself into the world, albeit temporarily, through her own body. Having been so long a Vestige, Eurynome is not used to the world, and while she enjoys the opportunity to more fully experience reality, she leaves things mostly up to the Child; the Child may not resist Eurynome's influence, no matter her binding check that morning, but other than that Eurynome is content to just experience whatever the Child wishes to do. Being limited by the Child's body, she also is rather limited compared to her original Titanic form.<br />
<br />
This form is identical to the ''Elemental Fury'' form of the Shapeshift Druid, except that Eurynome does not enjoy immunity to any energy type, and she wields her own Maul at a size category larger than she herself is, instead of taking natural attacks.<br />
<br />
The Child's Animal Companion may not take advantage of this form.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=BoundBound2011-11-06T18:58:02Z<p>DragoonWraith: /* Table 1: The Bound */ formatting</p>
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<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/TheBound.png</div><br />
:''"The weight of the world seems but a feather compared to the regrets I bear."'' --Alika, one of the Bound<br />
<br />
Chance is uncaring and ruthless, capricious, chaotic, dangerous. A cruel twist of fate can rob a girl of her family or a man at his chance for vengeance. Law and order are bastions of hope against such unsympathetic dangers, but even the law can be twisted against its defenders. Such is the misfortune that leads a man or woman to become one of the Bound.<br />
<br />
The Bound are the most stalwart defenders of law, bringing order to the most chaotic of foes. They wear their chains as a symbol of their own failures, but also as a badge of service, as a public promise that the law will be upheld.<br />
<br />
== Becoming one of the Bound ==<br />
To become one of the bound, the primary requirement is to have been forced to do what you personally want least. The king required by law to execute his best friend, the knight who must leave his love to die in order to protect the many, the guard who must let the murderer go because of loopholes in the law, all might qualify for becoming one of the Bound.<br />
<br />
However, one's reaction to these unhappy circumstances is also key. The king might pardon his friend, whatever the law says; such would not be one of the Bound. The guard might let the murderer go, but take no responsibility, blaming the law and those who wrote it, absolving himself of any part in the injustice. Such would not make one of the Bound.<br />
<br />
The one who becomes one of the Bound might be the knight, who following his love's death, punishes himself for allowing this to pass, binding himself in chains and bearing the weight of his regret wherever he goes, a constant reminder of his failure. This is one of the Bound.<br />
<br />
=== Entry Requirements ===<br />
* ''Alignment''<br />
** Any lawful.<br />
* ''Martial Maneuvers''<br />
** Any two Martial maneuvers, including at least one Stance.<br />
* ''Base Attack Bonus''<br />
** +3.<br />
* ''Feats''<br />
** Law Devotion<sup>(CChamp)</sup><br />
* ''Skills''<br />
** Escape Artist 4 ranks.<br />
** Martial Lore 8 ranks.<br />
** Use Rope 4 ranks.<br />
* ''Special''<br />
** Must have been forced by duty, honor, or obedience to law, to actively engage in activities that caused deep personal anguish and regret, or prevented by the same from doing what one had sworn to do.<br />
<br />
== Class Features of the Bound ==<br />
<br />
===== Class Skills =====<br />
The Bound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Martial Lore (Int), Open Lock (Dex), Ride (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Use Rope (Dex).<br />
===== Skills Points at Each Level =====<br />
4 + Int<br />
<br />
===== Hit Dice =====<br />
d10<br />
<br />
===== Table 1: The Bound =====<br />
{| class="class zebra header bordered"<br />
|- <br />
!rowspan=2| Level !!rowspan=2| Base Attack<br />Bonus !!rowspan=2| Fortitude<br />Save !!rowspan=2| Reflex<br />Save !!rowspan=2| Willpower<br />Save !!rowspan=2 style="padding-left: 1.5em; text-align: left;"| Special !!colspan=3| Martial Maneuvers<br />
|- <br />
! Known !! Readied !! Stances<br />
|- <br />
| 1<sup>st</sup> || +1 || +2 || +0 || +2 || [[#Chains That Bind (Ex)|Chains That Bind]] || +1 || +1 || +0<br />
|- <br />
| 2<sup>nd</sup> || +2 || +3 || +0 || +3 || [[#Bound in Iron (Ex)|Bound in Iron]] || +1 || +0 || +0<br />
|- <br />
| 3<sup>rd</sup> || +3 || +3 || +1 || +3 || [[#Chains of Regret (Su)|Chains of Regret]] || +1 || +0 || +1<br />
|- <br />
| 4<sup>th</sup> || +4 || +4 || +1 || +4 || [[#Bound by Sorrow (Ex)|Bound by Sorrow]] || +1 || +0 || +0<br />
|- <br />
| 5<sup>th</sup> || +5 || +4 || +1 || +4 || [[#Chains of Honor (Su)|Chains of Honor]] || +1 || +1 || +0<br />
|- <br />
| 6<sup>th</sup> || +6 || +5 || +2 || +5 || [[#Bound by Oath (Su)|Bound by Oath]] || +1 || +0 || +0<br />
|- <br />
| 7<sup>th</sup> || +7 || +5 || +2 || +5 || [[#Unbreakable Chains (Ex)|Unbreakable Chains]] || +1 || +0 || +1<br />
|- <br />
| 8<sup>th</sup> || +8 || +6 || +2 || +6 || [[#Bound in Blood (Ex)|Bound in Blood]] || +1 || +0 || +0<br />
|- <br />
| 9<sup>th</sup> || +9 || +6 || +3 || +6 || [[#Chains of Destiny (Ex)|Chains of Destiny]] || +1 || +1 || +0<br />
|- <br />
| 10<sup>th</sup> || +10 || +7 || +3 || +7 || [[#Bound by Fate (Su)|Bound by Fate]] || +1 || +0 || +0<br />
|}<br />
<br />
===== ''Armor and Weapon Proficiencies'' =====<br />
The Bound does not gain any proficiencies with any armors. The Bound may select any one weapon associated with the Chthonic Serpent discipline that he is not proficient in, and gain proficiency in that weapon.<br />
<br />
===== ''Maneuvers'' =====<br />
One of the Bound adds his full class level to his Initiator Level.<br />
<br />
At 1<sup>st</sup> level, and every level thereafter, one of the Bound may learn any maneuver of a level he may learn from the [http://www.giantitp.com/forums/showthread.php?t=103406 Army of One], [[Chthonic Serpent]], [http://www.giantitp.com/forums/showthread.php?t=86266 Quicksilver Aegis] and Stone Dragon disciplines.<br />
<br />
At 1<sup>st</sup>, 5<sup>th</sup>, and 9<sup>th</sup> level, a Bound gains the ability to ready one extra maneuver.<br />
<br />
===== ''Stances Known'' =====<br />
<br />
At 3<sup>rd</sup> and 7<sup>th</sup> level, he may learn any Stance of a level he may learn from the Army of One, Chthonic Serpent, Quicksilver Aegis or Stone Dragon disciplines.<br />
<br />
===== ''Chains That Bind'' (Ex) =====<br />
The Bound wears a chain wrapped around his body, as a symbol of both his own failures and the failures of the laws that he upholds. It is a simple, mundane chain; it must be at least as long as the Bound is tall (chain weighs 1 lb. per 5 ft.), though several smaller chains which add up in length to his height are acceptable. There is nothing in particular special about the chains, and they may be replaced by any other chains if necessary. Any chains worn by the Bound will maintain the same properties, even the supernatural ones he receives at higher level, as the magic comes from the Bound and his sacrifice, not the chains themselves.<br />
<br />
This chain gives a -1 armor check penalty, a +6 maximum Dexterity bonus to AC, and an arcane spell failure chance of 5%, though none of these penalties stack with any actual armor the Bound may be wearing (if the Bound is wearing armor, use whichever penalty is worst). Even if the Bound is not proficient in any armor, he is never considered to be lacking proficiency in the chain, and if unarmored, the chain actually provides a +2 Armor bonus to AC (the Bound is still treated as unarmored for the sake of features that depend on unarmored status, however). Further, the Bound takes no armor check penalty of any kind on Escape Artist checks.<br />
<br />
One of the Bound wearing his chains gains a bonus on grapple checks equal to his class level. He may replace his Strength modifier with his Dexterity modifier on grapple checks, and further add his Constitution modifier to grapple checks.<br />
<br />
In addition, all maneuvers learned by the Bound from his class levels, including the stances, may only be used while wearing this chain. Many of the Bound's class features similarly require that the chain be worn. In addition, being without the chain gives the Bound a -2 penalty on all saving throws, attack rolls, and damage rolls.<br />
<br />
===== ''Bound in Iron'' (Ex) =====<br />
At 2<sup>nd</sup> level, the chains worn by the Bound begin to offer some protection: as long as he wears them, he gains SR 10 + his class level. He also gains a +2 bonus against all fear, charm, and compulsion effects.<br />
<br />
Also, any damage that a Bound of this level deals during a grapple may, at his choice, be non-lethal. He takes no penalty for doing so.<br />
<br />
===== ''Chains of Regret'' (Su) =====<br />
The Bound has sworn himself to the law despite its failures, and he is painfully aware of its limitations and its susceptibility to unforeseen chance. He stands as a defender of order and a foe of chaos, and so is equally capable of imbuing his attacks with law and cutting through the protections of chaos.<br />
<br />
By 3<sup>rd</sup> level, his attacks with any weapon associated with the Chthonic Serpent discipline may count as Law aligned or Chaos aligned for the purpose of overcoming damage reduction, at the Bound's choice, so long as he is wearing his chain.<br />
<br />
However, any damage reduction he has becomes vulnerable to lawfully aligned attacks. This penalty remains in force even if he removes the chain he bears.<br />
<br />
===== ''Bound by Sorrow'' (Ex) =====<br />
Whenever a 4<sup>th</sup> level Bound is wearing his chain and in a Chthonic Serpent stance, any enemy he grapples cannot use ''Freedom of Movement'' to escape.<br />
<br />
The Bound is also considered one size larger than his current size for the sake of grapple checks.<br />
<br />
===== ''Chains of Honor'' (Su) =====<br />
The Bound's honor has become so strong that he can bind others by their words. At 5<sup>th</sup> level, one of the Bound wearing his chain may, once per day, use a Swift action to cause all speaking such that the Bound may hear them to be incapable of deceit. This effect is obvious to all under its influence, and they automatically know that not only can they not lie, neither can anyone else under its effect, including the Bound. This lasts for a number of minutes equal to the Bound's class level.<br />
<br />
Further, the Bound is so used to wearing his chain that it no longer encumbers him, and the chain's check penalty, maximum Dexterity, and arcane spell failure are waived. Further, any armor that the Bound has worn alongside his chain for at least a week has its check penalty reduced by 1, its maximum Dexterity bonus to AC raised by 1, and its arcane spell failure reduced by 5%.<br />
<br />
However, intentionally breaking his word or breaking or even bending the laws of any authority the Bound considers valid (typically one of the same morality as he), causes the Bound's chains to fall from his shoulders, bringing with it all the penalties that entails. The Bound may spend a full-round action rebinding himself with the chains, but they have a 5% chance of falling off each minute while the Bound continues to engage in any such unlawful activity.<br />
<br />
===== ''Bound by Oath'' (Su) =====<br />
The Bound of 6<sup>th</sup> level may choose, as a Standard Action while grappling using a weapon associated with the Chthonic Serpent discipline, to attempt a grapple check opposed by the opponent's Will save. If successful, the Bound's enemy is subjected to the effects of a ''Hold Monster'' spell, with a DC equal to 10 + his class level + his Strength, Dexterity, or Constitution modifier, whichever is highest. Unlike the spell, however, this effect is not a Compulsion and is not Mind-Affecting, as the creature is bound by Law, not by Enchantment, and it remains in effect for as long as the Bound retains the grapple. The Bound can only use this ability if wearing his chain.<br />
<br />
===== ''Unbreakable Chains'' (Ex) =====<br />
When grappling with a weapon associated with the Chthonic Serpent discipline, a 7<sup>th</sup> level Bound deals Constriction damage equal to his class level plus the difference between his grapple check and his opponent's. This damage stacks with any other Constriction damage that the Bound may deal, but if not wearing his chain he does not receive this feature.<br />
<br />
At this point, however, the Bound's chains simply will not stay on during unlawful activity. They may be carried, but not worn, and the Bound takes all of the usual penalties for not wearing them. Once he has ceased unlawful activities, he may rebind himself, but the process takes a full minute.<br />
<br />
===== ''Bound in Blood'' (Ex) =====<br />
An 8<sup>th</sup> level Bound may, while wearing his chain, be simultaneously in one stance from the Chthonic Serpent discipline, and in one stance from any other discipline. He may enter any such pair of stances as a swift action, and may change or end one or both as a swift action as well.<br />
<br />
===== ''Chains of Destiny'' (Ex) =====<br />
At 9<sup>th</sup> level, a Bound wearing his chain is considered two sizes larger than his current size for the sake of grapple checks. His Constriction damage from the '''Unbreakable Chains''' ability is also doubled.<br />
<br />
On the other hand, the Bound's chains are so violently opposed to chaos that unlawful activity will make it impossible for the Bound to wear them. Rather than fall off, they bind him, automatically pinning him. The Bound himself will be unable to remove them, though others can with ease. Once removed, the chains cannot be replaced until the day after such unlawful activity has ceased, after the Bound has gotten eight hours of rest, and rebinding them takes a full hour to complete.<br />
<br />
===== ''Bound by Fate'' (Su) =====<br />
By 10<sup>th</sup> level, a Bound is capable of rendering the harshest judgment upon his foes. When grappling any Chaotic or Chaotic-aligned creature with one of the weapons associated with the Chthonic Serpent discipline, he may attempt, as a Standard action, to make a Grapple check at a -10 penalty. If successful, the target of his grapple is subject to the effects of an ''Imprisonment'' spell. This ability functions only if the Bound is wearing his chain.<br />
<br />
== Playing one of the Bound ==<br />
One of the Bound has already chosen the law over personal desires, at great cost. Every Bound has lost or failed someone grievously on a personal level because of their commitment to society, and the chains they wear are symbolic of their regret for this. For the most part, the Bound do not dwell on this failure too heavily; they tend to be more pro-active, seeking to spread and strengthen law and order. The Bound typically hope that by doing so, the loss of those they have failed will not be in vain.<br />
<br />
===== Combat =====<br />
The Bound also do the binding. They are exceptional at grappling, and the Chthonic Serpent discipline can allow them to do a great many things with the chains that are their weapons as well as their armor. The Bound are also symbols of justice, and are so capable of using nonlethal force when appropriate.<br />
<br />
===== Advancement =====<br />
Typically, one of the Bound would seek to continue to improve their ability in grappling, and to expand their knowledge of the Chthonic Serpent discipline. Though this discipline is their specialty, however, they certainly do not eschew others, as many disciplines have abilities that are useful to them.<br />
<br />
===== Resources =====<br />
The Bound are typically loners, though the ritual of binding oneself in chains is one they share. For the most part, Bound ones would be friendly with each other, helping where possible, but most consider their tasks - their penance - to be a solitary endeavor. Two Bound would likely not travel together more than temporarily.<br />
<br />
== Bound in the World ==<br />
:''"Don't know the full story, but it seems he did what had to be done, when no one wanted to be the one to do it, and it seems that he'll spend the rest of his life hating himself for doing it. But he'd go right ahead and do it again if it had to be done."''<br />
<div style="float: right;">-- Captain Serrenten of the Guard, explaining who the stranger in town with the chains was.</div><br />
{{break}}<br />
The Bound are the most tragic, but most devoted, defenders of law and order. Their use of the Chthonic Serpent discipline is to bind chaos as they have bound themselves - to strangle the corruption so that the light of order might shine through. They are extremely no-nonsense about the task, however, and grimly determined to do whatever is necessary.<br />
<br />
A special note on the evil lawful Bound: they do exist. It may seem odd to imagine an evil character feeling the kind of remorse that the Bound center around, but it is not unheard of for devils to bind themselves in chains after a notable failure, to remind themselves of what they must never do again. The chains serve much the same purpose as they do with other Bound: as a reminder and as an atonement. The chains are their vow that they will never again let anyone else take control of any situation. On the other hand, Kytons wear chains because that's what they are. A Kyton would likely not use chains as a symbol of regret, and therefore is not really like one of the Bound.<br />
<br />
===== Daily Life =====<br />
In daily life, the Bound simply wander, looking for places and people to protect from the cruelty of chaos. Many border on the ascetic, and while few go all the way to poverty, their lifestyle is notably spartan.<br />
<br />
===== Notables =====<br />
No one knows who the first to bind themselves in chains was. The practice, as a form of atonement, can be dated back longer than anyone can remember, even among the longer lived races. Many have done so since, but most of the myths and legends about them are so forgotten as to be almost worthless.<br />
<br />
===== Organizations =====<br />
No particular organization of the Bound exists, but many of the Bound are also Paladins, Knights, or Crusaders, and are generally held in high esteem by any martial order that values law and order. Nevertheless, they are standoffish and even among the most stalwart defenders of order, their dark demeanor can be offputting, and the Bound are often uninterested in remaining with their former comrades.<br />
<br />
===== NPC Reaction =====<br />
Those who do not know what the Bound's chains symbolize see them as very odd, potentially dangerous. The Bound are grim, aloof, and can be difficult to deal with; there is nothing light-hearted about them. Those who do know why one would bind himself in chains, however, are hard-pressed to have anything but respect for them. Even the chaotically inclined are often impressed by the Bound's dedication to law, even if they disagree with it.<br />
<br />
== Bound in the Game ==<br />
The Bound are, at their core, a Prestige Class devoted to the Chthonic Serpent. Like the Bloodclaw Masters for the Tiger Claw discipline, the class will appeal to specialists rather than generalists. However, they do have access to some other disciplines, which can augment their Chthonic Serpent abilities. They also receive more maneuvers than any ten-level Prestige Class in the ''Tome of Battle'', but are built with drawbacks that can make taking the class a very difficult choice.<br />
<br />
From a roleplaying perspective, the Bound are tough, jaded, and determined. This is not a class for a light-hearted character, but one plagued with a very troubled past. The requirements for the class are designed to require either an extensive backstory, or some extremely dramatic campaign moments.<br />
<br />
===== Adaptation =====<br />
The campaign setting doesn't really influence the Bound very much. Any setting in which, say, a Paladin or Knight might be found, one of the Bound could fit nicely. They're meant to be rare and unusual, and no organization of them exists to adapt.<br />
<br />
===== Encounters =====<br />
The Bound are typically wanderers who try to fight chaos at all fronts. While a lawful good Bound would likely gruffly accept a chaotic good character, provided they were more good than chaotic. However, any 'agent of chaos' who flaunts the laws just because, rather than to achieve a moral goal that the Bound himself agreed with, would probably find himself wrapped in the Bound's chain and awaiting justice. A neutral or evil lawful Bound most likely would not tolerate any sort of chaotic behavior.<br />
<br />
=== Sample Encounter ===<br />
The Bound rarely serve as simple magistrates or guards, as other guardians of law and order do. The Bound typically take the fight to the forces of Chaos, and so it is most common to see the Bound in wild places, seeking to tame them.<br />
<br />
===== EL 11 =====<br />
Alika is a quiet, mild-mannered Elf. Contemplative and reserved, he nevertheless is quick to prevent unlawful behavior. Mostly, he seeks to atone for what he has done: though the banishment of his brother Orin was necessary, for the safety of the world itself, his own banishment for this betrayal was similarly necessary, and Alika does not hide from the responsibility for what he has done.<br />
<br />
<span style="font-size: 125%;">Alika CR 11</span><br/><br />
Male Elf Swordsage 5/Bound 6<br/><br />
LG Humanoid (Elf)<br/><br />
'''Init''' +8, '''Senses''': Listen +5, Spot +5<br/><br />
'''Languages''' Common, Elven<br />
----<br />
'''AC''' 27, touch 21, flat-footed 21 (+6 Dex, +3 Wis, +6 armor, +2 deflection)<br/><br />
'''hp''' 111 (11 HD)<br/><br />
'''Fort''' +12, '''Ref''' +14, '''Will''' +14<br />
----<br />
'''Speed''' 30 ft. (6 squares)<br/><br />
'''Melee''' ''+1 Axiomatic Spiked Chain'' +16/+11/+6 melee (2d4+1, +2d6 against [Chaotic] enemies, +4 with Chthonic Serpent maneuvers)<br/><br />
'''Base Atk''' +15, '''Grp''' +29<br/><br />
'''Atk Options''' Discipline Focus (Weapon Focus), Discipline Focus (Insightful Strikes), Chains that Bind, Bound in Iron, Chains of Regret<br/><br />
'''Special Actions''' Bound by Oath<br/><br />
'''Combat Gear''' ''Potion of Enlarge Person''<br/><br />
'''Extraordinary Abilities''' Discipline Focus (Weapon Focus), Discipline Focus (Insightful Strikes), Quick to Act +2, Chains that Bind, Bound in Iron, Bound by Sorrow<br/><br />
'''Supernatural Abilities''' Chains of Regret, Chains of Honor, Bound by Oath<br />
----<br />
'''Maneuvers and Stances Known''' (IL 11<sup>th</sup>):<br/><br />
