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<div>=Feats=<br />
====Unburdened====<br />
''Many adventurers are fabulously wealthy, but through some vow or failing, you are not counted among their number.''<br />
<br />
'''Prerequisites:''' Player character. Cohorts, animal companions, special mounts, and so forth cannot select this feat.<br />
<br />
'''Benefit:''' You are subject to the Vow of Poverty's rules (Book of Exalted Deeds) with the following changes:<br />
* This is not an [Exalted] feat - you can never lose it or its benefits through actions unrelated to it.<br />
* The restrictions on this feat are not a contract. The character gains the feat's power through rejection of wealth, and trying to abuse loopholes counts as a deliberate violation. If the restrictions of this feat are violated, the offending character loses all benefits until he surrenders the offending item, is purged of its effects (for items or other GP-cost sources that leave lasting effects) and spends one week doing nothing but atoning for the violation - which may take different forms, see below for examples. Whatever the atonement is, you may not adventure or otherwise undertake activities that further your mission during that time.<br />
* You may use any non-magical weapons, armors, and items that you normally could. You are allowed to own property. You may borrow consumable magic items to use on another's behalf, and benefit from effects cast upon you by party members from items they own, but you may not give them items for them to use those items on you. You may not purchase grafts or spend money on magical locations.<br />
* When you first take this feat, choose up to two feat types (Fighter, Metamagic, Draconic, Heritage, Vile, etc - but not General, you wise guy). These are the bonus feat types you can select instead of Exalted feats. The types you choose determine the reasons you forsake wealth; here are some examples:<br />
** '''Fighter:''' Knowledge that true strength comes from within has caused you to forsake the crutch of magic, and you may even look down with scorn upon those who need it to fight. You use the wealth gained from adventuring to constantly augment your dojo, adding new deadly training courses. If you deliberately violate the rules of poverty, your confidence in your fighting style is shaken and the benefits of this feat are lost. To atone, you must spend a week on nothing but grueling training at your dojo.<br />
** '''Metamagic:''' You are a scientist first, and an adventurer second. Every artifact you retrieve from ancient tombs must be sent back to the priests of your Citadel, where you and your colleagues research how it works in the hopes of advancing the study of magic. In exchange, a powerful ritual bond with your colleagues provides you with additional magical prowess. If you deliberately violate the rules of poverty, this bond is broken until you surrender the offending items and spend one week studying them.<br />
** '''Heritage:''' Your blood contains just as many mysteries as any ruin or artifact, and by forsaking magic items like your monstrous progenitors you begin to unravel these mysteries and become more and more like them. Wearing magic items can shatter this delicate connection, and if you intentionally violate the rules of poverty, you must spend one week on meditation in a primal setting in order to rebuild it.<br />
** '''Draconic:''' A dragon is only as mighty as his hoard, and you have begun building one of your own in imitation, to bring out the powers locked deep within your being. Deliberately violating the rules of poverty and turning back on the way of dragons means that you lose this feat's benefits until you spend a week sleeping on your hoard to reconnect with your draconic sensibilities.<br />
** '''Vile:''' As the exalted bearers of this feat embody every virtue of the celestials, you embrace fiendish sins with gusto. All of your money is spent on pleasures; your gear is decorated with the most expensive metals and jewels; you regularly dispense bribes just to stir the pot and may or may not lose a fortune betting on hobo fights. If you turn back on your sinful ways and deliberately violate the rules of poverty, you must spend a week on nothing but utter hedonism and boundless debauchery in order to regain the blessing of the dark powers.</div>Flickerdarthttp://wiki.faxcelestis.net/index.php?title=Flickergame_2015:_OrganizationsFlickergame 2015: Organizations2015-03-15T06:32:33Z<p>Flickerdart: </p>
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<div>Powerful organizations are at work in the world, eager to reward loyal service and punish those who would defy them. Access to some prestige classes requires characters to either join these organizations or attempt to steal their secrets, invoking the wrath of the order in question and any allied guilds.<br />
<br />
====Associated Spellcasting Classes====<br />