''Stances''--Careful Chains (3<sup>rd</sup>), Coils of Rapture (1<sup>st</sup>), Crushing Weight of the Mountain (3<sup>rd</sup>), Transcend the Flesh (1<sup>st</sup>)<br/><br />
''Strikes''--Boa Strike† (3<sup>rd</sup>), Binding Constrictor (1<sup>st</sup>), Choking Python† (5<sup>th</sup>), Emerald Razor (1<sup>st</sup>), Insightful Strike (2<sup>nd</sup>), Merciful Blow (1<sup>st</sup>), Stone Vise (2<sup>nd</sup>), Strike at the Heart† (4<sup>th</sup>)<br/><br />
''Boosts''--Blurred Bonds† (4<sup>th</sup>), Legion of One† (6<sup>th</sup>), Surging Law† (5<sup>th</sup>), Vanguard of One (3<sup>rd</sup>)<br />
''Counters''--Dance of Chains (2<sup>nd</sup>), Imperator's Rebuke† (5<sup>th</sup>), Moment of Perfect Mind (1<sup>st</sup>), Reap What Has Been Sown† (4<sup>th</sup>)<br/><br />
''Disciplines'': Army of One, Chthonic Serpent, Diamond Mind, Golden Saint, Quicksilver Aegis, Stone Dragon<br/><br />
† Readied Maneuver<br />
----<br />
'''Abilities''' Str 12, Dex 22, Con 18, Int 10, Wis 16, Cha 8<br/><br />
'''SQ''' Immunity to Sleep, Low-Light Vision, Elven Weapon Proficiency (Longsword, Rapier, Longbow, Composite Longbow, Shortbow, and Composite Shortbow), +2 to Listen, Search, and Spot checks, free Search checks for secret doors within 5 ft.<br/><br />
'''Feats''' Weapon Finesse, Adaptive Style, Law Devotion, Blade Meditation (Chthonic Serpent)<br/><br />
'''Skills''' Balance +11, Concentration +16, Diplomacy +4, Escape Artist +4, Listen +5, Martial Lore +8, Search +2, Spot +5, Tumble +20, Use Rope +22<br/><br />
'''Possessions''' Combat Gear plus ''+1 Axiomatic Spiked Chain'', ''+1 Light Fortification Mithral Breastplate'', ''Amulet of Health +2'', ''Chains (5 ft.)'', ''Circlet of Wisdom +2'', ''Cloak of Resistance +2'', ''Gloves of Dexterity +4'', ''Ring of Protection +2''<br />
<br />
== Credits ==<br />
Image adapted from [http://switchvalentine.deviantart.com/art/The-Fathers-Son-67102580 The Father's Son] by SwitchValentine. Used with permission. All credit to him for the image, and many thanks for permission to use it. The Sample Bound is very vaguely based on a character of the same name by [http://maurexen.deviantart.com/ Maurexen]. All credit to her for the simple backstory I've based on the original character.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Karsite_ArtisanKarsite Artisan2011-11-06T18:34:08Z<p>DragoonWraith: /* Table 1-1: The Karsite Artisan */</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/KarsiteArtisan.png</div><br />
Artifice is a competitive, sometimes even cutthroat, industry. House Cannith pursues research and development with a passion, and no house, nor even independent Artificers, considers gaining technological superiority to be anything but a massive advantage. New procedures, techniques, and magics are constantly being tested, researched, and experimented with, in search of even the slightest edge.<br />
<br />
Thus, though making Pacts with the enigmas known as Vestiges is frequently frowned upon, or worse, many artificers over the years had dabbled in the discipline because of the Vestige Karsus, who could empower magic items substantially. These artificers became known as Karsite Artisans, and were rarely considered very seriously; the general consensus that they played a dangerous game for abilities not significant enough to be worth the risk.<br />
<br />
However, that these dabblers in Pact Magic did not impress was utterly unsurprising to Jorallon Sortek, an artificer who practiced Pact Magic more seriously. Those Karsite Artisans were only just touching the surface, and Jorallon determined to set out and prove that it was so.<br />
<br />
What ultimately earned Jorallon a place in artifice history, and brought the Karsite Artisan name out of derision, was his unique discovery of a way to bind Vestiges to magical items - conferring unique benefits to the wearer. Suddenly, this was something that the world of artifice was interested in, and these days, far from their roots, Karsitism is considered a very valid path to power.<br />
<br />
== Becoming a Karsite Artisan ==<br />
Karsite Artisans bring Pact Magic to their item making. Despite their name, Karsite Artisans are not in any way singularly devoted to Karsus - he remains popular for his obviously useful powers, but many Vestiges have uses in the world of artifice. Karsus is merely the first step in the path of Vestigial artifice, and the mark of an experienced Karsite Artisan is the ability to bind Vestiges ''other'' than Karsus, and if anything Halphax is considered the ultimate Vestige in the world of artifice - though few are capable of binding him.<br />
<br />
=== Prerequisites ===<br />
* Class Features<br />
** ''Artificer's Knowledge''.<br />
** Able to bind ''Karsus, Hubris in the Blood''.<br />
* Feats<br />
** ''Expel Vestige''.<br />
* Skills<br />
** Knowledge (Arcana) 8 ranks.<br />
** Use Magic Device 8 ranks.<br />
<br />
== Class Features of the Karsite Artisan ==<br />
All of the following are class features of the Karsite Artisan.<br />
<br />
=== Hit Die ===<br />
d6.<br />
<br />
=== Skills ===<br />
''Skill Points per Level:'' 4 + Int modifier.<br />
<br />
''Class Skills:'' The Karsite Artisan's class skills (and the key ability modifier for each) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Diplomacy (Cha), Gather Information (Cha), Intimidate (Cha), Knowledge (Arcana) (Int), Knowledge (Architecture & Engineering) (Int), Knowledge (History) (Int), Knowledge (Religion) (Int), Knowledge (The Planes) (Int), Open Lock (Dex), Profession (Wis), Search (Int), Spellcraft (Int), and Use Magic Device (Cha).<br />
<br />
=== Table 1-1: The Karsite Artisan ===<br />
{| class="class zebra header bordered"<br />
|-<br />
! Level !! Base Attack<br/>Bonus !! Fortitude<br/>Save !! Reflex<br/>Save !! Willpower<br/>Save !!style="padding-left: 1.5em; text-align: left;"| Special !! Soul Binding !! Infusions<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 || [[#Karsite Knowledge|Karsite Knowledge]], [[#Vestigial Infusions|Vestigial Infusions]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 2nd || +1 || +3 || +0 || +3 || [[#Artificial Negotiations|Artificial Negotiations]], [[#Rapid Pact Making|Rapid Pact Making]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 || [[#Heavy Magic|Heavy Magic]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 4th || +3 || +4 || +1 || +4 || [[#Retain Essence|Retain Essence]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 || [[#Vestigial Artifice|Vestigial Artifice]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 6th || +4 || +5 || +2 || +5 || [[#Bonus Feat|Bonus Feat]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 || [[#Spell Trigger Pact|Spell Trigger Pact]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 8th || +6 || +6 || +2 || +6 || [[#Bonus Feat|Bonus Feat]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 9th || +6 || +6 || +3 || +6 || [[#Spell Completion Pact|Spell Completion Pact]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 10th || +7 || +7 || +3 || +7 || [[#Angular Artifice|Angular Artifice]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 11th || +8 || +7 || +3 || +7 ||<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 12th || +9 || +8 || +4 || +8 || [[#Bonus Feat|Bonus Feat]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 13th || +9 || +8 || +4 || +8 ||<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 14th || +10 || +9 || +4 || +9 || [[#Bonus Feat|Bonus Feat]]<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|-<br />
| 15th || +11 || +9 || +5 || +9 ||<br />
| +1 level of existing pact-making class || +1 level of existing infusion-using class<br />
|}<br />
<br />
====='' Armor and Weapon Proficiencies ''=====<br />
The Karsite Artisan does not gain proficiency in any armor or weapons.<br />
<br />
====='' Infusions ''=====<br />
At each level of Karsite Artisan, the character gains new infusions per day and increases his caster level as if he had also gained a level in an infusion-using class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one infusion-using class before becoming a Karsite Artisan, he must decide to which class he adds the new level for purposes of determining infusions per day.<br />
<br />
====='' Pact Magic ''=====<br />
At each level of Karsite Artisan, the character's pact-making ability improves as if you had also gained a level in an pact-making class he belonged to before adding the prestige class. His Karsite Artisan levels stack for the purpose of determining his bonus on binding checks, the effectiveness of his vestige granted abilities, his ability to bind higher-level vestiges, and the number of vestiges he can bind. He does not, however, gain any other benefit a character of that class would have gained. If a character had more than one pact-making class before becoming a Karsite Artisan, he must decide to which class he adds the new level for purposes of determining his effective binder level.<br />
<br />
====='' Karsite Knowledge ''=====<br />
When bound to Karsus, a Karsite Artisan can use his ''Artificer's Knowledge'' in conjunction with ''Karsus's Senses'' - if his ''Artificer's Knowledge'' check meets a DC of 20, the Karsite Artisan learns the magical properties of the item as from ''Identify''.<br />
<br />
Further, levels of Karsite Artisan stack with Artificer for determining the Karsite Artisan's bonus on ''Artificer's Knowledge'' checks.<br />
<br />
====='' Vestigial Infusion ''=====<br />
A Karsite Artisan can bind a Vestige to an item through the use of a series of special Infusions. These infusions are added to the Karsite Artisan's infusion list. The Karsite Artisan must both be able to use an Infusion of that level and bind a Vestige of that level to use any of these Infusions.<br />
<br />
''Table 1-2: Infuse Vestige''<br />
{| cellpadding=1px style="background-color: #000000; text-align: center;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF; padding: 0 0.5em;"<br />
! Infusion !! Infusion Level !! Vestige Level(s)<br />
|- style="background-color: #f0e7d3;"<br />
| Infuse Least Vestige || 1st || 1st & 2nd<br />
|- style="background-color: #ffffff;"<br />
| Infuse Lesser Vestige || 2nd || 3rd & 4th<br />
|- style="background-color: #f0e7d3;"<br />
| Infuse Vestige || 3rd || 5th<br />
|- style="background-color: #ffffff;"<br />
| Infuse Greater Vestige || 4th || 6th<br />
|- style="background-color: #f0e7d3;"<br />
| Infuse Grand Vestige || 5th || 7th<br />
|- style="background-color: #ffffff;"<br />
| Infuse Ultimate Vestige || 6th || 8th<br />
|}<br />
See the infusion descriptions below for each of these infusions.<br />
<br />
====='' Artificial Negotiations ''=====<br />
A Karsite Artisan primarily sees himself as in the business of bringing Vestiges to the art of magic item creation. He may bind Vestiges for special term contracts, in which the binding process does not take place in the usual 24 hours.<br />
<br />
To negotiate a shorter term Pact, the Binder must succeed on his Binding check. Failure to do so results in a normal 24-hour Pact, with the Vestige gaining normal influence. Further, shorter Pacts require higher DCs for the Binding check, as given in Table 1-3 below.<br />
<br />
''Table 1-3: Artificial Negotiations''<br />
{| cellpadding=1px style="background-color: #000000; text-align: center;"<br />
|- style="background-color: #8E5A2E; color: #FFFFFF; padding: 0 0.5em;"<br />
! Pact Duration !! DC Increase<br />
|- style="background-color: #f0e7d3;"<br />
| 12 hours || +4<br />
|- style="background-color: #ffffff;"<br />
| 8 hours || +5<br />
|- style="background-color: #f0e7d3;"<br />
| 6 hours || +6<br />
|- style="background-color: #ffffff;"<br />
| 3 hours || +8<br />
|- style="background-color: #f0e7d3;"<br />
| 1 hour || +10<br />
|}<br />
The Karsite Artisan must declare which duration Pact he is making before rolling his Binding check.<br />
<br />
====='' Rapid Pact Making ''=====<br />
At 2nd level, the Karsite Artisan gains ''Rapid Pact Making'' as a bonus feat, even if he does not meet the prerequisites.<br />
<br />
In addition, a Karsite Artisan may use his ''Expel Vestige'' and ''Rapid Pact Making'' feats a number of times per day equal to half his Class Level plus his Intelligence modifier, instead of only once per day. However, the Binding check penalty for using ''Expel Vestige'' stacks if used multiple times per day (that is, if he expels two Vestiges without making a new Pact in between, the next Binding check he makes during Pact making is at a -20 penalty instead of a -10).<br />
<br />
====='' Heavy Magic ''=====<br />
At 3rd level, a Karsite Artisan retains Karsus's ''Heavy Magic'' ability even when not bound to Karsus. In addition, when the Karsite Artisan is bound to Karsus, the ''Heavy Magic'' bonus increases from +2 to +4.<br />
<br />
====='' Retain Essence ''=====<br />
At 4th level, a Karsite Artisan gains ''Retain Essence'', as the Artificer class feature.<br />
<br />
====='' Vestigial Artifice ''=====<br />
At 5th level, a Karsite Artisan learns how to bind a Vestige to an item more permanently. This process is similar to enhancing an item with magic, but the Vestige will actively resist being bound. In order to work on the item, the Karsite Artisan must bind the Vestige in question, and must succeed on his Binding check to resist the Vestige's influence; a Vestige who succeeds on the Binding check will not allow itself to be bound to an item. See below for the rules for [[#Binding a Vestige to an Item|binding a Vestige to an item]].<br />
<br />
Vestigial Artifice counts as an "Item Creation Feat" for the purpose of meeting prerequisites for feats or prestige classes, and the process of binding a Vestige to an item is a normal "item creation" process for the sake of the Exceptional, Extraordinary, and Legendary Artisan feats, and similar feats or class features.<br />
<br />
====='' Bonus Feat ''=====<br />
At 6th, 8th, 12th, and 14th level, the Karsite Artisan gains a free bonus Item Creation feat or Binder feat that he qualifies for.<br />
<br />
====='' Spell Trigger Pact ''=====<br />
At 7th level, a Karsite Artisan may use any Vestige granted ability which requires a Standard Action or less, and affects a target, whenever he uses a Spell Trigger item (e.g. a Wand) that also affects a target. Both the Vestige granted ability and the Spell Trigger item must affect the same target. If the Vestige granted ability may only be used once every 5 rounds, using it in this manner counts for that limitation. Using this feature uses 2 charges from the Spell Trigger item, however.<br />
<br />
====='' Spell Completion Pact ''=====<br />
At 9th level, a Karsite Artisan may use a Vestige granted ability and a Spell Completion item (e.g. a Scroll) at the same time, in the same manner as decribed in ''Spell Trigger Pact'' for Spell Trigger items.<br />
<br />
====='' Angular Artifice ''=====<br />
When a Karsite Artisan of at least 10th level is bound to ''Halphax, the Angel in the Angle'', he gains his choice of the ''Exceptional Artisan'', ''Extraordinary Artisan'', or ''Legendary Artisan'' feats. He may only select one of these feats, but he may change his selection every time he binds Halphax.<br />
<br />
If the Karsite Artisan already has one or more of these feats, he may select that feat again; he does not, however, gain it a second time (the feats cannot be gotten more than once; see the Errata for the ''Eberron Campaign Setting''), but instead he deducts another 25% ''of the current cost'' (in time, money, or XP) from the cost. This means he pays 56.25% of the cost of the item for that particular type of cost.<br />
<br />
== Binding a Vestige to an Item ==<br />
=== Costs and Crafting Rules ===<br />
The base cost of binding a Vestige to an item is similar to imbuing the item with a spell: treat the Vestige as a spell of a level equal to the Vestige's level, and with a Caster Level equal to the Effective Binding Level of the item. The Effective Binding Level must be at least enough to bind the Vestige in question (including the ''Improved Binding'' feat if the Karsite Artisan has it), and cannot be greater than the Karsite Artisan's own Effective Binding Level. This value is multiplied by an amount of gold pieces as given in the rules for crafting various types of items; for example, continuous items require 2,000 gp per Vestige level per Effective Binding Level.<br />
<br />
Usually the item with a Vestige bound to it grants only one ability. If this ability is continuous (does not require an action to use), then the item must also be continuous. If the ability is not continuous, then it may be added to any item, continuous or not - if continuous, then it may be used at-will in the same manner as it might be used by one bound personally to the Vestige, otherwise the ability functions the same way a spell would function in that kind of item.<br />
<br />
The abilities granted by the various Teeth of the Vestiges may also be added; each of these is continuous, and adds exactly the value of the Tooth itself to the base cost.<br />
<br />
Multiple abilities granted by the Vestige may be added to an item, even if that item does not normally support adding more than one spell. The second ability costs 50% what it normally would, and each additional ability costs another 25% of the original cost. If any of the abilities is continuous, then the item and all of the other abilities must be as well. Never may more than one Vestige be bound to a single item.<br />
<br />
The Karsite Artisan must pay half the base cost of the item, expend XP equal to 1/25th of the base cost measured in gold pieces, and the process requires 1 day for every 1,000 gp in the base cost.<br />
<br />
=== Using an Item-Bound Vestige ===<br />
Using an item with a Vestige continuously bound to it requires 24 hours spent attuning to the item, after which the wearer automatically enters into a Pact with the Vestige. This Pact may be ended by unequipping the item, though it need not be ended immediately upon removal of the item - as long as it is re-equipped within 24 hours, the Pact may continue. Otherwise, the Pact must be remade by undergoing the usual 24 hour attuning process. Any decisions that are made for the duration of the Pact can only be changed by ending the Pact and re-attuning to the item.<br />
<br />
Non-continuous items do not require attuning, instead being used as normal and creating very short Pacts. Using such an item enters the user into a Pact with that Vestige for ten minutes; using an item again during this time resets the timer.<br />
<br />
In either case, upon the beginning of such a Pact, the users must make a Binding check. For this check, they must use the item's Effective Binding Level, not their own, even if their own is higher, though they do use their own Charisma modifier. Success means the Vestige has no influence over the user; failure means the Vestige does. Neither affects the user's ability to use the item. For continuous items, a new check is necessary each day the item is in use, even though the Pact remains unabated. For non-continuous items, repeated use within the 10 minute Pact does not give a user who failed his check another opportunity to make it, but it does give a Vestige who was beaten another chance.<br />
<br />
Because the Vestige is bound to the ''item'', and not to the user, equipping or using such an item does not count as one of the user's bound Vestiges for the purposes of their maximum number. It does, however, count for the Special Requirements of Vestiges, unless the user has the ''Ignore Special Requirements'' feat - equipping an item that Amon is bound to will prevent the binding of Chupoclops, Eurynome, Karsus, or Leraje, for example.<br />
<br />
For items that require having a spell on one's spell list (Spell Trigger items, for example), the requirement is changed to having that Vestige on their list of Vestiges they could bind (so a Binder could use such an item with any Vestige bound to it, while one with the ''Bind Vestige'' feat could only use an item that had Amon, Aym, Leraje, Naberius, or Ronove bound to it). Normal Use Magic Device rules do apply, however.<br />
<br />
== New Infusions ==<br />
'''Infuse Least Vestige'''<br/><br />
Universal<br/><br />
''Level:'' 1st<br/><br />
''Components:'' V, S, see text<br/><br />
''Casting Time:'' 1 minute (see text)<br/><br />
''Range:'' Touch<br/><br />
''Target:'' Magic item touched<br/><br />
''Duration:'' 24 hours (see text)<br/><br />
''Saving Throw:'' None (object)<br/><br />
''Spell Resistance:'' No<br />
<br />
You can bind a 1st or 2nd level Vestige to the touched magic item. Doing so requires going through the entire Pact making process, which usually requires 1 minute, though the ''Rapid Pact Making'' feat may be used to shorten this. Alternatively, you may use an Action Point to achieve the same effect without using a daily use of that feat.<br />
<br />
You must be capable of binding the Vestige in question, including meeting its Special Requirements, if any (unless you have the ''Ignore Special Requirements'' feat), and having the ability to bind another Vestige at the time of using this Infusion. This Infusion lasts for the entire duration of the Pact, which is usually 24 hours but as a Karsite Artisan you may shorten this using your ''Artificial Negotiations'' class feature, or you may use the ''Expel Vestige'' feat on the item (doing so requires touching the item again, but does not require using another Infusion).<br />
<br />
So long as the Pact remains in effect on the item, you are considered as being bound to the Vestige for the purposes of the number of Pacts you may make, and for meeting the Special Requirements of any further Vestiges that you may bind (for example, binding Amon to an item will make it impossible to bind Chupoclops, Eurynome, Karsus, or Leraje for the duration of the Pact unless you have the ''Ignore Special Requirements'' feat). However, you are not necessarily bound to the Vestige, and do not gain the abilities granted by the Vestige unless you wear the item yourself, or else separately bind the Vestige to yourself (which you may).<br />
<br />
Anyone wearing the item you have bound the Vestige to will be able to use any of the Vestige's granted abilities; this does not qualify the wearer for anything that requires the ability to use these abilities, however. In addition, if you fail your Binding check when making the Pact, both you ''and'' the wearer of the item are under the influence of that Vestige for the duration of the Pact. The wearer may remove this influence by removing the item, however.<br />
<br />
Finally, Vestiges do not like being bound to an object that cannot truly experience the world. Doing so causes you to take a -5 penalty on your next Binding check made during Pact making, as well as on your Binding check the next time you attempt to bind the Vestige in question. This penalty stacks with that from ''Expel Vestige''.<br />
<br />
'''Infuse Lesser Vestige'''<br/><br />
''Level:'' 2nd<br />
<br />
As ''Infuse Least Vestige'', except as above and that you may bind 3rd or 4th level Vestiges to the touched item.<br />
<br />
'''Infuse Vestige'''<br/><br />
''Level:'' 3rd<br />
<br />
As ''Infuse Least Vestige'', except as above and that you may bind 5th level Vestiges to the touched item.<br />
<br />
'''Infuse Greater Vestige'''<br/><br />
''Level:'' 4th<br />
<br />
As ''Infuse Least Vestige'', except as above and that you may bind 6th level Vestiges to the touched item.<br />
<br />
'''Infuse Grand Vestige'''<br/><br />
''Level:'' 5th<br />
<br />
As ''Infuse Least Vestige'', except as above and that you may bind 7th level Vestiges to the touched item.<br />
<br />
'''Infuse Ultimate Vestige'''<br/><br />
''Level:'' 6th<br />
<br />
As ''Infuse Least Vestige'', except as above and that you may bind 8th level Vestiges to the touched item.<br />
<br />
== Image Credits ==<br />
The image is adapted from [http://marcionix.deviantart.com/art/Mishra-Artificer-Prodigy-62677988 Mishra, Artificer Prodigy] by marcionix. All credit goes to him for the image.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Beast_WithoutBeast Without2011-11-06T18:33:03Z<p>DragoonWraith: /* Table 1: The Beast Without */ formatting</p>
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<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/BeastWithout.png</div><br />
:''"Why would I fight it? This is my '''power''', my '''birthright''', my '''destiny'''. There is no monster within me. I '''am''' the monster!"'' --Drey'nallak, a Beast Without<br />
<br />
The Harrowed are born under the unluckiest of stars, born with a burden that would crush any man's mind. Even the most stalwart of Harrowed are downtrodden by their Monsters within, and theirs is often a short, unpleasant life, ending in madness. Those Harrowed who can control their Monster have great power, and can be the most dedicated and unswerving bastions of light, but these are rare.<br />
<br />
On the other hand are the Harrowed who become Beasts themselves. These Beasts Without join with their Monsters Within, and the two work in concert. These vile men and women embrace their aberrant nature, and can be among the deadliest of foes.<br />
<br />
== <span style="color: teal; font-family: LeashXL;">Becoming a Beast Without</span> ==<br />
Becoming a Beast Without requires an embrace of the Far Realms and the Harrowed's Monster Within. All Beasts Without are, by definition, on such good terms with their inner Monster that they can already tap into the Far Realms through their Monster, and have already taken steps to negotiate with It. Not many understand the Harrowed, but for those who do, they are, at least, pitiable - but the Beast Without is almost impossible to find sympathy for, having sold themselves to It.<br />
<br />
=== <span style="color: teal; font-family: LeashXL;">Entry Requirements</span> ===<br />
* ''Alignment''<br />
** Chaotic Evil<br />
* ''Class Features''<br />
** [http://www.giantitp.com/forums/showthread.php?p=6755456#675545 Subverted Insanity]<br />
** [http://www.giantitp.com/forums/showthread.php?t=118467 The Monster Within]<br />
** [http://www.giantitp.com/forums/showthread.php?t=118467 Two-World Eyes]<br />
* ''Feats''<br />
** [http://www.giantitp.com/forums/showthread.php?t=118467 Dark Deal]<br />
* ''Skills''<br />
** Knowledge (The Planes) 8 ranks.<br />
<br />
== <span style="color: teal; font-family: LeashXL;">Class Features of the Beast Without</span> ==<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Class Skills</span> =====<br />
The Beast Without's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language (N/A), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Skills Points at Each Level</span> =====<br />
4 + Int<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Hit Dice</span> =====<br />
d8<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Table 1: The Beast Without</span> =====<br />
{| class="class zebra header bordered"<br />
|-<br />
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save !! style="padding-left: 1.5em; text-align: left;"| Special !! Murmurs !! Shadowmental Touch<br />
|-<br />
| 1<sup>st</sup> || +0 || +0 || +0 || +2 || [[#The Darkest Deal|The Darkest Deal]], [[#Monstrous Xenotheurgy|Monstrous Xenotheurgy]], [[#Subverted Insanity|Subverted Insanity]]<br />
| +1 || +1d6<br />
|-<br />
| 2<sup>nd</sup> || +1 || +0 || +0 || +3 || [[#Xenomorphosis|Xenomorphosis]]<br />
| +1 || +1d6<br />
|-<br />
| 3<sup>rd</sup> || +2 || +1 || +1 || +3 ||<br />
| +2 || +2d6<br />
|-<br />
| 4<sup>th</sup> || +3 || +1 || +1 || +4 || [[#An Agreement of Sorts|An Agreement of Sorts]]<br />
| +2 || +2d6<br />
|-<br />
| 5<sup>th</sup> || +3 || +1 || +1 || +4 ||<br />
| +3 || +3d6<br />
|-<br />
| 6<sup>th</sup> || +4 || +2 || +2 || +5 || [[#Shadowmental Breach|Shadowmental Breach]]<br />
| +3 || +3d6<br />
|-<br />
| 7<sup>th</sup> || +5 || +2 || +2 || +5 ||<br />
| +4 || +4d6<br />
|-<br />
| 8<sup>th</sup> || +6 || +2 || +2 || +6 || [[#Entropic Harmony|Entropic Harmony]]<br />
| +4 || +4d6<br />
|-<br />
| 9<sup>th</sup> || +6 || +3 || +3 || +6 ||<br />
| +5 || +5d6<br />
|-<br />
| 10<sup>th</sup> || +7 || +3 || +3 || +7 || [[#Bestial Synthesis|Bestial Synthesis]]<br />
| +5 || +5d6<br />
|}<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Armor and Weapon Proficiencies</span> =====<br />
A Beast Without does not gain any proficiencies with any armors or weapons.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">The Darkest Deal (Ex)</span> =====<br />
A Beast Without has made the ultimate deal with her [http://www.giantitp.com/forums/showthread.php?t=118467 Monster Within] - she has agreed to grant the Monster limited freedom. The Beast Without has come to the conclusion that as much as she does not want to be completely controlled by the Monster - after all, that would essentially mean being imprisoned within her own mind - there is no reason that the two can't work together. After all, the Monster Within is the Beast Without's greatest and closest ally, the source of her power.<br />
<br />
The Beast Without may, as a free action, release control of herself to the Monster Within. She may then retake control, unopposed, as another free action, provided that the Monster Within is satisfied that she is not trying to short-change her. So long as she does give the Monster an hour of freedom from every day, It will not try to force its way out - the Beast Without's Harrowed abilities will not provoke a Will save when used. If the Beast Without does not give the Monster Within at least this one hour each day, however, It will begin to assert Itself with a vengeance - the DC to resist the Monster Within will be 10 higher than it otherwise would. Should the Monster take control forcefully, it will not release its control until it has had its hour - and only a Will save 10 higher than the already increased DC will succeed in forcing It down.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Monstrous Xenotheurgy (Ex)</span> =====<br />
The Monster Within is the Beast Without's connection to the Far Realms, and It knows a great deal about them and their effects upon our reality. When the Monster is in control, its use of Breaches does not provoke a Will save from it - the Murmur's level will increase if and only if the Monster Within wills it so. Unfortunately, the Monster Within will very often will it so.<br />
<br />
Further, when the Beast Without loses all control - that is, whenever the Beast Without is forced to unleash all of their Incursions, such as by being knocked unconscious, going mad, having a Murmur reach by 7th level, or any other similar effect, the Monster Within takes over. If the Beast Within has been studious about giving the Monster time out, It will probably not ruin things too much. Failure to do so will make losing control in this manner ''extremely'' dangerous to the Beast Without and all around her.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Subverted Insanity</span> =====<br />
The Beast Without adds three-quarters of her class level to her levels of [http://www.giantitp.com/forums/showthread.php?p=6755456#675545 True Xenotheurge] for determining the Beast Without's daily and weekly uses of Subverted Insanity.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Xenomorphosis</span> =====<br />
Xenotheurgy changes the Beast Without, much as any True Xenotheurge is changed by their tapping into the Far Realms. Having the Monster literally residing within themselves makes this change far more dramatic. At 2<sup>nd</sup> level, the Beast Without chooses one of the following mutations:<br />
* ''Wings of the Shadow'' (Ex) - The Beast Without grows a monstrous set of wings. Their form varies widely, but beauty is rarely, if ever, a quality associated with them. They are horrible, disturbing, and terrifying, and now they can fly. The Beast Without gains the ability to Fly at their natural Land Speed (that is, their Land Speed ignoring any effects that specifically increase only their Land Speed), with Average maneuverability. These wings also improve the Beast Without's ability to jump - they gain a +10 Racial bonus on Jump checks.<br />
* ''Aberrant Tentacles'' (Ex) - The Beast Without grows a pair of tentacles, which can sprout from nearly anywhere on their body. These grant the Beast Without two Tentacle attacks, which are treated as Primary Natural Weapons and deal damage appropriate for the Beast Without's size.<br />
* ''The Grand Illusion'' (Su) - The Beast Without can confound the senses. For a number of rounds equal to half her class level, a Beast Without may be treated as under the effects of ''Mirror Image''. This effect may be activated or deactivated as a Swift action.<br />
* ''Preternatual Senses'' (Ex) - The Beast Without's nose, eyes, and ears change, deforming her face. Snouts are common, as are eyes that seem like staring into the depths of space. In any event, this effect gives the Beast Without Darkvision for 30 ft., the Scent quality, and a +5 Racial bonus on Listen checks.<br />
* ''Pseudonatural Hide'' (Ex) - The Beast Without's skin toughens, possibly growing chitinous plates or armored scales. This effect increases the Beast's Natural Armor bonus by 6.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">An Agreement of Sorts</span> =====<br />
At 4<sup>th</sup> level, a Beast Without has come to an agreement with their Monster. This may be taken by gaining ''Butchery Pact'' or ''Trickster's Bargain'' as a bonus feat, or it may be any other similar deal in which the Beast Without agrees to behave in a manner more closely aligned with the Monster Within - that is, engages in Chaotic and/or Evil activity on a regular basis. Upkeep of this Agreement helps to keep the Monster Within satiated in between its moments of freedom, hence gaining a +4 profane bonus on Will saves provoked by ''The Monster Within'', and more importantly staving off the time until which the Monster begins provoking those saves once more.<br />
<br />
Most importantly, should a Beast Without keep up its Agreement, and be timely in its freeing of the Monster Within, the Monster Within can be expected to even follow through on those things the Beast Without had planned to do herself. This Agreement is, on some level, the development of ''trust'' between the Beast Without and the Monster Within - the Beast Without becomes more Chaotic and/or Evil, and the Monster Within actually becomes less so, to the degree that these things can hurt the Beast Without. The Monster Within sees that the Beast Without's safety and freedom are necessary to Its own freedom, and so it<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Shadowmental Breach (Su)</span> =====<br />
At 6<sup>th</sup> level, a Beast Without can tap into her Monster Within's skill with Xenotheurgy. When using a Breach that targets a single creature, and takes a Standard Action or less to use, a Beast Without may use the Breach as a Full Round Action and also inflict her Shadowmental Touch on the same target as the Breach. The Will save to avoid increasing the level of the Breach's Murmur is increased by 2 whenever it is used in this fashion, however.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Entropic Harmony</span> =====<br />
By 8<sup>th</sup> level, the Beast Without and Monster Within are in complete agreement about their actions, and the Monster Within will continue whatever plans the Beast Without had set in motion whenever it is released. While the two remain distinct, and will go about things differently, the Monster Within is no longer a threat to the Beast Without - they are of one purpose. Most often, this is because the Beast Without has become as monstrous as the Monster Within.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Bestial Synthesis</span> =====<br />
At 10<sup>th</sup> level, the Beast Without and the Monster Within become one entity. The Beast Without no longer has to release the Monster Within, nor do any of his abilities provoke Will saves from ''The Monster Within'', as the Monster Within is essentially always free. The Beast Without gains the benefit of Monstrous Xenotheurgy at all times. Further, she gains a +4 profane bonus on Will saves, and is immune to Mind-Affecting, possession, and soul-displacing effects (such as Trap the Soul or Magic Jar). However, the Beast Without has become a danger to the very reality of the multiverse, and therefore the multiverse will seek to trap her - in exactly the same way the Monster Within was trapped. Should the Beast Without die, she cannot be revived by any means. At the moment of her death, a new Harrowed will be born - born with her as the Monster Within.<br />
<br />
== <span style="color: teal; font-family: LeashXL;">Playing a Beast Without</span> ==<br />
The Beast Without is monstrous, vicious, and brutal in combat - even those that manage to pull their Monster Within as far as possible from its chaotic or evil ways. The Beast uses the reality-shearing powers of the Far Realm freely, and may even call upon their Monster Within to fight for them.<br />
<br />
As a Beast Without develops, both she and the Monster Within should change. She should become more like the Monster, and the Monster more like her, as she gains levels. By the time they have come to ''An Agreement of Sorts'', freeing the Monster Within for combat will likely make sense - but the Beast should keep It bottled up outside of combat, or in combats with important third parties to protect. With ''Entropic Harmony'', the Monster can be trusted just about all of the time<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Combat</span> =====<br />
The Beast Without attacks with supernatural power - the Shadowmental attacks of the Monster Within, or tapping into the Far Realms directly by using Xenotheurgy. Releasing the Monster Within is always an option, though an incredibly dangerous one.<br />
<br />
===== <span style="color: teal; font-family: LeashXL;">Advancement</span> =====<br />
After completing the Beast Without class, most will prefer to continue with Harrowed or True Xenotheurge levels, as these are most likely to synergize with their abilities. Any source of great and vicious power will sit well with both Beast and Monster, however.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Viz-Jaq%27taarViz-Jaq'taar2011-11-06T18:31:47Z<p>DragoonWraith: /* Table 1: The Viz-Jaq'taar */ formatting</p>
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The Viz-Jaq'taar are an ancient order originally founded by the Vizjerei Sorcerer Clan to hunt down and eliminate rogue mages within their own ranks. Employing secret disciplines to combat and resist the magical abilities of their elusive quarry, the assassin's bag of tricks includes traps and other infernal devices, martial arts, and powerful mental abilities. Common people know nothing of the Order, but they are widely feared and respected by all who employ the magic arts.<br />
<br />
== Becoming one of the Viz-Jaq'taar ==<br />
<div style="float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Viz-Jaqtaar.png<br />
''"I am a hunter of Evil, part of an ancient Order sworn to hunt down corrupted Sorcerers."''<br />
:--Natalya, Viz-Jaq'taar</div><br />
The Viz-Jaq'taar are each prior masters of stealth and infiltration, as well as masters of their own bodies, highly skilled in martial arts. The Order teaches them to bring their skills to bear on evil arcanists everywhere, and to police the mage clans to prevent the corruption of the mortal world by the forces of Hell.<br />
<br />
=== Entry Requirements ===<br />
* ''Class Features''<br />
** An unarmed strike damage progression.<br />
** Able to initiate at least 3 Maneuvers from the Shadow Hand discipline, including at least 1 Stance.<br />
* ''Feats''<br />
** Mage Slayer (''Complete Arcane'')<br />
** Darkstalker (''Lords of Madness'')<br />
* ''Skills''<br />
** Disable Device 4 ranks ''or'' Open Lock 4 ranks.<br />
** Hide 8 ranks.<br />
** Knowledge (Arcana) 4 ranks ''or'' Spellcraft 4 ranks.<br />
** Move Silently 8 ranks.<br />
** Use Magic Device 4 ranks.<br />
* ''Special''<br />
** Must not have any form of spellcasting aside from Racial Spell-like Abilities or [http://www.giantitp.com/forums/showthread.php?p=8887683#post8887683 Arcane Maneuvers].<br />
<br />
== Class Features of the Viz-Jaq'taar ==<br />
<br />
===== Class Skills =====<br />
The Bound's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (Arcana) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Psionics) (Int), Listen (Wis), Martial Lore (Int), Move Silently (Int), Open Lock (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), Swim (Str), Tumble (Dex), and Use Magic Device (Cha).<br />
<br />
===== Skills Points at Each Level =====<br />
6 + Int<br />
<br />
===== Hit Dice =====<br />
d8.<br />
<br />
===== Table 1: The Viz-Jaq'taar =====<br />
{| class="class zebra header bordered"<br />
|-<br />
!rowspan=2| Level !!rowspan=2| Base Attack<br />Bonus !!rowspan=2| Fortitude<br />Save !!rowspan=2| Reflex<br />Save !!rowspan=2| Willpower<br />Save<br />
!rowspan=2| Special !!rowspan=2| Power Points !!rowspan=2| Traps !!colspan=3| Martial Maneuvers<br />
|-<br />
! Known !! Readied !! Stances<br />
|-<br />
| 1<sup>st</sup> || +0 || +0 || +2 || +2 || [[#Ascetic Assassin|Ascetic Assassin]], [[#Counterspelling|Counterspelling]], [[#Armor and Weapon Proficiencies: Claw Mastery|Claw Mastery]]<br />
| 3 || 0 || +1 || +1 || +0<br />
|-<br />
| 2<sup>nd</sup> || +1 || +0 || +3 || +3 || [[#Wake of Fire|Wake of Fire]]<br />
| 6 || 1 || +0 || +0 || +1<br />
|-<br />
| 3<sup>rd</sup> || +2 || +1 || +3 || +3 || [[#Cloak of Shadows|Cloak of Shadows]]<br />
| 9 || 1 || +1 || +0 || +0<br />
|-<br />
| 4<sup>th</sup> || +3 || +1 || +4 || +4 || [[#Charged Bolt Sentry|Charged Bolt Sentry]]<br />
| 14 || 2 || +0 || +0 || +0<br />
|-<br />
| 5<sup>th</sup> || +3 || +1 || +4 || +4 || [[#Mind Blast|Mind Blast]]<br />
| 20 || 2 || +1 || +0 || +0<br />
|-<br />
| 6<sup>th</sup> || +4 || +2 || +5 || +5 || [[#Wake of Inferno|Wake of Inferno]]<br />
| 28 || 3 || +0 || +0 || +0<br />
|-<br />
| 7<sup>th</sup> || +5 || +2 || +5 || +5 || [[#Fade|Fade]]<br />
| 37 || 3 || +1 || +1 || +0<br />
|-<br />
| 8<sup>th</sup> || +6 || +2 || +6 || +6 || [[#Lightning Sentry|Lightning Sentry]]<br />
| 47 || 4 || +0 || +0 || +0<br />
|-<br />
| 9<sup>th</sup> || +6 || +3 || +6 || +6 || [[#Shadow Master|Shadow Master]]<br />
| 57 || 4 || +1 || +0 || +0<br />
|-<br />
| 10<sup>th</sup> || +7 || +3 || +7 || +7 || [[#Death Sentry|Death Sentry]]<br />
| 70 || 5 || +0 || +1 || +1<br />
|}<br />
<br />
===== ''Armor and Weapon Proficiencies: Claw Mastery'' =====<br />
Viz-Jaq'taar gain no armor proficiencies. A Viz-Jaq'taar gains proficiency with punchdaggers. She may treat punchdaggers as being weapons associated with any Disciplines for which it would be beneficial to her as well as being Monk special weapons. Finally, she may also replace punchdaggers' damage with her unarmed strike damage and treat attacks made with the punchdagger as unarmed strikes when doing so would be beneficial (for the use of Feats and other class features, for example).<br />
<br />
===== ''Power Points per Day'' =====<br />
A Viz-Jaq'taar does not gain any innate ability to manifest Psionic powers, but she does have a Power Point pool which she uses for her various abilities. Her daily allotment of Power Points per day is given in Table 1: The Viz-Jaq'taar.<br />
<br />
In addition, she receives bonus Power Points per day if she has a high Wisdom score. Any Power Points the Viz-Jaq'taar has from another class or from knowing Sleeping Goddess Maneuvers are pooled together and are usable to Manifest Powers from the other classes or to Augment her Sleeping Goddess Maneuvers. Bonus Power Points for having a high ability score can be gained only for her highest Psionic class.<br />
<br />
A Viz-Jaq'taar must get a good night's rest in order to regain her Power Points.<br />
<br />
A Viz-Jaq'taar's Manifester Level for the purpose of using her class features is equal to the number of levels she has that advance her unarmed strike damage (see [[#Ascetic Assassin|Ascetic Assassin]]). She may never expend a number of Power Points greater than her Manifester Level in a single action unless she has the Overchannel feat, or has the Wild Surge class feature. The feat may be used with her class features, but Wild Surge only functions on Powers manifested by her Wilder class.<br />
<br />
===== ''Maneuvers Known'' =====<br />
At 1st level and each odd level thereafter, the Viz-Jaq'taar may learn a single maneuver from the Diamond Mind, Shadow Hand, or Sleeping Goddess disciplines.<br />
<br />
===== ''Maneuvers Readied'' =====<br />
At 1st, 7th, and 10th level, the Viz-Jaq'taar can ready another Maneuver each time she readies Maneuvers.<br />
<br />
===== ''Martial Stances'' =====<br />
At 2nd and 10th level, the Viz-Jaq'taar may learn a Stance from the Diamond Mind, Shadow Hand, and Sleeping Goddess disciplines.<br />
<br />
===== ''Ascetic Assassin'' =====<br />
All Viz-Jaq'taar levels stack with her levels in classes that offer unarmed strike damage for determining her unarmed strike damage, and also gains 3 Power Points for each level of a class (other than Viz-Jaq'taar) that advances her unarmed strike damage. Further, levels in classes that advance her unarmed strike damage also count their full level, rather than half their level, when determining the Viz-Jaq'taar's Initiator Level, and also count towards the Viz-Jaq'taar's Manifester Level (see [[#Power Points per Day|Power Points per Day]]).<br />