Spellcasting is a secret art, jealously guarded. To belong to a spellcasting class, a character must have at least done a great service to, if not outright joined, an organization that teaches members of the class in question. <br />
<br />
=Secret Societies=<br />
<br />
These groups have no guild halls nor banners, but a member will instantly know another by a secret sign or phrase. Any secret society worth its salt will have a myth that surrounds it, and members are encourages to bolster the society's prestige by leaving clues that desirable acts were performed by it (and hiding all involvement in any acts its members may find shameful).<br />
<br />
==Whispering Winds==<br />
Anyone with a pouch of silver can find some hoodlums with clubs and aim them at someone they don't like. But those who desire that a job be performed with precision and discretion will try to make contact with the Whispering Winds. This shadowy cabal of thieves, assassins, and spies is concerned with moving things - whether that involves moving contraband across borders, moving daggers into hearts, or moving large sums of gold into their own pockets. Individual members rarely come to prominence even within the society, but there are a few who are known as the elite among the elite, and whispers of their deeds reach even the uninitiated.<br />
<br />
====Associated Spellcasting Classes====<br />
Assassin, Ebonmar Infiltrator, Hoardstealer, Temple Raider of Olidammara, Consecrated Harrier, Justice of Weald and Woe, Justicar of Taiia, SLayer of Domiel, Shadowsmith<br />
<br />
==The Knights of the Thistle==<br />
There is a purity of sorts in the vagabond's lifestyle, one that these skilled warriors have embraced. Knights of the Thistle are wanderers who seek to perfect their combat arts against all manner of foes, and share their discoveries with their fellow knights whenever they chance a meeting. The Knights seek neither honor nor glory, and frequently obfuscate the very existence of their order as a safeguard against various kings and bishops who would compel them to service. <br />
<br />
====Associated Spellcasting Classes====<br />
Unseelie Dark Hunter, Suel Arcanamach, Knight of the Weave, Champion of Gwynharwyf, Consecrated Harrier, Holy Liberator, Knight of the Chalice, Windrider, War Mind, Fist of Zuoken, Zerth Cenobite, Shadowsmith<br />
<br />
=Churches=<br />
The gods may have no mouths of their own, but there are plenty earthly ones who would speak for them. While society at large is polytheistic, these organizations dedicate themselves to a particular god above all others, and offer various services related to their deity's domain. While the various gods of the pantheon are not truly opposed to one another, the members of a god's church will often try to sway others to their way of thinking, since this directs more recruits and tithes to the cause.<br />
<br />
==Taiia: Chaos, Upheaval, and Change==<br />
No mortal work can last forever, and this is both right and just - for when one thing is destroyed, another one can be created in its place. Taiia's disciples can be found tending elaborate orchard-graveyards, or behind the scenes trying to bring down a government (at which point they would do well to disguise their affiliation). Taiia's rituals take place at the change of the seasons, coronations, births, and funerals. Taiia's disciples hate the undead, who not only hold on to the world beyond their time but take away the lifeforce of those whose time is not yet up.<br />
<br />
====Associated Spellcasting Classes====<br />
Assassin, shade hunter, knight of the weave, champion of gwynharwyf, vigilante, cyre scout, blackguard, disciple of thrym, pious templar, justice of weald and woe, justicar of Taiia<br />
<br />
==Elishar: Light, Balance, and Order==<br />
Understanding one's place in the world is the path to true happiness. Elishar's followers seek to set things right in the world, so that others might go on living as they are supposed to. There is no need for a peasant to trade his shovel for a sword if Elishar's templars are there to take care of the goblin menace for him. Elishar's church holds weekly rituals, as well as a single great feast every year. Elishar's churches also provide healing for the suffering, a basic education in smaller towns and villages, and patrols in areas where the dangers present outweigh the skills of those who combat them.<br />
<br />
====Associated Spellcasting Classes====<br />
Shade hunter, Thayan slaver, court herald, soldier of light, holy liberator, knight of the chalice, pious templar, vassal of Bahamut, emissary of Barachiel, Windrider, Vadalis Beastkeeper, death delver<br />
<br />
=Guilds=<br />