<br />
===== ''Counterspelling'' =====<br />
The Viz-Jaq'taar excels at stalking spellcasters, and so needs to be able to handle their spells. The tenets of the Order strictly forbid the Mage Slayers from gaining any magic of their own, to eliminate the possibility of corruption, and instead they hone their minds and bodies to the task. Whenever she recognizes a spell being cast through use of her Spellcraft skill, she may, as an Immediate Action, counterspell it as if she had used a Dispel effect; this costs as many Power Points as manifesting a Power of the same level as the Spell; she may spend these Power Points even if the cost would be higher than her Manifester Level, as an exception to the rule that she can never expend more Power Points than her Manifester Level. She uses her Manifester Level for the opposed check, and further has a +5 bonus on it, and has no cap as with ''Dispel Magic''.<br />
<br />
The Viz-Jaq'taar may also use her Wisdom modifier on Spellcraft and Use Magic Device checks instead of their usual key ability modifier (Intelligence and Charisma, respectively), if doing so would be beneficial to her.<br />
<br />
===== ''Traps'' =====<br />
Beginning at 2nd level, the Viz-Jaq'taar gains access to her signature weaponry - magical sentinels known simply as Traps. Each Trap is part astral construct, part arcane router. The Order of Mage Slayers has a unique technique whereby the Viz-Jaq'taar can create these constructs with innate arcane ability, despite having no spellcasting of their own. It is through the use of these Traps that they bring their own magic to bear against their targets. She is limited in how many Traps she may have active at a time; the number of simultaneous Traps she may have is equal to half her class level, as listed in Table 1: The Viz-Jaq'taar. If she creates a new Trap that exceeds this number, her oldest Trap immediately disintegrates. The statblock for traps is given [[#Viz-Jaq'taar Trap Statblock|below]].<br />
<br />
Each Trap may placed in any square within 60 ft. of the Viz-Jaq'taar as a Swift action so long as she has Psionic Focus, and lasts long enough to make as many automated attacks as listed in each Trap's description. Creating a Trap requires the expenditure of Power Points.<br />
<br />
Traps are Psionically connected to the Viz-Jaq'taar, and know who her friends and who her foes are; Traps will only attack foes. They will automatically attack the nearest foe to their own location using their Spell-like Ability, and will do so as rapidly as possible until they run out of attacks, at which point they disintegrate. Any active Traps will fall apart if the Viz-Jaq'taar expends or otherwise loses her Psionic Focus. The saving throw for a Trap's Spell-like Ability is calculated as if it was a Strike made by the Viz-Jaq'taar.<br />
<br />
At 2nd level, a Viz-Jaq'taar may only use the [[#Wake of Fire|Wake of Fire]] trap. At 4th, she gains access to the [[#Charged Bolt Sentry|Charged Bolt Sentry]]; at 6th, the [[#Wake of Inferno|Wake of Inferno]]; at 8th, the [[#Lightning Sentry|Lightning Sentry]]; and finally at 10th, the [[#Death Sentry|Death Sentry]].<br />
<br />
===== ''Cloak of Shadows'' =====<br />
A 3rd level Viz-Jaq'taar can, as a Swift Action, expend her Psionic Focus and 7 or more Power Points to cause everyone within 240 ft., including the Viz-Jaq'taar, to lose most sensory perception. For all targets in the area, anything non-adjacent to them has Total Concealment for up to a number of rounds equal to half the Power Points expended on this feature, chosen when used. Cloak of Shadows cannot be used again until the previous use is finished.<br />
<br />
This ability directly targets creatures' sensory abilities, not simply their minds, and therefore is not Mind-Affecting, and the darkness every one sees and feels is not illusory, so ''True Seeing'' and the like provide no help against it. It also does not restrict itself merely to sight, but to all forms of sensory perception. At the same time, however, anyone outside of the range of the attack is completely unaffected, and can see those within as normal.<br />
<br />
This ability may be augmented with extra Power Points. If created using at least 11 Power Points, the Viz-Jaq'taar is not effected by the Cloak of Shadows. If she uses at least 15 Power Points, she gains the effects of ''True Seeing'' for the duration of the Cloak of Shadows.<br />
<br />
This feature is effectively a Psionic Power, but does not provoke Attacks of Opportunities.<br />
<br />
===== ''Mind Blast'' =====<br />
At 5th level, the Viz-Jaq'taar gains the ability to lash out at foes with her mind. By expending 9 or more Power Points, as a Standard Action, the Viz-Jaq'taar may deal 1d10 Psychic damage per 2 effective Monk levels to enemies in a 20 ft. Burst centered within 60 ft. of her. Anyone who takes damage from both this effect and from any other effect during the Viz-Jaq'taar's turn is stunned for the rest of the round.<br />
<br />
She may expend her Psionic Focus as a part of this ability. If she does so, all those within the area must make a Will save equal to 10 + her Wisdom modifier + half the Power Points spent on this feature (rounded up), or become ''Confused'', though targets gain a +2 bonus on this saving throw.<br />
<br />
The Viz-Jaq'taar has studied long in how to disrupt a mage's minions. Though these effects are Mind-Affecting, the Viz-Jaq'taar's special training for those thralls favored by sorcerers allows her to affect Constructs and the Undead with this ability, even if they are mindless, as she has learned to co-opt even the simplest of magical programming. She also trains to best the protections of the mages themselves, and so can penetrate the effects of ''Mind Blank'' with the damage and stunning (though not the confusion).<br />
<br />
This feature is effectively a Psionic Power, but does not provoke Attacks of Opportunities.<br />
<br />
===== ''Fade'' =====<br />
A Viz-Jaq'taar protects her body and mind with her own Psionic energies. At 7th level, so long as the Viz-Jaq'taar has Psionic Focus, she is constantly under the effects of ''Freedom of Movement'' and ''Mind Blank'' effects. Furthermore, all Contingencies and similar effects simply do not notice her presence, and she cannot trigger them, either directly or indirectly, even when she loses Psionic Focus.<br />
<br />
This feature acts as a Psionic Power for the purpose of interacting with effects (''Detect Psionics'' or ''Dispel Psionics''). If dispelled, the Viz-Jaq'taar may reactivate this feature by regaining Psionic Focus (or spending an action and making a Concentration check as if she was gaining Psionic Focus, if she already has it).<br />
<br />
===== ''Shadow Master'' =====<br />
At 9th level, as a Standard Action, the Viz-Jaq'taar may expend her Psionic Focus and 13 Power Points to turn her shadow into a Shadow Master.<br />
<br />
This Shadow is a 20% real version of herself that begins in any square adjacent to her, and it effectively has any Monk class features she may have as well as one use of each Viz-Jaq'taar Manuever that its creator has readied; it cannot recover Maneuvers in any way. It does not gain any benefit from any of the Viz-Jaq'taar's equipment other than any Armor bonus to AC that the Viz-Jaq'taar may have and its attacks are treated as having an enhancement bonus equivalent to that of any Claw-class weapons that the Viz-Jaq'taar uses (it does not gain any special abilities these may have, merely an enhancement bonus equal to the cost of those abilities); this enhancement bonus is capped at +5. It does not get advantage of any feats that the Viz-Jaq'taar has aside from Darkstalker, Mage Slayer, Pierce Magical Protection, or Pierce Magical Concealment, if she has them. It can create Traps, but these Traps are only Figments and cannot cause any real effects; they are only for confusing or frightening the enemy.<br />
<br />
The Shadow uses the Viz-Jaq'taar's statistics for size, type, hit dice, hit points, movement, ability scores, base attack bonus, space and reach, saving throws, and skills other than Knowledge, Martial Lore, Survival, Truenaming, Use Magic Device, and Use Psionic Device, which it cannot use. It does not share any of the Viz-Jaq'taar's special qualities or special attacks except those granted by her Monk levels. It always matches her alignment.<br />
<br />
Anyone who interacts with the Shadow or its figmentary traps gains a Will save with DC 17 + the Viz-Jaq'taar's Wisdom bonus to recognize it as false, and if successful only takes 20% damage from its attacks, and automatically makes any saving throws that the Shadow provokes. Further, all damage dealt by someone who realizes that the Shadow is an illusion is quintupled.<br />
<br />
The Viz-Jaq'taar cannot control the Shadow in any way, beyond indicating who is friend and who is foe. The Shadow is intelligent, however, and can recognize and take advantage of tactical situations and can prioritize foes based on apparent threat level and apparent ease of neutralization.<br />
<br />
== Viz-Jaq'taar Traps ==<br />
=== Statblock ===<br />
* '''Size/Type:''' [http://www.d20srd.org/srd/combat/movementPositionAndDistance.htm#bigandLittleCreaturesInCombat Diminutive] [http://www.d20srd.org/srd/typesSubtypes.htm#constructType Construct]<br />
* '''Hit Dice:''' 1d10 (5.5) hp per Power Point spent on the Trap<br />
* '''Initiative:''' - (Traps always activate on the Viz-Jaq'taar's turn)<br />
* '''Move Speed:''' 0 (Traps are fixed in space and cannot move or be moved. The point they are fixed to need not be on the ground.)<br />
* '''Armor Class:''' 24 (+0 Dex, +4 Natural Armor, +4 Size, +6 Deflection), touch 20, flat-footed 24)<br />
* '''Base Attack/Grapple:''' -/- (Traps neither make attack rolls nor can grapple)<br />
* '''Attack:''' None (Traps use Spell-like Abilities to attack)<br />
* '''Space/Reach:''' 1ft / 0 ft<br />
* '''Special Attacks:''' Spell-like Ability (varies)<br />
* '''Special Qualities:''' [http://www.d20srd.org/srd/specialAbilities.htm#blindsightAndBlindsense Blindsight] (range equals range of Spell-like Ability), Construct Traits, Hidden, Protected, Psionic Connection, Transdimensional<br />
* '''Saves:''' Exactly the same as the Viz-Jaq'taar's.<br />
* '''Abilities:''' Str -, Dex -, Con -, Int -, Wis 11, Cha 10<br />
* '''Skills:''' -<br />
* '''Feats:''' Mage Slayer, Sculpt Spell-like Ability, Transdimensional Spell-like Ability<br />
''Blindsight'' (Ex)<br />
A Traps awareness of its surroundings relies on neither sight nor sound, but on fields of Arcana that exist everywhere that magic functions. They have no sense of areas within Antimagic Fields or Dead Magic Zones. The range of their Blindsight equals the range of their Spell-like Ability.<br />
<br />
''Hidden'' (Ex)<br />
The location of a Trap is difficult to discern. Watching it attack makes it clear which square it resides in, but finding it within that square is still difficult, as it is camouflaged , makes no sound, and is shielded from magic so that attempts to view it magically always fail.<br />
<br />
To find a Trap requires either a Search or a Spot check once the square where it can be found has been determined (which is a DC 10 Spot check for anyone who witnesses it attack). The DC for the Search check is equal to 15 + half the Power Points spent on the Trap. The DC on the Spot check is 15 + the Power Points spent on the Trap. Magic effects that reveal objects fail to work on Traps; it cannot be seen with ''True Seeing'' or similar effects, nor can ''Locate Object'' or similar effects yield its position more accurately that the square in which it resides.<br />
<br />
Only those who have found a Trap may attack it in any way (see Protected).<br />
<br />
''Protected'' (Ex)<br />
Traps are not effected by anything that affects an area, even if they are within that area. Only effects directed at them specifically can effect them. Directing an attack at a Trap specifically requires finding it (see Hidden) - under no circumstances can one who cannot see the trap damage or directly inhibit it in any way.<br />
<br />
''Psionic Connection'' (Su)<br />
Traps remain connected to the Viz-Jaq'taar who placed them through her Psionic Focus. So long as she remains focused, the Trap is aware of every thing she is aware of, including which targets are friends and which are foes. If she loses Focus, the Trap disintegrates.<br />
<br />
Traps always activate on the Viz-Jaq'taar's turn; she may dictate when during her turn each attacks, though she cannot direct the attack, only when it occurs. If she decides to Ready an action to do something, she may delay any or all of her Traps to delay with her, and activate when her Readied Action does.<br />
<br />
The Viz-Jaq'taar is not aware of everything the Trap is, however. She only knows when it attacks, and the direction it attacked. If she cannot see or otherwise become aware of the target, she can only guess why it attacked in that direction.<br />
<br />
''Sculpt Spell-like Ability''<br />
The Spell-like Abilities of Traps automatically exclude targets the Viz-Jaq'taar considers friendly.<br />
<br />
''Spell-like Ability'' (Sp)<br />
Every Trap has a Spell-like Ability that it uses. The effects vary from Trap to Trap, as described below, but they generally share the following features:<br />
# Traps automatically target the closest viable target to itself, unless the Trap's description specifically indicates otherwise.<br />
# Traps apply their Sculpt Spell-like Ability feat to avoid hitting friendly targets, defined as those targets the Viz-Jaq'taar herself considers allies. The Viz-Jaq'taar may choose if Traps treat enemies she is unaware of as friends or enemies at the beginning of her turn (before any Traps attack for the round) as a Free Action. Traps will also apply their Transdimensional Spell-like Ability feat to ensure hitting enemy creatures residing in neighboring planes.<br />
# Traps may be created with more Power Points than necessary, and this will improve their Spell-like Ability.<br />
# The save DC of the Traps' Spell-like Abilities is calculated as 10 + half the Power Points spent on the Trap + the Viz-Jaq'taar's Wisdom modifier. The ''Augmentation'' rules for the Traps list that the save DC increases; this redundancy is merely for convenience, and does not indicate that the save DC should go up twice.<br />
# All traps may only attack a limited number of times before disintegrating. All Traps will attack once more for every 2 extra Power Points invested in them, as part of their Augmentation rules.<br />
# Augmentation may also increase the Trap's damage, the DC on any Concentration checks that the Trap might trigger, or allow it to attack more frequently. See the ''Augmentation'' section under each Trap for its specific rules.<br />
<br />
''Transdimensional''<br />
Traps exist in all neighboring Transitive Planes as well as the Plane they are placed in (for the Material Plane, this means they are also in in the Astral, Ethereal, and Shadow Planes), and their sensory perceptions extend into these planes as well.<br />
<br />
''Transdimensional Spell-like Ability''<br />
The Spell-like Abilities of Traps affect those in all neighboring Transitive Planes as well as the Plane the Trap was initially placed in.<br />
<br />
=== Traps List ===<br />
===== ''Wake of Fire'' =====<br />
This Trap channels Arcana from the Elemental Plane of Fire to create waves of flame that jet towards foes. <br />
<br />
'''Cost:''' 5 Power Points<br />
* '''Attacks:''' 5/trap<br />
* '''Attack Time:''' 1 standard action<br />
* '''Range:''' 30 ft.<br />
* '''Area:''' Cone-shaped Burst<br />
* '''Duration:''' Instantaneous<br />
* '''Saving Throw:''' Reflex halves<br />
* '''Spell Resistance:''' Yes<br />
Deals 3d4 Fire damage to all within the area. The DC of any Concentration checks caused by this damage is raised by 5.<br />
<br />
Even if a target has Evasion or Improved Evasion, or resistance or immunity to Fire damage, and regardless of whether or not the target makes its saving throw, that target still takes 1 point of unresistable damage and must make Concentration checks as if taking the full, unresisted and unsaved damage.<br />
<br />
:''Augmentation''<br />
:The DC of any Concentration checks is increased by 1 for every extra Power Point. For every 2 extra Power Points spent on this Trap, it deals an additional 1d4 Fire damage, attacks once more before disintegrating, and the save DC of its Spell-like Ability is 1 higher.<br />
<br />
===== ''Charged Bolt Sentry'' =====<br />
This Trap uses arcano-electric energy to disrupt spellcasting and the like within the area.<br />
<br />
'''Cost:''' 7 Power Points<br />
* '''Attacks:''' 4/trap<br />
* '''Attack Time:''' 1 standard action<br />
* '''Range:''' 60 ft.<br />
* '''Area:''' Cone-shaped Burst<br />
* '''Duration:''' 1 round<br />
* '''Saving Throw:''' Fortitude negates<br />
* '''Spell Resistance:''' Yes<br />
Those within the area take a -1 penalty to Caster Level or similar (Manifester Level, etc., any level-scaling feature which influences the efficacy of an ability that is not mundane; effective Monk levels and Initiator Levels are exempt) for 1 round. This reduction may prevent spellcasters from using their highest level spells or manifesters from using their highest level powers.<br />
<br />
:''Augmentation''<br />
:Every 2 additional Power Points spent on this trap increase its save DC by 1, and allow the Trap to make 1 more attack before disintegrating. For every 6 additional Power Points, the duration of the Trap's Spell-like Ability is increased by 1 round.<br />
<br />
===== ''Wake of Inferno'' =====<br />
This Trap will conjure a jet of flame for an entire round and endeavor to keep the heat on its target.<br />
<br />
'''Cost:''' 9 Power Points<br />
* '''Attacks:''' 6/trap<br />
* '''Attack Time:''' 1 round<br />
* '''Range:''' 60 ft.<br />
* '''Area:''' Line-shaped Burst<br />
* '''Duration:''' 1 round<br />
* '''Saving Throw:''' Reflex halves<br />
* '''Spell Resistance:''' Yes<br />
If, on the Viz-Jaq'taar's turn, there is a target in range, Wake of Inferno will spew a line of fire at the target, dealing 5d4 Fire damage in a 60 ft. line in the direction of the nearest target (Reflex save halves). It will continue to launch this flame for the remainder of the round, redirecting it as necessary to constantly have it aimed at the target nearest to it. Any enemy creature who is within the line at the beginning of their turn takes 5d4 Fire damage (again, if they'd already taken damage on the Viz-Jaq'taar's turn) (Reflex save halves).<br />
<br />
Any creature who takes Fire damage from the Wake of Inferno is treated as undergoing continual damage equal to the total damage taken, and may be required to make Concentration checks as a result. The DCs of these Concentration checks are also 9 higher than they would be otherwise.<br />
<br />
Every round spent spewing said flames counts as an attack for the Wake of Inferno.<br />
<br />
Evasion, Improved Evasion, Fire Resistance, Fire Immunity, and saving throws do not diminish any Concentration checks that this Trap triggers; those are calculated as if the target had taken the full damage, even if it took none.<br />
<br />
:''Augmentation''<br />
:For every 2 Power Points extra spent on this Trap, the save DC of its Spell-like Ability is increased by 1 and the Trap may attack one additional time before disintegrating. Concentration checks caused by this Trap also add every extra Power Point spent on it to their DC.<br />
<br />
===== ''Lightning Sentry'' =====<br />
The Lightning Sentry is an odd Trap - it does not make attacks on the Viz-Jaq'taar's turn, and has no use for the Standard Action it receives on her turn each round. Instead, it uses its Spell-like Ability to make attacks of opportunity.<br />
<br />
'''Cost:''' 13 Power Points<br />
* '''Attacks:''' 5/trap<br />
* '''Attack Time:''' 1 attack of opportunity<br />
* '''Range:''' 120 ft.<br />
* '''Area:''' Line-shaped Burst<br />
* '''Duration:''' 1 round<br />
* '''Saving Throw:''' Reflex halves<br />
* '''Spell Resistance:''' Yes<br />
The Lightning Sentry will attack any time an enemy within range takes an action other than movement which would provoke an attack of opportunity, but only once per round. When it does so, all enemies within a 120 ft. Line directed at the provoking enemy take 6d6 Electricity damage (Reflex halves), which may trigger Concentration checks for the provoking enemy.<br />
<br />
:''Augmentation''<br />
:For every 2 Power Points extra spent on this Trap, the save DC of its Spell-like Ability is increased by 1, it may make one additional attack before disintegrating, and its Electricity damage increases by 1d6. For every 4 additional Power Points, it may make one additional attack of opportunity per round.<br />
<br />
===== ''Death Sentry'' =====<br />
This fearsome Trap has the ability to use an enemy's fallen minions against him.<br />
<br />
'''Cost:''' 15 Power Points<br />
* '''Attacks:''' 3/trap<br />
* '''Attack Time:''' 1 standard action<br />
* '''Range:''' 240 ft.<br />
* '''Area:''' 20 ft. radius Burst<br />
* '''Duration:''' 1 round<br />
* '''Saving Throw:''' Reflex halves<br />
* '''Spell Resistance:''' Yes<br />
The Death Sentry detonates the intact corpse of any foe who has already fallen this encounter, dealing (2d20+35)% of that foe's maximum HP before death in damage to all enemies in the area (Reflex halves). Half of the damage is fire damage, and the other half is piercing weapon damage. The corpse is now effectively useless for any effects which require a corpse, including this Spell-like Ability.<br />
<br />
Unlike most Traps, the Viz-Jaq'taar has some say over which corpse the Death Sentry targets - each turn, she may direct any and all Death Sentries she has spawned to either target the corpse in range with the most enemies around it, or which had the highest HP in life. She may not make different choices for different Death Sentries, however, if she has more than one.<br />
<br />
:Augmentation<br />
:For each extra Power Point, the damage dealt by the Trap is increased by 5% of the target corpse's maximum HP before death. For every 2 addtional Power Points spent on this trap, the Reflex save DC increases by 1, and the Death Sentry may attack one additional time before disintegrating.<br />
<br />
== Image Credits ==<br />
Image adapted from [http://jerrre.deviantart.com/art/Assassin-on-the-Move-93137733 Assassin on the Move] by [http://jerrre.deviantart.com/ Jerrre].<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Mage_of_Ice_and_FireMage of Ice and Fire2011-11-06T18:30:50Z<p>DragoonWraith: /* Table 1: Mage of Ice and Fire */ formatting</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; font-family: Calibri, serif; font-size: 115%; font-style: italic; text-align: center; border: dashed 1px black; padding: 0 0.5em; margin: 0.5em;"><br />
Some say the world will end in fire,<br />
<br />
Some say in ice.<br />
<br />
From what I've tasted of desire,<br />
<br />
I hold with those who favor fire.<br />
<br />
But if it had to perish twice,<br />
<br />
I think I know enough of hate<br />
<br />
To say that for destruction ice<br />
<br />
Is also great<br />
<br />
And would suffice.<br />
<br />
<span style="float: right; font-family: Cambria, sans-serif; font-size: 100%; font-style: normal;">--Robert Frost</span><br />
</div><br />
<br />
The powers of fire and ice have always dominated the multiverse, shaping the flow of all energy and dictating the life and death of untold numbers. Many elementalists have devoted their entire lives to the study of one or the other.<br />
<br />
Mages of Ice and Fire eschew this opposition, and embrace both, seeing a place for both in their worlds.<br />
{{break}}<br />
== Becoming a Mage of Ice and Fire ==<br />
<div style="float: right; background-color: #ffffff; padding: 0 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/MageofIceandFire.png</div><br />
Mages of Ice and Fire are, of course, spellcasters. They specialize in spells that deal elemental, namely Cold and Fire, damage, and so are commonly Evokers and Sorcerers. Notably, the requirements for the class do not require that Sorcerers wait an additional level compared to their Wizard brethren, as both can meet the requirements by level 6.<br />
<br />
===== Prerequisites =====<br />
* Spellcasting<br />
** Ability to cast 2nd level spells, including at least one with the Cold descriptor and at least one with the Fire descriptor.<br />
* Feat<br />
** Energy Substitution (Cold or Fire)<br />
* Skills<br />
** Knowledge (Arcana) 8 ranks,<br />
** Knowledge (Nature) and Knowledge (The Planes) combined, 2 ranks total,<br />
** Survival 2 ranks,<br />
** Spellcraft 8 ranks.<br />
<br />
== Class Features of the Mage of Ice and Fire ==<br />
The following are all class features of the Mage of Ice and Fire.<br />
<br />
===== Hit Die =====<br />
d4.<br />
<br />
===== Skills =====<br />
''Skill Points per Level:'' 2+Int.<br />
''Class Skills:'' The following skills (and their key ability modifiers) are class skills for the Mage of Ice and Fire: Balance (Dex), Concentration (Con), Craft (Int), Knowledge (all skills taken individually) (Int), Profession (Wis), Spellcraft (Int), and Survival (Wis).<br />
<br />
===== Table 1: Mage of Ice and Fire =====<br />
{| class="class zebra header bordered"<br />
|- <br />
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special !! Spellcasting<br />
|- <br />
| 1 || +0 || +0 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[#Dichotomy|Dichotomy]] || +1 level of existing Spellcasting class<br />
|- <br />
| 2 || +1 || +0 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Bonus Feat|Bonus Feat]] || +1 level of existing Spellcasting class<br />
|- <br />
| 3 || +1 || +1 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#Flexible Dichotomy|Flexible Dichotomy]] || +1 level of existing Spellcasting class<br />
|- <br />
| 4 || +2 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Bonus Feat|Bonus Feat]] || +1 level of existing Spellcasting class<br />
|- <br />
| 5 || +2 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#Dichotomy Admixture|Dichotomy Admixture]], [[#Extreme Dichotomy|Extreme Dichotomy]] || -<br />
|}<br />
<br />
===== Armor and Weapon Proficiency =====<br />
The Mage of Ice and Fire gains no proficiency in armor or weapons.<br />
<br />
===== Spellcasting =====<br />
At each class level except the fifth, the Mage of Ice and Fire gains an increase in caster level, spells per day, and spells known as if she had gained a level in any spellcasting class to which she had already belonged. She does not gain any other benefit that this class would have received. If she has more than one spellcasting class, she must choose to which class this benefit applies at each level.<br />
<br />
===== Dichotomy =====<br />
Mages of Ice and Fire revel in the union of these two opposed energies, and never use one without the other. When casting any spell that deals Cold or Fire damage, the Mage may choose to cause half the damage to be of the other Energy type, and the spell gains the appropriate descriptor in addition to its original descriptor(s). Even if the spell does not deal damage, the Mage may add the opposing descriptor to any spell with the Cold or Fire descriptor.<br />
<br />
===== Bonus Feat =====<br />
At 2nd level, a Mage of Ice and Fire gains her choice of Searing Spell or Piercing Cold as a bonus feat. At 4th level, she gains the other. If she already has both feats, she may instead choose any metamagic feat that requires spells of either the Cold or Fire descriptor, or functions only on spells of the Cold or Fire descriptor (e.g. Lord of the Uttercold, Blistering Spell, etc.). She must meet the requirements for any Feat she takes.<br />
<br />
===== Flexible Dichotomy =====<br />
Beginning at 3rd level, whenever a Mage of Ice and Fire casts a spell using her Dichotomy feature, the relative proportions of Cold and Fire damage may be set at will by the Mage, including 100% of the opposite element.<br />
<br />
Moreover, if the Mage has any feats or class features that allow the damage type of Cold or Fire damage to be changed partially to another type (e.g. Lord of the Uttercold turns Cold damage into half Cold, half Negative), or the spell natively has another damage type in addition to Cold or Fire, this proportion may also be manipulated at will, even to the extent that the spell becomes entirely a third damage type. For example, a 3rd level Mage of Ice and Fire with the Lord of the Uttercold feat could cast a Fireball that deals 100% Negative Energy damage.<br />
<br />
Regardless of the type(s) of damage actually dealt, the spell retains any descriptors associated with the damage it could potentially do (so a 100% Cold damage Fireball is still both Cold and Fire).<br />
<br />
===== Dichotomy Admixture =====<br />
At the height of her powers, a 5th level Mage of Ice and Fire casting any spell using her Dichotomy class feature, treats the spell as Empowered, without an increase in casting time or spell level. The particular proportion of damage from each type (including extra types derived from feats or class features) is still up to the Mage to decide.<br />
<br />
She may also add the Cold and/or the Fire descriptors to any spell she casts, at will, though she only gains the above benefit if the spell deals Cold or Fire damage. Adding the Cold or Fire descriptor to a spell that does neither form of damage does not cause the spell to deal Cold or Fire damage or trigger the above feature, it merely allows the spell to trigger other features that key off of these descriptors, such as Extreme Dichotomy below.<br />
<br />
===== Extreme Dichotomy =====<br />
Due to the extreme temperature differences, anyone negatively affected by a spell with both the Cold and Fire descriptors cast by a 5th level Mage of Ice and Fire must make a Fortitude save or be subject to both frostbite (-2 penalty to Dexterity) and heat stroke (if well, becomes fatigued; if fatigued, becomes exhausted; if exhausted, becomes disabled).<br />
<br />
Note that clothing, certain feats (e.g. Cold Endurance and Heat Endurance), as well as skill in Survival, can provide bonuses against these effects, and that the DC for one effect may be different from the other (for example, heavy clothing protects against frostbite, but makes the risk of heat stroke that much greater). Roll one saving throw, but compare it against both DCs if they are different.<br />
<br />
This effect lasts until the end of the Mage's next turn, though further dual damage can extend the effect and escalate the heat stroke. After the effect wears off, both the frostbite's Dexterity penalty and the heat stroke's fatigue is removed, though if the heat stroke was severe (resulted in disability), the target remains fatigued until it gets a full night's rest.<br />
<br />
== Credits ==<br />
The poem is, of course, by Robert Frost.<br />
<br />
The image is adapted slightly from [http://drcloud.deviantart.com/art/Elementalist-113490153 Elementalist] by drcloud.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=All-ThiefAll-Thief2011-11-06T05:57:30Z<p>DragoonWraith: /* Class Features */ updating table formatting</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div style="clear: right; float: right;">__TOC__</div><br />
<br />
The All-Thief is, at its heart, an exceptionally diversified Spellthief. Eventually, they learn to steal an incredible variety of power from a variety of characters. He sacrifices his own spellcasting ability for the ability to steal spells, powers, pacts, soulmelds, maneuvers, stances, turn undead attempts, rage, and even inborn supernatural powers, physical and mental gifts, and class features their foes have spent years training. <br />
<br />
<div style="clear: left;"></div><br />
== Prerequisites ==<br />
* ''Class Feature:'' Steal Spell-like Ability<br />
* ''Feats:'' One of the following:<br />
** [[Feature Stealing Feats#Charge Drain|Charge Drain]]<br />
** [[Feature Stealing Feats#Emotional Siphon|Emotional Siphon]]<br />
** [[Feature Stealing Feats#Enhanced Theft|Enhanced Theft]]<br />
** [[Feature Stealing Feats#Graverobbery|Graverobbery]]<br />
** [[Feature Stealing Feats#Healing Extortion|Healing Extortion]]<br />
** [[Feature Stealing Feats#Industrial Espionage|Industrial Espionage]]<br />
** [[Feature Stealing Feats#Kleptolexicology|Kleptolexicology]]<br />
** [[Feature Stealing Feats#Pact Borrowing|Pact Borrowing]]<br />
** Psithief (''Complete Scoundrel'', pg. 80)<br />
** [[Feature Stealing Feats#Smite the Smitten|Smite the Smitten]]<br />
** [[Feature Stealing Feats#Soulstealer|Soulstealer]]<br />
** [[Feature Stealing Feats#Sublime Theft|Sublime Theft]]<br />
<br />
== Hit Die ==<br />
<br />
d6<br />
<br />
== Skill Points ==<br />
===== ''Class Skills'' =====<br />
The following are the class skills (and the key ability for each skill) for the All-Thief: Appraise (Int), Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (Local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Speak Languages (Int), Spot (Wis), Swim (Str), and Tumble (Dex).<br />
<br />
===== ''Skill Points per Level'' =====<br />
6 + Int modifier<br />
<br />
== Class Features ==<br />
The following are class features for the All-Thief:<br />
{| class="class zebra header bordered"<br />
|-<br />
! Level !! Base Attack<br />Bonus !! Fortitude<br />Save !! Reflex<br />Save !! Willpower<br />Save !!style="padding-left: 1.5em; text-align: left;"| Special<br />
|-<br />
| 1st || +0 || +0 || +0 || +2 ||style="padding: 0 0.5em; text-align: left;"| [[#Omnitheft|Omnitheft]], [[#New Theft|New Theft]]<br />
|-<br />
| 2nd || +1 || +0 || +0 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Skills of the Crime|Skills of the Crime]]<br />
|-<br />
| 3rd || +2 || +1 || +1 || +3 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Sneak Attack|Sneak Attack +1d6]]<br />
|-<br />
| 4th || +3 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Feat Heist|Feat Heist]]<br />
|-<br />
| 5th || +3 || +1 || +1 || +4 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Casing the Joint|Casing the Joint]]<br />
|-<br />
| 6th || +4 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Identity Theft|Identity Theft]], [[#Sneak Attack|Sneak Attack +2d6]]<br />
|-<br />
| 7th || +5 || +2 || +2 || +5 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#The Stolen Life|The Stolen Life]]<br />
|-<br />
| 8th || +6 || +2 || +2 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Mystic Caper|Mystic Caper]]<br />
|-<br />
| 9th || +6 || +3 || +3 || +6 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#Class Job|Class Job]], [[#Sneak Attack|Sneak Attack +3d6]]<br />
|-<br />
| 10th || +7 || +3 || +3 || +7 ||style="padding: 0 0.5em; text-align: left;"| [[#New Theft|New Theft]], [[#What Was Yours Is Mine|What Was Yours Is Mine]]<br />
|}<br />
<br />
===== ''Weapon and Armor Proficiency'' =====<br />
An All-Thief gains no proficiency with any weapons or armor.<br />
<br />
===== ''Omnitheft'' =====<br />
Each level of All-Thief stacks with all levels of other classes for the purposes of stealing those class's effects. That is, the All-Thief's effective binder level, initiator level, manifester level, meldshaper level, caster level, and truenamer level add his class level when determining the highest level pact, maneuver, power, soulmeld, spell, or utterance that he can steal. None of these levels may exceed his total hit dice due to this ability, however.<br />
<br />
In addition, levels of All-Thief stack with levels of levels of Spellthief for the purpose of determining the highest level spell he can steal, and further the All-Thief adds twice his class level to his Spellthief level to determine the total number of spell levels that he can steal. It also stacks for the purposes of the highest-level spell-like ability he can steal.<br />
<br />
Finally, stolen spells and other effects may be used at any time within the normal time (1 hour for most effects) times the All-Thief's class level.<br />
<br />
===== ''New Theft'' =====<br />
At each level, an All-Thief gains a new ability to steal power from others. Choose one of the feats from this list:<br />
* [[Feature Stealing Feats#Charge Drain|Charge Drain]] - An All-Thief waives the requirement of having his own ability to craft charged items<br />
* [[Feature Stealing Feats#Emotional Siphon|Emotional Siphon]] - An All-Thief waives the requirement of having his own ability to Rage<br />
* [[Feature Stealing Feats#Enhanced Theft|Enhanced Theft]] - An All-Thief waives the requirement of being able to craft enhanced weapons or armor<br />
* [[Feature Stealing Feats#Graverobbery|Graverobbery]] An All-Thief waives the requirement of having his own ability to Turn Undead<br />
* [[Feature Stealing Feats#Healing Extortion|Healing Extortion]] - An All-Thief waives the requirement of having his own ability to Lay on Hands<br />
* [[Feature Stealing Feats#Industrial Espionage|Industrial Espionage]] - An All-Thief waives the requirement of having his own ability to use Infusions<br />
* [[Feature Stealing Feats#Kleptolexicology|Kleptolexicology]] - An All-Thief waives the requirement of knowing his personal Truename<br />
* [[Feature Stealing Feats#Martial Mimicry|Martial Mimicry]] - An All-Thief waives the requirement of knowing a Martial Maneuver and Stance<br />
* [[Feature Stealing Feats#Pact Borrowing|Pact Borrowing]] - An All-Thief waives the requirement of being able to Bind a Vestige<br />
* Psithief (''Complete Scoundrel'', pg. 80) - An All-Thief waives the requirement of having a power point pool. An All-Thief with the Psithief feat also gains the benefit listed [[Feature Stealing Feats#Psithief|here]], even if not generally playing with that change.<br />
* [[Feature Stealing Feats#Smite the Smitten|Smite the Smitten]] - An All-Thief waives the requirement of being able to Smite Evil<br />
* [[Feature Stealing Feats#Soulstealer|Soulstealer]] - An All-Thief waives the requirement of being able to Shape a Soulmeld<br />
* [[Feature Stealing Feats#Sublime Theft|Sublime Theft]] - An All-Thief waives the requirement of knowing a Martial Maneuver<br />
Each feat also adds its associated skill(s) to the All-Thief skill list, the same as they do to the Spellthief's skill list. Industrial Espionage each additionally adds Use Magic Device (which Spellthieves have natively) and Psithief adds Use Psionic Device (which [http://www.giantitp.com/forums/showthread.php?t=34962 Mindthieves] have natively). Enhanced Theft and Charge Drain each may add the All-Thief's choice of Use Magic Device or Use Psionic Device (chosen when taken, or at first level if already taken; each need not add the same skill).<br />
<br />
===== ''Skills of the Crime'' =====<br />
At 2nd level, an All-Thief gains the ability to steal skill ranks from his foes. Instead of activating his Steal Spell ability, he may instead temporarily gain a number of skill ranks in any skill of his choice, while the target temporarily loses these ranks. The number of ranks swapped in this manner may be no greater than the number of ranks the target has, or the All-Thief's class level, whichever is lower. The swap lasts for one minute. The change actually affects skill ranks, and therefore affects abilities that key off of those ranks, but the increased ranks may not be used by the All-Thief to qualify for anything he could not have qualified for earlier.<br />
<br />
===== ''Sneak Attack'' =====<br />
At 3rd level, an All-Thief gains +1d6 Sneak Attack damage. This damage advances to +2d6 damage at 6th and +3d6 damage at 9th. These damage dice stack with any sneak attack damage dice he may have from other classes.<br />
<br />
===== ''Feat Heist'' =====<br />
At 4th level, an All-Thief gains the ability to steal a foe's feats. On a successful use of Steal Spell, he may instead take a feat. For a number of minutes equal to his class level, the All-Thief gains the benefit of that feat and his target loses its benefit. He may not use this feat to qualify for anything, and his target does not lose any abilities that depend on the stolen feat as a prerequisite (though in some cases an ability may be rendered useless by the removal of a feat it depends on). If the feat depends on any relevant statistics, use the target's, not the All-Thief's.<br />
<br />
Each feat is equivalent to a spell of a level equal to half the minimum level at which the feat may be acquired, for the purposes of determining whether or not the All-Thief may steal it and for the maximum number of spells he can steal.<br />
<br />
===== ''Casing the Joint'' =====<br />
At 5th level, an All-Thief gains the ability to learn of his foes' strengths so that he may better steal them. On a successful use of any of his theft abilities, an All-Thief learns whether or not the target can use any of the abilities he knows how to steal, and he may select one of those abilities and learn exactly what his target has that he might steal from the chosen type. If he chooses to identify the target's skills, he may either learn the target's ranks in any five skills, or learn the entire list of those skills his target has any ranks in. If he chooses to identify his opponent's abilities, those abilities are ranked from highest to lowest for him.<br />
<br />
===== ''Identity Theft'' =====<br />
On a successful use of Steal Spell, an All-Thief may elect to take the target's identity in place of a spell. This is equivalent to stealing a spell of a level equal to half the target's HD. The All-Thief may then spend a number of hours equal to his class level, spread out as he wishes among the next 24 hours, appearing exactly like the victim. This is a transmutation effect, not an illusion. Further, the All-Thief gains not only the victim's appearance, but also knowledge of his personality. This means he can mimic the target near-perfectly - he is unlikely to be found out unless he is asked for information that the subject knows and he does not. He gains a +20 bonus on his disguise checks to impersonate the target. His target retains his own appearance for the duration of the effect, however.<br />
<br />
===== ''The Stolen Life'' =====<br />
At 7th level, an All-Thief can steal the very essence of a target. On a successful use of his Steal Spell ability, he may instead take up to half his class level from any one of his target's ability scores, and add it to his own. His victim takes a penalty equal to the amount stolen to that score, and the All-Thief gains a 'theft bonus' to that same ability score equal to the same amount. This lasts for one minute, at which point both the penalty and the bonus are removed. At no point may the All-Thief have stolen more than one set of abilities - if, during that one minute, he uses this ability, his previous use is immediately reset before he makes the new swap.<br />
<br />
===== ''Mystic Caper'' =====<br />
At 8th level, an All-Thief can steal supernatural abilities much as he can steal spell-like abilities. To do so, he must have has many hit dice as his target. He may use the ability once within a number of rounds equal to his class level. If he does not use it in this time, the use is lost without effect. The target in question cannot use that ability until the All-Thief has used it, or lost it. When the All-Thief does use it, treat it in all ways as if the original owner of the ability had used it.<br />
<br />
===== ''Class Job'' =====<br />
At 9th level, an All-Thief can steal one of many class features from his target in place of a spell on a successful use of steal spell. The feature must be gained from a standard class, and it must be one that is gained at a single level (therefore, class features like spellcasting which progress each level are not eligible to be stolen). If the class feature has a limited number of uses per any duration of time, the All-Thief may only use it once during that amount of time. The feature counts as a spell of a level equal to half the level at which the feature is gained for the purposes of determining whether or not the All-Thief may steal it. The All-Thief gains the use of this feature for one hour per class level, and his target loses the feature for one minute following the theft.<br />
<br />
===== ''What Was Yours Is Mine'' =====<br />
At 10th level, an All-Thief gains the ability to make a limited number of his thefts permanent. Up to once per week, when he steals anything using one of his feats or class features, with the exceptions of skill ranks, ability boosts, spell-like or supernatural abilities, or identities, he may choose to gain that ability permanently.<br />
<br />
If he steals a vestige pact, he may make that pact freely and as easily as his original victim can.<br />
<br />
If he steals a martial maneuver, he may ready it as normal.<br />
<br />
If he steals a martial stance, he may use that stance any time he likes.<br />
<br />
If he steals a use of turn undead, he may use it once per day just like his original target.<br />
<br />
If he steals a soulmeld, he may shape it any time he wishes, and invest in it as much essentia as his target could have, including the essentia that he stole with the soulmeld.<br />
<br />
If he steals a psionic power, he may manifest it as much as he has power points with which to do so, and may also add the power points he stole to his power points per day.<br />
<br />
If he stole a spell, he may cast that spell once per day.<br />
<br />