Claiming to have everyone's best interests at heart can be useful, but discarding the pretense that you take care of everyone except your own is very liberating. Guilds are associations that move only when it benefits their members, usually to extend their dominance over something valuable. Guilds hold significant sway in both economics and politics, and a guild member of prominent standing might be considered the equal of a minor noble in many social matters.<br />
<br />
==The Keepers Guild==<br />
If knowledge is power, then the greatest army in the world is bound in leather and stacked floor-to-ceiling in the vast archives of the Keepers. While the public face of the Keepers resembles elderly, nearly senile sages, the guild has many researchers toiling behind its gates, and just as many agents out in the field attempting to unearth forgotten lore. The Keepers command a great understanding of magic items, and maintain excellent supply lines for the ingredients necessary to enchant them. The sale of these items gives the guild a reliable revenue stream to maintain its grandeur, fund its operations, and occasionally slip a hefty bribe in the right pocket when someone asks why the realm's great knight has suddenly set out to hunt dragons and pilfer their hoards while he was supposed to be defending the king.<br />
<br />
====Associated Spellcasting Classes====<br />
Ebonmar infiltrator, fatemaker, hoardstealer, suel arcanamach, court herald, cyre scout, vassal of Bahamut, temple raider of Olidammara, consecrated harrier, emissary of barachiel, death delver, shadowsmith<br />
<br />
==Ribaldiers==<br />
Anybody (with some exceptions) can have fun, but it takes some dedication to well and truly ''carouse''. The ribaldiers began as an entertainers' guild, but over time became more interested in entertaining themselves. The parties of these hedonists are both legendary and abrupt, and woe be to any who went out for a drink and suddenly finds themselves in the middle of a banquet. While they are a nuisance to pretty much everybody, their skill at court intrigue and the entertainment they provide to the nobility give them a tenuous license to continue operating, at least in most places.<br />
<br />
====Associated Spellcasting Classes====<br />
Celebrant of Sharess, Fatemaker, Hoardstealer, Court Herald, Champion of Gwynharwyf, Temple Raider of Olidammara, Emissary of Barachiel, Vadalis Beastkeeper<br />
<br />
==The Adventurers Guild==<br />
While any authority figure who's ever had dealings with the Adventurers Guild has many reasons to resent them, they are still grateful that someone else has the job of keeping the realm's good-for-nothing nobodies in line. Officially, the Guild of Adventurers is supposed to serve as a way for wealthy citizens to efficiently request properly remunerated help for dealing with matters beyond the government's power or purview. Unofficially, it's a good place to go when you want someone with too much personal power dead - and not just dead, but properly dead, with the enchanted dagger nailing their body to the coffin, their soul sealed away inside a gem, and any resurrection contracts with Elishar's priests annulled. <br />
<br />
====Associated Spellcasting Classes====<br />
The Adventurers Guild provides training for all known magical traditions.</div>Flickerdarthttp://wiki.faxcelestis.net/index.php?title=Flickergame_2015Flickergame 20152015-03-15T02:21:29Z<p>Flickerdart: /* House Rules */</p>
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<div>The tales - the oldest ones told - speak of great Princes, masters over creation that could mold reality to their whims. These tales speak also of the greed of these Princes, who coveted each other's domains, and their fear, for each knew that the others desired what they possessed. When the inevitable war came, the cosmic powers of the Princes tore the world apart. This war shaped the world as it is today - a vast and inhospitable realm ruled by warrior kings who maintain their land claims through brute force. The only powers independent of these warlords are ancient Citadels, where monks jealously hoard scraps of knowledge from before the great war. These Citadels rarely interact with outsiders, but when they do it is two things they want - individuals with great magical potential, and artifacts from the time before.<br />
<br />
You are lucky enough to live in such a citadel. Whether you were born there or recruited from the outside world thanks to your talents, you are registered adventurers in the Citadel of Stankirk. Outside its white stone walls a recent civil war has ravaged the land, as warlords usurped one another and were cast down in turn for five long years. Now, a fragile peace has finally been brokered, and Stankirk is once again sending out agents into the world to bring back ancient artifacts and secrets from the mythical time before the war.<br />
<br />
=Interested Players=<br />
* '''NekomataRaiko:''' Warforged dragonborn totemist nonsense<br />
* '''Forrest:''' Cyre Scout that shits knives and then the knives make you scared<br />
* '''Taveena:''' The angriest theurge<br />