If he stole a feat, he gains that feat permanently. It still may not be used to qualify for anything.<br />
<br />
If he stole a class feature, he gains that class feature permanently. It still may not be used to qualify for anything.<br />
<br />
In all cases, the ability functions as it normally would when he steals it, using all of the target's relevant statistics.<br />
<br />
He may have no more than half his class level in these abilities, however, and once he has that many he must lose one in order to gain another. They still count towards his maximum spell levels stolen. His victim still regains this ability normally. He may not use this effect with his ''Skills of the Crime'', ''Identity Theft'', ''Mystic Caper'', or ''The Stolen Life'' abilities, or his ''Steal Spell-like Ability'' feature from his Spellthief levels.<br />
<br />
[[Category:Player Character Prestige Classes]]</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=UglyPanda_Dresden_Files_RPGUglyPanda Dresden Files RPG2011-10-24T03:51:53Z<p>DragoonWraith: hypertext!</p>
<hr />
<div>===Test===<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0AkyR49oDAjwhdENnbkpzSmV4TERuUS1qOW5rWFJEUkE&hl=en_US#gid=1 Al Penman] (Cieyrin)<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Ao0_uOuilxk0dGtYaGY1cmNEVTJnYzNxeFJ3OUx0ZHc&hl=en_US#gid=0 Sandor Lakatos] (DragoonWraith)<br />
<br />
[https://docs.google.com/spreadsheet/ccc?key=0Ar8eumPMwQHmdGhnazk2LUpsb3NhNnZkOFJKX2laQWc&hl=en_US#gid=0 Marta Rinmer] (NekoIncardine)</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-18T02:55:46Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed ('''Including Dragonborn''')<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* If it gets +4 or more to a single stat, it is '''not a race you can use'''.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
===Polishes===<br />
====Adroit Leaper====<br />
You're light on your feet, quick and nimble, assets that make leaps and bounds effortless for you.<br />
<br />
'''Skill Affected:''' Jump<br><br />
'''New Key Stat:''' Dex<br><br />
<br />
Two abilities.<br />
<br />
====Cold Reader====<br />
You're quick at figuring out what others want to hear - and what they're willing to believe.<br />
<br />
'''Skill Affected:''' Bluff<br><br />
'''New Key Stat:''' Wis<br><br />
<br />
''Easy Target:'' Overconfidence breeds weakness - and you're good at reading when a foe feels too sure of himself and playing on it. Once per encounter as an immediate action, you can select an enemy within 30 feet and make a Bluff check opposed by the foe's Sense Motive check. If you succeed, that foe's next attack against you is made at a -4 penalty. You get a +4 bonus on this check if below full HP, and the foe takes a -4 penalty to his Sense Motive check if he has already damaged you this encounter.<br />
<br />
''Instill Worry:'' It takes very little in the line of acting ability to look behind someone and appear worried - and you've mastered the art of finding the degree of fear necessary to make the foe, despite his best judgment, look behind him. Once per encounter as a swift action, you can divert the attention of a foe within 30 feet with Int 3 or greater by making a Bluff check opposed by the foe's Sense Motive check. If you succeed, the foe is treated as being flanked until the start of your next turn.<br />
<br />
====Critical Eye====<br />
You're a master at quickly assessing items, not just for their potential value, but quite specifically for flaws which would detract from or weaken them.<br />
<br />
'''Skill Affected:''' Appraise<br><br />
<br />
Two abilities.<br />
<br />
====Mental Offense====<br />
You can sense foes in the psionic field and time small surges of aggressive thought to press combat advantage.<br />
<br />
'''Skill Affected:''' Psicraft<br><br />
<br />
====Mental Shield====<br />
You can sense foes in the psionic field and time small surges of impeding thought to better your defensive position.<br />
<br />
'''Skill Affected:''' Psicraft<br><br />
'''New Key Stat:''' Wis (mayyyybe)<br><br />
<br />
====Might Makes Fright====<br />
You are very strong and some people find that scary.<br />
<br />
'''Skill Affected:''' Intimidate<br><br />
'''New Key Stat:''' Str<br><br />
<br />
''Warning Shot:'' When your attack narrowly misses removing someone's arm, they know deep down how doomed they are. Once per encounter when you miss with a melee attack, you may make a Demoralize attempt as a swift action against the foe you just missed.<br />
<br />
====Psychological Bully====<br />
You get into foes' minds with meticulous and precise eroding of their willpower.<br />
<br />
'''Skill Affected:''' Intimidate<br><br />
'''New Key Stat:''' Int<br><br />
<br />
''Psychological Assault:'' You can break a foe's resolve by insulting, distracting and belittling him. This ability is identical to the Demoralize action, but you must be able to speak and the target must be able to understand you. You can maintain a successful psychological assault each round by concentrating as a free action; if your concentration is broken, however, the effect immediately ends and your target is no longer shaken. You may attempt a psychological assault once per encounter.<br />
<br />
====Slick Like Grease====<br />
You're always on the lookout for things that you might need to elude or slip free from, and this heightened caution has saved you time and time again.<br />
<br />
'''Skill Affected:''' Escape Artist<br><br />
<br />
''Beyond Your Grasp:'' Escape Artist check in place of opposed grapple on hold.<br />
<br />
''Survival Instinct:'' Escape Artist check to get a bonus to Reflex save, negate partial effect.<br />
<br />
====Unnoticed Ally====<br />
Your free hand always seems to have something to do to help you out, but all your foes see is the hand with the weapon until it's too late.<br />
<br />
'''Skill Affected:''' Sleight of Hand<br><br />
<br />
''Blinding Sleight:''' Your enemy spends too much time watching your main hand, allowing you to surprise him with the "meaningless" contents of your off hand. If you are in dusty, sandy, rocky or otherwise powdery terrain, you can collect and throw a handful of dust and debris at a foe's eyes once per encounter as a swift action. Make a ranged touch attack against your target. If you hit, the foe must make a Will save (DC 10 + your ranks in Sleight of Hand) or be blinded for 1 round. Even if the foe saves, he is still dazzled for one round. Your opponent may make a Spot check opposed by your Sleight of Hand check to notice what you're holding in your off hand. If he succeeds, he gets a +4 bonus to his Will save and to his touch AC against the blinding sleight attack.<br />
<br />
''Eagle's Talon:''' In combat, an action that does not produce immediate results is often ignored, to your advantage. Once per encounter as a move action (or as part of a move action if your BAB is +1 or greater), you may throw a held weapon high up into the air. On your next turn, you may make a Sleight of Hand check (DC 15) to catch the falling weapon, surprising any enemy you (now) threaten with that weapon and rendering them flat-footed. Each such foe may make an opposed Spot check to notice the descending weapon; foes who see it are not flat-footed. If you fail the Sleight of Hand check, the weapon falls to the ground in your square. You require a mostly open environment to employ Eagle's Talon; low ceilings or hanging objects will block the weapon's trajectory.<br />
<br />
''Monkey Grab:''' Your foe thinks your ability to threaten him is defined by your weapon, and likewise with his own, until he finds your hand already holding the item he needs to use. Once per encounter as an immediate action, you can make a Sleight of Hand check against an adjacent opponent, opposed by that target's Spot check. If you succeed, you gain a light grip on the foe's held weapon, shield or other held item (your choice) which is secured until the start of your next turn unless broken. A foe attempting to attack you with a gripped weapon takes a -4 penalty to the attack roll and breaks your grip. A foe with a gripped shield loses his shield bonus to AC. A foe with any other gripped item cannot use said item. An opponent holding a gripped item can take a move action to break your grip.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Gareth: Dead<br />
* Gareth 2: Dead<br />
* Nine: Dead<br />
* Nine 2: Petrified<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Fiddler 2: 315 gp 4 sp, 4875 XP, 87 Master, 228 Church, 273 Audience, 368 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 92 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 488 gp 4 sp, 5700 XP, 304 Master, 231 Church, 778 Audience, 183 Patrons (9-4-1) '''Famous'''<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 49 gp 9 sp, 1050 XP, 156 Master, 177 Church, 187 Audience, 187 Patrons <br />
* Flicker: 26 gp 2 sp, 825 XP, 88 Master, 14 Church, 64 Audience, 64 Patrons<br />
* Flicker 2: 36 gp 7 sp, 650 XP, 198 Master, 0 Church, 95 Audience, 95 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* The Creature<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
* The Terror<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
===Important Rules===<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''<br />
<br />
===Arena Status===<br />
====Famous====<br />
Becoming '''Famous''' is very useful, increasing reward chances and establishing a legacy. It takes very high favor with the Audience to become '''Famous'''.<br />
<br />
====Scorned====<br />
Becoming '''Scorned''' comes from too many losses, and imposes severe penalties. You can no longer impress anyone in the Pit. If you lose, you accrue no favor at all.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-18T02:48:05Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed ('''Including Dragonborn''')<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* If it gets +4 or more to a single stat, it is '''not a race you can use'''.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
===Polishes===<br />
====Adroit Leaper====<br />
You're light on your feet, quick and nimble, assets that make leaps and bounds effortless for you.<br />
<br />
'''Skill Affected:''' Jump<br><br />
'''New Key Stat:''' Dex<br><br />
<br />
Two abilities.<br />
<br />
====Cold Reader====<br />
You're quick at figuring out what others want to hear - and what they're willing to believe.<br />
<br />
'''Skill Affected:''' Bluff<br><br />
'''New Key Stat:''' Wis<br><br />
<br />
''Easy Target:'' Overconfidence breeds weakness - and you're good at reading when a foe feels too sure of himself and playing on it. Once per encounter as an immediate action, you can select an enemy within 30 feet and make a Bluff check opposed by the foe's Sense Motive check. If you succeed, that foe's next attack against you is made at a -4 penalty. You get a +4 bonus on this check if below full HP, and the foe takes a -4 penalty to his Sense Motive check if he has already damaged you this encounter.<br />
<br />
''Instill Worry:'' It takes very little in the line of acting ability to look behind someone and appear worried - and you've mastered the art of finding the degree of fear necessary to make the foe, despite his best judgment, look behind him. Once per encounter as a swift action, you can divert the attention of a foe within 30 feet with Int 3 or greater by making a Bluff check opposed by the foe's Sense Motive check. If you succeed, the foe is treated as being flanked until the start of your next turn.<br />
<br />
====Critical Eye====<br />
You're a master at quickly assessing items, not just for their potential value, but quite specifically for flaws which would detract from or weaken them.<br />
<br />
'''Skill Affected:''' Appraise<br><br />
<br />
Two abilities.<br />
<br />
====Mental Offense====<br />
You can sense foes in the psionic field and time small surges of aggressive thought to press combat advantage.<br />
<br />
'''Skill Affected:''' Psicraft<br><br />
<br />
====Mental Shield====<br />
You can sense foes in the psionic field and time small surges of impeding thought to better your defensive position.<br />
<br />
'''Skill Affected:''' Psicraft<br><br />
'''New Key Stat:''' Wis (mayyyybe)<br><br />
<br />
====Might Makes Fright====<br />
You are very strong and some people find that scary.<br />
<br />
'''Skill Affected:''' Intimidate<br><br />
'''New Key Stat:''' Str<br><br />
<br />
''Warning Shot:'' When your attack narrowly misses removing someone's arm, they know deep down how doomed they are. Once per encounter when you miss with a melee attack, you may make a Demoralize attempt as a swift action against the foe you just missed.<br />
<br />
====Psychological Bully====<br />
You get into foes' minds with meticulous and precise eroding of their willpower.<br />
<br />
'''Skill Affected:''' Intimidate<br><br />
'''New Key Stat:''' Int<br><br />
<br />
''Psychological Assault:'' You can break a foe's resolve by insulting, distracting and belittling him. This ability is identical to the Demoralize action, but you must be able to speak and the target must be able to understand you. You can maintain a successful psychological assault each round by concentrating as a free action; if your concentration is broken, however, the effect immediately ends and your target is no longer shaken. You may attempt a psychological assault once per encounter.<br />
<br />
====Slick Like Grease====<br />
You're always on the lookout for things that you might need to elude or slip free from, and this heightened caution has saved you time and time again.<br />
<br />
'''Skill Affected:''' Escape Artist<br><br />
<br />
''Beyond Your Grasp:'' Escape Artist check in place of opposed grapple on hold.<br />
<br />
''Survival Instinct:'' Escape Artist check to get a bonus to Reflex save, negate partial effect.<br />
<br />
====Unnoticed Ally====<br />
Your free hand always seems to have something to do to help you out, but all your foes see is the hand with the weapon until it's too late.<br />
<br />
'''Skill Affected:''' Sleight of Hand<br><br />
<br />
''Blinding Sleight:''' Your enemy spends too much time watching your main hand, allowing you to surprise him with the "meaningless" contents of your off hand. If you are in dusty, sandy, rocky or otherwise powdery terrain, you can collect and throw a handful of dust and debris at a foe's eyes once per encounter as a swift action. Make a ranged touch attack against your target. If you hit, the foe must make a Will save (DC 10 + your ranks in Sleight of Hand) or be blinded for 1 round. Even if the foe saves, he is still dazzled for one round. Your opponent may make a Spot check opposed by your Sleight of Hand check to notice what you're holding in your off hand. If he succeeds, he gets a +4 bonus to his Will save and to his touch AC against the blinding sleight attack.<br />
<br />
''Eagle's Talon:''' In combat, an action that does not produce immediate results is often ignored, to your advantage. Once per encounter as a move action (or as part of a move action if your BAB is +1 or greater), you may throw a held weapon high up into the air. On your next turn, you may make a Sleight of Hand check (DC 15) to catch the falling weapon, surprising any enemy you (now) threaten with that weapon and rendering them flat-footed. Each such foe may make an opposed Spot check to notice the descending weapon; foes who see it are not flat-footed. If you fail the Sleight of Hand check, the weapon falls to the ground in your square. You require a mostly open environment to employ Eagle's Talon; low ceilings or hanging objects will block the weapon's trajectory.<br />
<br />
''Monkey Grab:''' Your foe thinks your ability to threaten him is defined by your weapon, and likewise with his own, until he finds your hand already holding the item he needs to use. Once per encounter as an immediate action, you can make a Sleight of Hand check against an adjacent opponent, opposed by that target's Spot check. If you succeed, you gain a light grip on the foe's held weapon, shield or other held item (your choice) which is secured until the start of your next turn unless broken. A foe attempting to attack you with a gripped weapon takes a -4 penalty to the attack roll and breaks your grip. A foe with a gripped shield loses his shield bonus to AC. A foe with any other gripped item cannot use said item. An opponent holding a gripped item can take a move action to break your grip.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Gareth: Dead<br />
* Gareth 2: Dead<br />
* Nine: Dead<br />
* Nine 2: Petrified<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Fiddler 2: 315 gp 4 sp, 4875 XP, 87 Master, 228 Church, 273 Audience, 368 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 92 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 488 gp 4 sp, 5700 XP, 304 Master, 231 Church, 778 Audience, 183 Patrons (8-4-1)? '''Famous'''<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 49 gp 9 sp, 1050 XP, 156 Master, 177 Church, 187 Audience, 187 Patrons <br />
* Flicker: 26 gp 2 sp, 825 XP, 88 Master, 14 Church, 64 Audience, 64 Patrons<br />
* Flicker 2: 36 gp 7 sp, 650 XP, 198 Master, 0 Church, 95 Audience, 95 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* The Creature<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
* The Terror<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
===Important Rules===<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''<br />
<br />
===Arena Status===<br />
====Famous====<br />
Becoming '''Famous''' is very useful, increasing reward chances and establishing a legacy. It takes very high favor with the Audience to become '''Famous'''.<br />
<br />
====Scorned====<br />
Becoming '''Scorned''' comes from too many losses, and imposes severe penalties. You can no longer impress anyone in the Pit. If you lose, you accrue no favor at all.</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5/reach_chartFrogame 5/reach chart2011-08-13T05:43:08Z<p>DragoonWraith: Created page with '{| class="zebra header bordered" ! Weapon !! 5 ft. Nat. Reach !! 10 ft. Nat. Reach |- | Longsword || 5 ft. || 5, 10 ft. |- | Glaive || 10 ft. || 15, 20 ft. |- | Spiked Chain || 5…'</p>
<hr />
<div>{| class="zebra header bordered"<br />
! Weapon !! 5 ft. Nat. Reach !! 10 ft. Nat. Reach<br />
|-<br />
| Longsword || 5 ft. || 5, 10 ft.<br />
|-<br />
| Glaive || 10 ft. || 15, 20 ft.<br />
|-<br />
| Spiked Chain || 5, 10 ft. || 5, 10, 15, 20 ft.<br />
|-<br />
| Whip || 5, 10, 15 ft. || ???<br />
|}</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-07T17:37:33Z<p>DragoonWraith: </p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed ('''Including Dragonborn''')<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* If it gets +4 or more to a single stat, it is '''not a race you can use'''.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 208 gp 2 sp, 2775 XP, 105 Master, 236 Church, 211 Audience, 306 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 92 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 106 gp 4 sp, 3000 XP, 433 Master, 302 Church, 651 Audience, 422 Patrons (5-4-1) '''Famous'''<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 36 gp 9 sp, 750 XP, 130 Master, 161 Church, 161 Audience, 161 Patrons<br />
* Flicker: 8 gp 7 sp, 675 XP, 82 Master, 1 Church, 51 Audience, 51 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-07T04:18:40Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed ('''Including Dragonborn''')<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling, Water Orc, or Air Goblin.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 208 gp 2 sp, 2775 XP, 105 Master, 236 Church, 211 Audience, 306 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 92 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 188 gp, 2850 XP, 401 Master, 300 Church, 607 Audience, 390 Patrons (5-3-1) '''Famous'''<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
* Flicker: 8 gp 7 sp, 675 XP, 82 Master, 1 Church, 51 Audience, 51 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-06T17:37:57Z<p>DragoonWraith: /* Gameplay */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 116 gp, 2400 XP, 295 Master, 194 Church, 455 Audience, 284 Patrons (4-3-1)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
* Flicker: 8 gp 7 sp, 675 XP, 82 Master, 1 Church, 51 Audience, 51 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-06T17:37:42Z<p>DragoonWraith: /* Gameplay */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 116 gp, 2400 XP, 295 Master, 194 Church, 455 Audience, 284 Patrons (4-3-1)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
* Flicker: 8 gp 7 sp, 675 XP, 82 Master, 1 Church, 51 Audience, 51 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
** ''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
<br />
** ''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
<br />
** ''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
<br />
** ''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-06T06:00:54Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 116 gp, 2400 XP, 295 Master, 194 Church, 455 Audience, 284 Patrons (4-3-1)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
* Flicker: 8 gp 7 sp, 675 XP, 82 Master, 1 Church, 51 Audience, 51 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-06T04:14:09Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 68 gp, 1500 XP, 223 Master, 152 Church, 353 Audience, 212 Patrons (4-3)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
* Flicker: 5 gp 6 sp, 525 XP, 86 Master, 13 Church, 43 Audience, 43 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-05T05:40:40Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 68 gp, 1350 XP, 212 Master, 131 Church, 271 Audience, 161 Patrons (4-2)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
* Nine 3: 25 gp 1 sp, 450 XP, 144 Master, 87 Church, 87 Audience, 87 Patrons<br />
<br />
Owe Gareth (Church) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-03T17:38:11Z<p>DragoonWraith: grapple-fight</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
* Level 1<br />
* 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br />
* No LA allowed<br />
* No templates allowed<br />
* Two traits allowed<br />
* One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br />
* No alternate class features allowed. You can complain to Fro until he makes an exception.<br />
* No d20r.<br />
* Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br />
* You start with '''maximum starting cash''' for your class.<br />
* You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br />
* If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br />
* No races originally published in the Eberron campaign setting.<br />
* '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br />
* "Races of" content must be approved by me in advance.<br />
* '''Fell Drain''' is specifically banned.<br />
* '''NO DINOSAURS'''<br />
* '''No races without a character adaptation block''' without prior approval.<br />
* No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 56 gp, 1050 XP, 180 Master, 145 Church, 255 Audience, 145 Patrons (4-1) (plus 2 rounds, Audience)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 8 Master, 8 Church, 28 Audience, 36 Patrons<br />
<br />
Owe Gareth (Church), Nine (Masters) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Known Opponents and Obstacles==<br />
===ECL 1===<br />
* '''The Brute'''<br />
* '''The Challenger'''<br />
* '''The Dwarf'''<br />
* Krenshar<br />
* '''The Retiarius'''<br />
* '''The Slender Sage'''<br />
* The Snake Pit<br />
<br />
===ECL 2===<br />
* Black Bear<br />
* Dretch<br />
* '''The Man in Black'''<br />
* Shark<br />
* Thoqqua<br />
* '''The Titan'''<br />
<br />
===ECL 3===<br />
* Cockatrice<br />
* Dire Wolf<br />
* Very Young White Dragon<br />
<br />
===ECL 4===<br />
* Red Wyrmling<br />
<br />
==Gameplay==<br />
* '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br />
* When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br />
* As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br />
* When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br />
* You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-03T06:54:09Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
• Level 1<br><br />
• 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br><br />
• No LA allowed<br><br />
• No templates allowed<br><br />
• Two traits allowed<br><br />
• One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br><br />
• No alternate class features allowed. You can complain to Fro until he makes an exception.<br><br />
• No d20r.<br><br />
• Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br><br />
• You start with '''maximum starting cash''' for your class.<br><br />
• You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br><br />
• If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br><br />
• No races originally published in the Eberron campaign setting.<br><br />
• '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br><br />
• "Races of" content must be approved by me in advance.<br><br />
• '''Fell Drain''' is specifically banned.<br><br />
• '''NO DINOSAURS'''<br><br />
• '''No races without a character adaptation block''' without prior approval.<br><br />
• No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons (8?-0)<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 56 gp, 1050 XP, 180 Master, 145 Church, 255 Audience, 145 Patrons (3-1)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, 28 Master, 18 Church, 28 Audience, 56 Patrons<br />
<br />
Owe Gareth (Church), Nine (Masters) full value for 4 rounds with a shark; Yuu half value.<br />
<br />
==Gameplay==<br />
• '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br><br><br />
• When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br><br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br><br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br><br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br><br><br />
• As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br><br><br />
• When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br><br><br />
• You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-02T14:46:12Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
• Level 1<br><br />
• 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br><br />
• No LA allowed<br><br />
• No templates allowed<br><br />
• Two traits allowed<br><br />
• One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br><br />
• No alternate class features allowed. You can complain to Fro until he makes an exception.<br><br />
• No d20r.<br><br />
• Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br><br />
• You start with '''maximum starting cash''' for your class.<br><br />
• You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br><br />
• If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br><br />
• No races originally published in the Eberron campaign setting.<br><br />
• '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br><br />
• "Races of" content must be approved by me in advance.<br><br />
• '''Fell Drain''' is specifically banned.<br><br />
• '''NO DINOSAURS'''<br><br />
• '''No races without a character adaptation block''' without prior approval.<br><br />
• No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 48 gp, 900 XP, 103 Master, 68 Church, 101 Audience, 68 Patrons (plus Favor for 2 rounds impressing Audience)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Petrified<br />
* Gareth 3: 11 gp, 300 XP, (plus Favor for 2 rounds impressing Patrons)<br />
<br />
==Gameplay==<br />
• '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br><br><br />
• When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br><br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br><br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br><br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br><br><br />
• As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br><br><br />
• When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br><br><br />
• You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-02T06:31:24Z<p>DragoonWraith: /* Generated Characters */</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
• Level 1<br><br />
• 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br><br />
• No LA allowed<br><br />
• No templates allowed<br><br />
• Two traits allowed<br><br />
• One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br><br />
• No alternate class features allowed. You can complain to Fro until he makes an exception.<br><br />
• No d20r.<br><br />
• Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br><br />
• You start with '''maximum starting cash''' for your class.<br><br />
• You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br><br />
• If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br><br />
• No races originally published in the Eberron campaign setting.<br><br />
• '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br><br />
• "Races of" content must be approved by me in advance.<br><br />
• '''Fell Drain''' is specifically banned.<br><br />
• '''NO DINOSAURS'''<br><br />
• '''No races without a character adaptation block''' without prior approval.<br><br />
• No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
* Fiddler: Dead<br />
* Slayah: Dead<br />
* Crusader: Dead<br />
* Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br />
* Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br />
* Gareth: Dead<br />
* Fiddler 2: 142 gp 2 sp, 2325 XP, 61 Master, 191 Church, 186 Audience, 221 Patrons<br />
* DW: 204 gp 7 sp, 3225 XP, 172 Master, 122 Church, 166 Audience, 249 Patrons<br />
* Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br />
* Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br />
* Gareth 2: Dead<br />
* Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br />
* DW 2: 48 gp, 900 XP, 103 Master, 68 Church, 101 Audience, 68 Patrons (plus Favor for 2 rounds impressing Audience)<br />
* Nine: Dead<br />
* Yuu: 24 gp, 300 XP, 29 Master, 29 Church, 29 Audience, 29 Patrons (add 29 pending)<br />
* Nine 2: Dead<br />
* Gareth 3: 11 gp, 300 XP, (plus Favor for 2 rounds impressing Patrons)<br />
<br />
==Gameplay==<br />
• '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br><br><br />
• When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br><br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br><br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br><br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br><br><br />
• As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br><br><br />
• When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br><br><br />
• You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=Frogame_5Frogame 52011-08-01T06:04:50Z<p>DragoonWraith: /* Feats */ update with change Afro approved tonight</p>
<hr />
<div>You are a '''pit fighter,''' forced by The Masters into gladiatorial combat for the entertainment of the masses, day after day. Through blood and sweat, disease and hunger, you struggle through victories to purchase your freedom.<br />
<br />
==Character Creation==<br />
• Level 1<br><br />
• 26 point buy, can reduce one score to as low as 6 to obtain one or two extra points<br><br />
• No LA allowed<br><br />
• No templates allowed<br><br />
• Two traits allowed<br><br />
• One flaw allowed, from the following list: Feeble, Frail, Meager Fortitude, Noncombatant, Pathetic, Poor Reflexes, Slow, Unreactive, Vulnerable, Weak Will<br><br />
• No alternate class features allowed. You can complain to Fro until he makes an exception.<br><br />
• No d20r.<br><br />
• Charisma '''is relevant'''; whether you get the thumbs up or thumbs down in the pit may depend on how much the Master and the audience support you.<br><br />
• You start with '''maximum starting cash''' for your class.<br><br />
• You have '''no gold remaining''' after your initial gear purchases; however, the cost of your initial gear is added to your total debt, which starts at 1000 gp.<br><br />
• If you can get your name to live on in infamy, you can designate an '''heir''' who will be billed as the next "you." This is effectively identical to a free ''resurrection''.<br><br />
• No races originally published in the Eberron campaign setting.<br><br />
• '''Put''' that terrible book away. By which I mean the Book of Exalted Deeds.<br><br />
• "Races of" content must be approved by me in advance.<br><br />
• '''Fell Drain''' is specifically banned.<br><br />
• '''NO DINOSAURS'''<br><br />
• '''No races without a character adaptation block''' without prior approval.<br><br />
• No Strongheart Halfling.<br />
<br />
===Feats===<br />
* '''Dodge''' grants a +2 bonus to AC in place of its current effects.<br />
* '''Spring Attack''' does not have a BAB requirement.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120878#post10120878 Cataphract] available; requires BAB +3<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120891#post10120891 Close Range Targeting] available.<br />
* [http://www.giantitp.com/forums/showthread.php?p=10120915#post10120915 Two Weapon Combat] available.<br />
<br />
==Generated Characters==<br />
• Fiddler: Dead<br><br />
• Slayah: Dead<br><br />
• Crusader: Dead<br><br />
• Neko: 4 gp 1 sp, 150 XP, 12 Master, 16 Church, 16 Audience, 16 Patrons<br><br />
• Eurus: 27 gp 9 sp, 600 XP, 42 Master, 93 Church, 62 Audience, 57 Patrons<br><br />
• Gareth: Dead<br><br />
• Fiddler 2: 128 gp 7 sp, 1650 XP, 164 Master, 144 Church, 129 Audience, 164 Patrons<br><br />
• DW: 197 gp 9 sp, 2850 XP, 177 Master, 77 Church, 91 Audience, 177 Patrons<br><br />
• Slayah 2: 15 gp 5 sp, 300 XP, 93 Master, 51 Church, 61 Audience, 81 Patrons<br><br />
• Crusader 2: 8 gp 0 sp, 150 XP, 18 Master, 9 Church, 19 Audience, 19 Patrons<br><br />
• Gareth 2: 11 gp 0 sp, 300 XP, 26 Master, 52 Church, 26 Audience, 26 Patrons<br><br />
• Shneekey: 12 gp 0 sp, 300 XP, 28 Master, 28 Church, 28 Audience, 56 Patrons<br><br />
<br />
==Gameplay==<br />
• '''Charisma''' directly influences your accrual of Style, which impresses wealthy patrons and determines the favor of the Masters.<br><br><br />
• When you enter the Arena, if you are smart enough to read the crowd, you can '''designate a group to impress'''. You accrue double Style with the group you are impressing:<br />
<br />
''The Masters'': With Int 8 or more, you can set out to impress '''the Masters'''; you are more likely to be spared if beaten, to execute your foe if triumphant, and to be treated well in the cells.<br><br />
<br />
''The Church'': With Int 10 or more and Wis 10 or more, you can set out to impress '''your Church'''; you may receive pre-combat blessings and divine healing.<br><br />
<br />
''The Audience'': With Int 12 or more, you can set out to impress '''the audience'''; you will earn more gold for both losses and victories, and those with a stake in the Arena will place higher value on you.<br><br />
<br />
''The Patrons'': With Int 14 or more, you can set out to impress '''the patrons'''; you may receive gifts, goods, vacations or even valuable items through patronage.<br><br><br />
• As you enter the Arena, you size one another up, meaning that '''neither fighter is flat-footed.''' This rule does not apply in single challenges against unknown foes.<br><br><br />
• When you have less than half HP, if you are still awake, you may '''throw yourself on the Masters' mercy''' at any time, even when it's not your turn. If the Master determines you unworthy, however, you are guaranteed death.<br><br><br />
• You have no time to personally apply any buffs before combat unless they would cover '''a 24-hour period.'''</div>DragoonWraithhttp://wiki.faxcelestis.net/index.php?title=SwordmageSwordmage2011-07-30T04:36:02Z<p>DragoonWraith: /* Incantations */</p>
<hr />
<div>{{User:DragoonWraith/Banned}}<br />
{{User:DragoonWraith/HBtemp}}<br />
<div class="toccolours" style="float: left; clear: left; margin: 1em 1em 0 0;"><div style="margin: 0; overflow: hidden; width: 96px; height: 96px; padding: 0;">http://img203.imageshack.us/img203/2079/mehti.jpg</div></div><br />
<div style="clear: right; float: right;">__TOC__</div><br />
<div style="float: right; background-color: #ffffff; margin-top: 1.5em; padding-left: 1em;">http://img.photobucket.com/albums/v238/DragoonWraith/Dungeons%20and%20Dragons/Homebrew/Swordmage.png</div><br />
::''"My magic is a weapon, a keen edge brought to bear against the greatest of foes, and none shall best me in combat."'' --Nothoreon Kilnarok, Swordmage<br />
<br />
The Swordmage is, at the essence, a fighter; he simply uses magic as his weapon instead of steel. While they may carry a mundane or magically enhanced weapon, their true weapon of choice is the constructs of arcana they can call upon at a moment's notice, to suit the situation at hand.<br />
<br />
Unlike true spellcasters, the Swordmage is not limited in how many times per day he may use his powers, but unlike mundane warriors, he cannot rely on a single, reliable weapon at all times. His weapons are intensely ephemeral and temporary, and he must call upon new ones constantly, and in a lengthy battle he may find himself bereft of the weapons he needs most. Despite the name, the sword is only one of many weapons a Swordmage will employ in any given battle.<br />
<br />
== Becoming a Swordmage ==<br />
A Swordmage is typically one with sorcerous or otherwise innate arcane talent, but more of a penchant for physical combat than magical. Though hardier than true mages, the Swordmage must rely on their arcane arms and armor in order to stand toe to toe with more solid fighters.<br />
<br />
===== Abilities =====<br />
Charisma is the most important ability for Swordmages; their force of personality dictates the efficacy of their Incantations, the reality of the blades the conjure and the weapons the evoke, as well as their martial skill with said weapons. At the same time, Swordmages are usually lightly armored and are somewhat fragile compared to more physical combatants, so Dexterity and Constitution are also very important. Swordmages also have a sizable class skill list but only average skill points per level, making Intelligence quite useful.<br />
<br />
===== Alignment =====<br />
Often Chaotic. Swordmages are not in any way constricted by alignment, but their fighting style appeals to those who are willing to change their strategy at a moment's notice.<br />
<br />
===== Races =====<br />
Given their penchant for magic and graceful combat, Elves are unsurprisingly often drawn to Swordmagic. Gnomes, as a naturally arcane race, and Halflings, enjoying as they do a bit of chaos, often favor the path of the Swordmage over the mundane warrior, as their small size is less of a hindrance when using Incantations. Humanity, of course, with its large population and adaptable nature, makes up not a small share of Swordmages.<br />
<br />
== Class Features of the Swordmage ==<br />
<br />
===== Hit Die =====<br />
d8.<br />
<br />
===== Skills =====<br />
''Class Skills''<br />
The class skills (and key ability modifier for each) of the Swordmage are Balance (Dex), Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana) (Int), Knowledge (Local) (Int), Listen (Wis), Martial Lore (Int), Profession (Wis), Spellcraft (Int), Spot (Wis), and Tumble (Dex).<br />
<br />
''Skills at 1<sup>st</sup> Level''<br />
(4 + Int modifier) ×4.<br />
<br />
''Skills per Level Thereafter''<br />
4 + Int modifier.<br />
<br />
===== Table 1: The Swordmage =====<br />
{| class="class zebra bordered header"<br />
|-<br />
!rowspan=2| Level<br />
!rowspan=2| Base Attack<br />Bonus<br />
!rowspan=2 style="width: 5.5em;"| Fortitude<br />Save<br />
!rowspan=2 style="width: 5.5em;"| Reflex<br />Save<br />
!rowspan=2 style="width: 5.5em;"| Willpower<br />Save<br />
!rowspan=2| Special<br />
!colspan=10| Incantations Readied<br />
|- <br />
!style="width: 1.75em;"| 0th<br />
!style="width: 1.75em;"| 1st<br />
!style="width: 1.75em;"| 2nd<br />
!style="width: 1.75em;"| 3rd<br />
!style="width: 1.75em;"| 4th<br />
!style="width: 1.75em;"| 5th<br />
!style="width: 1.75em;"| 6th<br />
!style="width: 1.75em;"| 7th<br />
!style="width: 1.75em;"| 8th<br />
!style="width: 1.75em;"| 9th<br />
|-<br />
| 1<sup>st</sup> || +1 || +0 || +0 || +2 || [[#Combat Casting|Combat Casting]], [[#Weaponized Arcana|Weaponized Arcana]] || 4 || 2 || || || || || || || ||<br />
|-<br />
| 2<sup>nd</sup> || +2 || +0 || +0 || +3 || [[#Masterful Cant|Masterful Cant]] || 4 || 3 || || || || || || || ||<br />
|-<br />
| 3<sup>rd</sup> || +3 || +1 || +1 ||+3 || || 4 || 3 || 2 || || || || || || ||<br />
|-<br />
| 4<sup>th</sup> || +4 || +1 || +1 || +4 || [[#Enhanced Cant|Enhanced Cant +1]] || 4 || 3 || 3 || || || || || || ||<br />
|-<br />
| 5<sup>th</sup> || +5 || +1 || +1 || +4 || [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 2 || || || || || ||<br />
|-<br />
| 6<sup>th</sup> || +6/+1 || +2 || +2 || +5 || [[#Protective Personality|Protective Personality]] || 4 || 3 || 3 || 3 || || || || || ||<br />
|-<br />
| 7<sup>th</sup> || +7/+2 || +2 || +2 || +5 || || 4 || 3 || 3 || 3 || 2 || || || || ||<br />
|-<br />
| 8<sup>th</sup> || +8/+3 || +2 || +2 || +6 || [[#Enhanced Cant|Enhanced Cant +2]] || 4 || 3 || 3 || 3 || 3 || || || || ||<br />
|-<br />
| 9<sup>th</sup> || +9/+4 || +3 || +3 || +6 || || 4 || 3 || 3 || 3 || 3 || 2 || || || ||<br />
|-<br />
| 10<sup>th</sup> || +10/+5 || +3 || +3 || +7 || [[#Arcanized Weaponry|Arcanized Weaponry]], [[#Bonus Feat|Bonus Feat]] || 4 || 3 || 3 || 3 || 3 || 3 || || || ||<br />
|-<br />
| 11<sup>th</sup> || +11/+6/+1 || +3 || +3 || +7 || || 4 || 3 || 3 || 3 || 3 || 3 || 2 || || ||<br />
|-<br />
| 12<sup>th</sup> || +12/+7/+2 || +4 || +4 || +8 || [[#Enhanced Cant|Enhanced Cant +3]] || 4 || 3 || 3 || 3 || 3 || 3 || 3 || || ||<br />
|-<br />
| 13<sup>th</sup> || +13/+8/+3 || +4 || +4 || +8 || || 4 || 3 || 3 || 3 || 3 || 3 || 3 || 2 || ||<br />
|-<br />
| 14<sup>th</sup> || +14/+9/+4 || +4 || +4 || +9 || [[#Supercharging|Supercharging]] || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || ||<br />
|-<br />
| 15<sup>th</sup> || +15/+10/+5 || +5 || +5 || +9 || [[#Bonus Feat|Bonus Feat]] || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2 ||<br />
|-<br />
| 16<sup>th</sup> || +16/+11/+6/+1 || +5 || +5 || +10 || [[#Enhanced Cant|Enhanced Cant +4]] || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 ||<br />
|-<br />
| 17<sup>th</sup> || +17/+12/+7/+2 || +5 || +5 || +10 || || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3 || 2<br />
|-<br />
| 18<sup>th</sup> || +18/+13/+8/+3 || +6 || +6 || +11 || || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3 || 3<br />
|-<br />
| 19<sup>th</sup> || +19/+14/+9/+4 || +6 || +6 || +11 || || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3 || 3<br />
|-<br />
| 20<sup>th</sup> || +20/+15/+10/+5 || +6 || +6 || +12 || [[#Avatar of True Arcana|Avatar of True Arcana]], [[#Enhanced Cant|Enhanced Cant +5]], [[#Bonus Feat|Bonus Feat]] || ∞ || ∞ || ∞ || ∞ || ∞ || 3 || 3 || 3 || 3 || 3<br />
|}<br />
<br />
===== ''Armor and Weapon Proficiencies'' =====<br />
Swordmages are considered proficient in all of the weapons they can conjure with their Incantations, and with all simple weapons as well. Swordmages are proficient with Light Armor, but not with Shields.<br />
<br />
===== ''Incantations'' =====<br />
Incantations are special, extremely short-lived arcane spells used as weapons by the Swordmage. In general, an Incantation takes an attack action to use, that is, they may be used as many times during a full attack action as the Swordmage has iteratives due to base attack bonus, and they may be used for attacks of opportunity. Unless specifically noted in the effect, effects that grant additional attacks may not be made with Incantations stronger than Cantrips.<br />
<br />
{| class="zebra bordered header" style="float: right;"<br />
! !! Extraordinary !! Supernatural !! Spell-like !! Spells !! Incantations<br />
|-<br />
| Components || No || No || No || Yes || No<br />
|-<br />
| Dispel || No || No || Yes || Yes || Yes<br />
|-<br />
| Spell Resistance || No || No || Yes || Yes || Yes<br />
|-<br />
| Attack of Opportunity || No || No || Yes || Yes || No<br />
|-<br />
| Concentration || No || No || Yes || Yes || No<br />
|-<br />
| ''Antimagic Field'' || No || Yes || Yes || Yes || Yes<br />
|}<br />
Incantations are not supernatural abilities, spell-like abilities, or spells, but they are similar to these. Like spells and spell-like abilities, they are generally subject to spell resistance, and can be dispelled, but unlike spells, they cannot be counterspelled. Like supernatural abilities, incantations neither provoke attacks of opportunity nor require concentration checks, but as mentioned they are subject to spell resistance and dispelling, unlike supernatural abilities. Like both spell-like abilities and supernatural abilities, incantations do not require any components ''per se'', but enough freedom of movement is required to actually make the attack in order to use them. These features are summarized in the table to the right.<br />
<br />
The DC of saving throws for Incantations is equal to 10 + the Incantation's level + the Swordmage's Charisma modifier. The Swordmage also has an Arcane Caster Level equal to his class level, which may be used by Incantations to determine various effects.<br />
<br />
Like a Beguiler, a Swordmage knows all of the Incantations on his list, and may cast them spontaneously. In addition to the Incantations specifically listed, he knows a Cantrip, or 0<sup>th</sup> level Incantation, for each weapon in which he is proficient: this Cantrip simply creates a copy of a perfectly average weapon, and makes a single attack with it. He may also know Cantrips in weapons with which he is not proficient; he is proficient with the "canted" version, but would not be with a physical specimen of the same weapon.<br />
<br />
Unlike spellcasters, Swordmages may end up using any number of Incantations in a given day. However, they can only have a certain, small number of them, as listed in the table above, ready at any given time; readying these requires a mere five minutes of concentration, similar to the way a Sorcerer readies himself to use his magic for the day. A Swordmage may ready his Incantations whenever he likes, and may do so as often as he likes, provided he has the time to do so. When he does, he may ready any of his Incantations known, but none more than once.<br />
<br />
Beginning at 14<sup>th</sup>, the Swordmage gains the ability to cast lower-level Incantations at will; these do not have to be readied before hand, and can simply be used in combat as desired - though the same Incantation cannot be used again once used until the encounter has ended or the Swordmage has Recovered (see below). The Incantations that may be used at will are indicated by a '∞' in the table above.<br />
<br />
In combat, he may cast his Incantations, at which point they are expended. Recovering his expended Incantations is a full-round action, which he make at any time; in doing so, he provokes attacks of opportunity, and may be forced to make a Concentration check to avoid wasting his action, as if he were casting a spell. He may also recover his Incantations defensively, with the same rules as if he were casting a spell defensively. Upon successfully completing this action, all of his expended Incantations are again readied, but he may not change which Incantations he has readied.<br />
<br />
An Incantation's effect is typically to create a "canted weapon" from pure arcana, and attack once with it. This attack typically has side-effects and other benefits associated with it. The weapon is considered magical for the purposes of overcoming Damage Reduction, but is otherwise identical to a perfectly average Medium-sized weapon of the appropriate type unless otherwise indicated by the Incantation's description, regardless of the Swordmage's own size. However, a Swordmage never suffers penalties due to wielding an inappropriately-sized canted weapon, unless the Incantation's description adds specific size penalties (and this penalty will be the same for Swordmages of all sizes).<br />
<br />
A Swordmage threatens any squares he would threaten if wielding any of the weapons offered by his readied but unexpended Incantations.<br />
<br />
===== ''Combat Casting'' =====<br />
At 1<sup>st</sup> level, a swordmage gains Combat Casting as a bonus feat. This feat holds no particular benefit for a single-classed swordmage, as they do not require Concentration checks to cast Incantations, but swordmage training improves one's skill with Arcana such that swordmages who learn to cast spells have an easier time casting while under pressure. This also means a swordmage qualifies for any feats or prestige classes that require Combat Casting without having to actually take the feat.<br />
<br />
===== ''Weaponized Arcana'' =====<br />
In place of the usual Strength or Dexterity modifiers on attack and damage rolls, a Swordmage uses his Charisma modifier when using Incantations. If a weapon uses a multiplier on either the Strength or Dexterity modifier (''exempli gratia'', 1.5x Strength on a two-handed weapon, 0.5x Strength on an off-hand weapon), the same multiplier applies to his Charisma modifier.<br />
<br />
===== ''Masterful Cant'' =====<br />
At 2<sup>nd</sup> level, the Swordmage gains knowledge of a Cantrip for each martial weapon, and may use these even if not proficient with the actual weapons.<br />
<br />
In addtion, all weapons created with Incantations are considered at least Masterwork.<br />
<br />
===== ''Enhanced Cant'' =====<br />
Starting at 4<sup>th</sup> level, all weapons from Incantations gain a +1 enhancement bonus. This bonus increases by +1 every four levels thereafter (+2 at 8<sup>th</sup>, +3 at 12<sup>th</sup>, +4 at 16<sup>th</sup>, and +5 at 20<sup>th</sup>). If an Incantation specifically gives the canted weapon an enhancement bonus, the two do not stack, simply use the greater of the two. Any special abilities of the canted weapon remain on the weapon.<br />
<br />
===== ''Protective Personality'' =====<br />
At 6<sup>th</sup> level, a Swordmage's constant use of Incantations has created a residual effect on him, and he can effortlessly surround himself in swirls of arcana to protect himself. He gains a Deflection bonus to AC equal to his Charisma modifier, so long as he has (or would have) his Dexterity bonus to AC. Furthermore, his Deflection bonus to AC due to Protective Personality cannot exceed his armor's Maximum Dexterity Bonus.<br />
<br />
===== ''Bonus Feat'' =====<br />
At 5<sup>th</sup>, 10<sup>th</sup>, 15<sup>th</sup>, and 20<sup>th</sup> levels, the Swordmage gains a bonus feat from the following list. He must meet all requirements for a feat in order to select it.<br />
<br />
:[[Swordmage Feats#Adamantine Incantations|Adamantine Incantations*]], [[Swordmage Feats#Align Incantations|Align Incantations*]], Arcane Mastery<sup>2, 6</sup>, Blind Fight, Cloak Dance, Cloudy Conjuration<sup>3, 7</sup>, Combat Expertise, Combat Intuition<sup>1</sup>, Combat Reflexes, Danger Sense<sup>1</sup>, Dazzling Illusion<sup>3, 7</sup>, Defensive Strike<sup>4</sup>, Dodge, Energy Abjuration<sup>3, 7</sup>, Evasive Reflexes<sup>5</sup>, Expert Tactician<sup>1</sup>, Eyes in the Back of Your Head<sup>4</sup>, [[Swordmage Feats#Exotic Incantations|Exotic Incantations*]], [[Swordmage Feats#Favored Incantation|Favored Incantation]]*, Fearsome Necromancy<sup>3, 7</sup>, Fleet of Foot, Force of Personality<sup>1</sup>, Greater Spell Penetration, Improved Combat Expertise<sup>4</sup>, Improved Initiative, Improved Toughness<sup>4</sup>, [[Swordmage Feats#Incantation of Choice|Incantation of Choice*]], [[Swordmage Feats#Incantation Focus|Incantation Focus*]], [[Swordmage Feats#Incantation Specialization|Incantation Specialization]]*, [[Swordmage Feats#Innate Cant|Innate Cant*]], Insightful Divination<sup>3, 7</sup>, [[Swordmage Feats#Iron Incantations|Iron Incantations*]], Martial Study<sup>5</sup>, Martial Stance<sup>5</sup>, [[Swordmage Feats#Metacantation|Metacantation*]], Mobility, Piercing Evocation<sup>3, 7</sup>, Prone Attack<sup>4</sup>, Run, Sidestep Charge, [[Swordmage Feats#Silver Incantations|Silver Incantations]]*, Spell Penetration, Spring Attack, Superior Expertise, Toughening Transmutation<sup>3, 7</sup>, Weapon Focus<br />
<br />
:{| style="width: 50em;"<br />
| <sup>1</sup> ''Complete Adventurer'' || <sup>2</sup> ''Complete Arcane'' || <sup>3</sup> ''Complete Mage'' || <sup>4</sup> ''Complete Warrior'' || <sup>5</sup> ''Tome of Battle''<br />
|}<br />
:<sup>6</sup> Arcane Mastery may be qualified for with the ability to cast Incantations as well as the ability to cast spells.<br />
:<sup>7</sup> Cloudy Conjuration, Dazzling Illusion, Energy Abjuration, Fearsome Necromancy, Insightful Divination, Piercing Evocation, and Toughening Transmutation may be triggered by casting Incantations from the appropriate school, in addition to spells.<br />
:<nowiki>*</nowiki> New Feat.<br />
<br />
The new feats designed for the Swordmage may be found at [[Swordmage Feats]].<br />
<br />
===== ''Arcanized Weaponry'' =====<br />
Starting at 10<sup>th</sup> level, a Swordmage may, while casting an Incantation, apply any enhancement bonuses or special abilities found on any actual weapon he is wielding, to the weapon granted by the Incantation. The canted weapon's enhancement bonus cannot exceed +5, nor can its total equivalent enhancement bonus exceed +10. The weapon is considered as if it does not have these bonuses or abilities until the beginning of the Swordmage's next turn. During the Incantation, the physical weapon is absorbed into the canted weapon, and returned to the Swordmage's hand afterwards. Ammunition may never be used for Arcanized Weaponry.<br />
<br />
If an Incantation creates more than one weapon, only one may receive the effects of any given weapon. The Swordmage may transfer the effects of other weapons, if he has them in hand, to additional canted weapons, if he desires. However, any single target can only be affected by a Special Ability added through Arcanized Weaponry once in a single Incantation, even if that Incantation would attack the target repeatedly. The Special Abilities listed in individual Incantation descriptions may be applied to a target as many times as the target is hit.<br />
<br />
===== ''Supercharging'' =====<br />
Beginning at 14<sup>th</sup> level, when a Swordmage recovers his Incantations, he gains a bonus on checks to pierce spell resistance equal to his Charisma bonus for three rounds.<br />
<br />
===== ''Avatar of True Arcana'' (Ex) =====<br />
At 20<sup>th</sup> level, a Swordmage becomes a living, breathing being of pure magical force. His type changes to Outsider, and he is considered native to every plane that has magic (so he may only gain the Extraplanar subtype if he is on a plane with the Dead Magic trait, he otherwise has the Native subtype). Unlike most Outsiders, the Swordmage may be affected by life restoring magic such as ''Raise Dead'', is immune to being affected by spells of the Conjuration (Calling) subschool, and cannot be banished from any plane except those with the Dead Magic trait.<br />
<br />
In addition, twice per day but no more than once per encounter, a 20<sup>th</sup> level Swordmage may, as a Free Action, channel enormous amounts of Arcana through his body, supercharging all of his Incantations. For one round, all of his Incantations are considered Extraordinary Abilities, that is, are unaffected by Spell Resistance, cannot be Dispelled, and may be used within ''Antimagic Fields'' and Dead Magic Zones, and furthermore all attack rolls made with Incantations are considered Touch Attacks (ranged or not as is appropriate to the Incantation). Incantations with a duration lasting longer than 1 round are Extraordinary during this round of Arcana channeling (even if originally canted before the Swordmage used this ability), and revert to Spell-like (i.e. immediately end if in an ''Anti-Magic Field'' or Dead Magic Zone, and are vulnerable to dispelling otherwise) once the round is over.<br />
<br />
===== Multiclass Swordmages =====<br />
Swordmagic is at the crossroads between true arcane spellcasting and mundane martial maneuvers. As such, Swordmages are known to be excellent at both pursuits: one adds ¾ of his Swordmage level to all his Initiator Levels, instead of ½, and one also adds ½ his Swordmage level to any other Arcane Caster Levels (unless the Caster Level in question is already adding more than ½; this would not stack, for example, with a bonus akin to the Ur-Priest's). Note that this is considered to be a part of the base Initiator and Caster Levels, not bonuses, and so they are always added before any bonuses and penalties (most notably Practiced Spellcaster).<br />
<br />
Swordmages can also qualify for any Prestige Class that requires a Caster Level or the ability to cast Spells of a particular level, by having the appropriate Caster Level or being able to cast Incantations of the same level. He does not, however, have Spell Slots, so he cannot cast any spells that he might gain as Spells Known through Prestige Classes.<br />
<br />
== Incantations ==<br />
Unless otherwise noted, all Incantations have a duration of Instantaneous. Incantations do '''not''' have components of any kind, do '''not''' provoke attacks of opportunity, '''are''' affected by spell resistance, '''can''' be dispelled, '''cannot''' be counterspelled, do '''not''' require Concentration checks, and do '''not''' work in antimagic fields or dead magic zones.<br />
<br />
Spell resistance, in particular, behaves uniquely with many Incantations. Unless the Incantation specifies "Spell Resistance: Yes" (in which case it does nothing if it fails to breach spell resistance) or "No" (in which case spell resistance has no effect), an Incantation that fails against spell resistance does not gain any of its special properties, including any feats the Swordmage is said to have for the Incantation, and is instead treated as a completely normal attack with the specified weapon (including its magic properties, from the Incantation itself or from feats or class features that add to them).<br />
<br />
==== Swordmage Arts ====<br />
Some Incantations have the [Art] descriptor. Incantations with this descriptor synergize with other Incantations that have the descriptor: if the Swordmage uses any two Swordmage Arts in a single round, all additional Arts he uses in that round gain extra features, as described in their entry.<br />
<br />
=== 0<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Cantrips]]''''' - Summon a weapon and attack once with it.<br />
<br />
=== 1<sup>st</sup> Level Incantations ===<br />
<br />
* '''''[[Berserker Axe]]''''' - Attack with Power Attack, scare witnesses.<br />
* '''''[[Blinkplate]]''''' - Gain 8 Armor AC against three attacks of your choice.<br />
* '''''[[Charge Breaker]]''''' - Attack with a halberd and prepare for a charge.<br />
* '''''[[Charged Arcana]]''''' - Make a Ride-By Attack Charge.<br />
* '''''[[Critical Point]]''''' - Make an attack with Rapier and Improved Critical, and critical threats automatically confirm.<br />
* '''''[[Daggerhail]]''''' - Conjure a burst of small knives to lacerate foes in an area.<br />
* '''''[[Grappling Hook]]''''' - Attack a foe at range and drag them to you or you to it.<br />
* '''''[[Light Bow]]''''' - Attack a foe with a glowing arrow that illuminates the area and causes ''dazzle''.<br />
* '''''[[Piercing Spear]]''''' - Spear attack ignores damage reduction, cover, and concealment.<br />
* '''''[[Rending Claws]]''''' - Attack with a pair of punchdaggers, deal extra damage if both hit.<br />
* '''''[[Rope Cant]]''''' - Thrown bola ''entangles'' foes.<br />
* '''''[[Sable Whip]]''''' - Illusionary whip convinces foes they've been disarmed.<br />
* '''''[[Scourge]]''''' - Attack with a holy flail that Turns Undead.<br />
* '''''[[Soul Harvester]]''''' - Attack with the Cleave feat, gain extra damage on Cleave attack based on first foe's former HP.<br />
* '''''[[Sword and Board]]''''' - Gain a Sword for a single attack and a Shield for the round.<br />
* '''''[[Upender]]''''' - Trip with Improved Trip.<br />
<br />
=== 2<sup>nd</sup> Level Incantations ===<br />
<br />
* '''''[[Bleed Out]]''''' - Spiked gauntlets leave a foe bleeding profusely.<br />
* '''''[[Blink Dagger]]''''' - Teleport to foe and stab them.<br />
* '''''[[Cleaving Axe]]''''' - Attack with the Cleave feat, use different Incantation on follow-up.<br />
* '''''[[Fellfrost Cross]]''''' - Attack with two shortswords, leave foes suffering from frostbite and hypothermia.<br />
* '''''[[Iron of the Mind]]''''' - Attack with a crossbow that uses Cold Iron bolts.<br />
* '''''[[Purification]]''''' - Attack with a silver longsword or warhammer.<br />
* '''''[[Megaton Hammer]]''''' - Giant hammer ''staggers'' enemies.<br />
<br />
=== 3<sup>rd</sup> Level Incantations ===<br />
<br />
* '''''[[Balmung]]''''' - With this dragonslayer's sword, dragons no longer seem so frightening.<br />
* '''''[[Blade of Woe]]''''' - Those killed after feeling this blade briefly rise again as zombies or skeletons under your command.<br />
* '''''[[Blinkplate, Greater]]''''' - Gain better armor than with ''Blinkplate''.<br />
* '''''[[Burn]]''''' (Art) - Whirlwind attack with a flaming sword.<br />
* '''''[[Disruptive Discharge]]''''' - Interrupt spellcasting with an electric arrow.<br />
* '''''[[Enchanted Gladius]]''''' - This stout and sturdy sword stands stalwart against the subtle sinistry of abberations.<br />
* '''''[[Everdark]]''''' (Art) - Sling fires a vile bullet that blinds foes.<br />
* '''''[[Frost]]''''' (Art) - Icy gauntlet chills foes to the bone, limiting their actions.<br />
* '''''[[Purify]]''''' (Art) - Divine bow destroys the undead.<br />
* '''''[[Sherwood Bow]]''''' - This hunter's bow can attack twice as fast, and brings down mighty beasts quickly.<br />
* '''''[[Shock]]''''' (Art) - Throw a shocking dagger that can paralyze foes.<br />
* '''''[[Silence Glaive]]''''' - This spear can ''Silence'' enemies.<br />
* '''''[[Quickblade]]''''' - A single attack with this dagger makes you faster.<br />
* '''''[[Radiance]]''''' - This golden blade of light ignores armor and burns foes.<br />
* '''''[[Sever Gravity]]''''' - Allows you to ''Fly'', as the spell.<br />
* '''''[[Stonehew]]''''' - This enormous pick goes through earth and stone like butter.<br />
* '''''[[Sunder]]''''' - A blow from this hammer damages constructs, leaving a weak spot for follow-up attacks.<br />
<br />
=== 4<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Chain of Despair]]''''' - Attack with a spiked chain and bestow a curse upon your target.<br />
* '''''[[Dragoon Leap]]''''' - Jump into the air and impale a foe on your halberd.<br />
* '''''[[Echo Blade]]''''' - This knife will echo every one of your attacks for the round.<br />
* '''''[[Hammer of Return]]''''' - Throwing hammer banishes outsiders.<br />
* '''''[[Mighty Cleaving Axe]]''''' - as Cleaving Axe, but Mighty Cleaving!<br />
* '''''[[Needle of Light]]''''' - This thinblade scores a critical fully half the time!<br />
* '''''[[Star of Courage]]''''' - A brilliant mace encourages your allies and demoralizes your enemies.<br />
* '''''[[Tempest Attrition]]''''' - Parry attacks and counter.<br />
<br />
=== 5<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Daggerwing]]''''' - Summons wings with blades for feathers, to guard yourself or attack your foes.<br />
* '''''[[Dancing Guards]]''''' - A pair of ''dancing'' rapiers parries blows for you.<br />
* '''''[[Dominating Whip]]''''' - Whip ''dominates'' humanoid foes.<br />
* '''''[[Earth Rod]]''''' - Staff fossilizes enemies.<br />
* '''''[[Lightning Fury]]''''' - Throw a lightning bolt that splinters into dozens more.<br />
* '''''[[Thrice-Betraying Dagger]]''''' - Attack three foes at once with a powerful teleportation effect.<br />
* '''''[[Winter's Breath]]''''' - Shuriken summons a whirlwind to pull foes out of the fight temporarily.<br />
<br />
=== 6<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Assassin's Guile]]''''' - Sneak a bit of extra damage to those who have been attacked by your teleportation effects.<br />
* '''''[[Blaze]]''''' (Art) - Punch out foes with a flaming gauntlet, cause an explosion.<br />
* '''''[[Brilliance]]''''' (Art) - A shining blade of justice blinds all but the purest of hearts.<br />
* '''''[[Dance of Blades]]''''' - Summon longswords to surround you and fight for you.<br />
* '''''[[Ice]]''''' (Art) - Shatter an icy flail and the resulting blizzard freezes an area and batters foes.<br />
* '''''[[Kinslayer]]''''' - ''Dominate'' your foe with a strike.<br />
* '''''[[Memory Cutter]]''''' - Cut away some of your foe's experience.<br />
* '''''[[Mordenkainen's Sword]]''''' - Summon a sword to fight for you.<br />
* '''''[[Null]]''''' (Art) - Vile chains fill the area with cloying darkness.<br />
* '''''[[Return to Dust]]''''' - Net entangles foes and disintegrates their remains.<br />
* '''''[[Stun]]''''' (Art) - A whack with this staff releases a discharge that stuns all around you.<br />
* '''''[[Zero-Sum Interrupt]]''''' - An attack so fast the foe bleeds before they are even hit, circumventing all defenses.<br />
<br />
=== 7<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Blade of Fate]]''''' - Strike at your foes and gain incredible fore-knowledge of their movements for the rest of the round.<br />
* '''''[[Blinkplate, Superior]]''''' - As ''Greater Blinkplate'', but also gaining the benefits of ''Greater Blink''.<br />
* '''''[[Chaos Blade]]''''' - Make a full-attack as a standard action, with a better attack bonus.<br />
* '''''[[Flaming Sword of the Wrath of God]]''''' - This sword is absolute anathema to the chaotic and the evil.<br />
* '''''[[Graviton Hammer]]''''' - Hammer reverses gravity.<br />
* '''''[[Subtle Knife]]''''' - Cut your way into a whole new world.<br />
* '''''[[Unleash the Sun]]''''' - Don a helmet forged from the sun itself.<br />
<br />
=== 8<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Cut Off]]''''' - Separate your mind from others, protecting it from danger.<br />
* '''''[[Don't Fear]]''''' - With a coup de grace, trap a foe's soul.<br />
* '''''[[Ruby Prison]]''''' - Trap foes in a personalized ''Forcecage''.<br />
* '''''[[Thunderclap]]''''' - Blast your foes with a wave of sound.<br />
* '''''[[The Warrior Returning]]''''' - When about to die, instead heal yourself and take an attack of opportunity against your would-be killer.<br />
* '''''[[Will Blade]]''''' - An illusory sword can nonetheless be really fatal.<br />
<br />
=== 9<sup>th</sup> Level Incantations ===<br />
<br />
* '''''[[Annulment]]''''' - Eliminate the supernatural powers of others.<br />
* '''''[[Deadly Elegance]]''''' - Shadow copies impale nearby foes.<br />
* '''''[[Divinity]]''''' (Art) - Gain angel wings, smite foes, and bolster allies.<br />
* '''''[[Electrocute]]''''' (Art) - Thrown javelin becomes an incredible bolt of lightning, damaging and stunning all in its path.<br />
* '''''[[Freeze]]''''' (Art) - This icy dart freezes foes solid.<br />
* '''''[[Incinerate]]''''' (Art) - Attack with a fiery flindbar.<br />
* '''''[[Pankratosword]]''''' - A sword so fine it can cut the indivisible, unleashing destruction and devastation.<br />
* '''''[[Perfect Strike of the Thrice Betrayer]]''''' - All those whom you've betrayed before take crippling damage from a shadow strike.<br />
* '''''[[Prismatic Shield]]''''' - Use a bit of ''Prismatic Wall'' as a shield.<br />
* '''''[[Ravages of Time]]''''' - Act at twice your normal speed.<br />
* '''''[[Starfury]]''''' - Four shurikens of light explode and attack secondary targets.<br />
* '''''[[Threadstring Bow]]''''' - Attack with your very soul.<br />
* '''''[[Thunderbluss]]''''' - A shotgun blast devastates foes.<br />
* '''''[[Void]]''''' (Art) - This vile strike can slay a foe outright, and blind those who witness it.<br />
<br />
== Image Credits ==<br />
The image for this class is ''heavily'' adapted (and rather poorly) from [http://wen-m.deviantart.com/art/Anima-no-1-45013938 Anima: ??? no. 1] by Wen M. All credit to him for the excellent image, all blame to me for the horrid mangling.<br />
<br />
[[Category:Player Character Classes]]</div>DragoonWraith