<br />
=Game Rules=<br />
<br />
==Character Creation Rules==<br />
* D&D 3.5, 5th level<br />
* Standard WBL (9000gp). No more than 3000gp on any single item.<br />
* 36 PB<br />
* Variant rules: No flaws. Traits are allowed. See House Rules, Action Points, Prestigious PCs, and Barely-feats below.<br />
* Sources: All first party 3.5 material is fine, whether published in book form or on wizards.com. Everything else (Third party, PF, 3.0, magazine content, homebrew) is available on a case by case basis.<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 />
* Cosmic alignments can eat a dick. Instead, you may wish to align yourself with a particular organization which has a particular outlook on life, and acting against that outlook is not going to win you friends. Smite, Detect, and so forth operate on those principles.<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 />
* 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 />
* 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, Ride-by Attack, Shot on the Run, Spring Attack and Swim-by Attack are now one feat.<br />
* Call Weaponry is now a standard action.<br />
* Two Weapon Fighting turns into ITWF and GTWF as soon as you qualify.<br />
* Bows and crossbows add 1/2 Dexterity to damage.<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 />
* Vow of Nonviolence only affects the character with the feat; if anyone else breaks its terms, that character suffers the -1 penalty.<br />
* Most of the time, there's no reason for "can only take at level 1" feats to have this restriction. Ask me and I'll probably remove it.<br />
* Favored Enemy uses the new creature types or subtypes specified below (Beast, Humanoid, Outsider, Automaton, and their subtypes).<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 />
** Athletics (Str) - Jump, Climb, Swim<br />
** Acrobatics (Dex) - Balance, Tumble, Escape Artist, Ride<br />
** Stealth (Dex) - Hide, Move Silently<br />
** Survival (Wis) - Survival, Use Rope, Heal, Handle Animal<br />
** Legerdemain (Dex) - Sleight of Hand, Open Lock, Disable Device<br />
** Awareness (Wis) - Spot, Listen, Search<br />
** Concentration (Con) - Concentration, Autohypnosis<br />
** Linguistics (Int) - Speak Language, Forgery, Decipher Script<br />
** Use Magic Device (Cha) - Use Magic Device, Use Psionic Device<br />
** Knowledge (Magic) (Int) - Spellcraft, Knowledge (Arcana)<br />
** Knowledge (Crystals) (Int) - Psicraft, Knowledge (Psionics)<br />
** Knowledge (Cosmology) (Int) - Knowledge (Religion), Knowledge (Planes)<br />
** Knowledge (Society) (Int) - Knowledge (Nobility and Royalty), Knowledge (History), Knowledge (Architecture and Engineering), Knowledge (Local), Craft, Profession<br />
** Knowledge (Wilderness) (Int) - Knowledge (Geography), Knowledge (Nature), Knowledge (Dungeoneering)<br />
** Investigation (Wis) - Gather Information, Sense Motive, Appraise<br />
** Public Relations (Cha) - Diplomacy, Intimidate, Perform<br />
** Deception (Cha) - Bluff, Disguise<br />
* Average HP per hit die, rounded up:<br />
** d4 = 3<br />
** d6 = 4<br />
** d8 = 5<br />
** d10 = 6<br />
** d12 = 7<br />
* Creature types are consolidated, with superfluous types being cast off into subtypes. There are four types: Beast, Humanoid, Outsider, and Automaton. Their subtypes are usually applied to the master type, but can be switched around - for instance, a pixie is a humanoid (fey) and a hoary steed is a beast (fey). Any ability that requires a character to choose from creature types (such as Favored Enemy) uses the new creature types. Abilities that don't let you choose (such as Wild Shape or Smite Dragons) use subtypes.<br />
** Beast: This category represents all animal-like creatures. Beasts include magical beasts, animals, vermin, and dragons.<br />
*** Magical: Creatures with this subtype are supernatural in some respect, whether an unusual intelligence or inherent magical powers. Applicable to other creature types and replaces Augmented.<br />
*** Animal: Animals have 1 or 2 Intelligence and can be handled with Handle Animal.<br />
*** Dragon: Dragons are either true dragons or creatures similar to them. Applicable to other creature types to indicate a draconic relation (humanoid = kobolds, outsider = Bahamut or planar dragons).<br />
*** Vermin: Mindless. Applicable to some Outsider creatures.<br />
** Humanoid: Anything shaped like a human that has a humanoid biology falls under here. Giants, humanoids, and monstrous humanoids fall in this category, but none of them are real subtypes.<br />
** Outsider: Elementals, outsiders, aberrations, and fey can be categorized as outsiders - otherworldly beings that don't quite belong on the Material Plane. Outsiders are subject to the "difficult to raise" malarkey.<br />
*** Elemental: Creatures connected to a particular element. Can also be any other creature type - Fire and Cold creatures are Elemental, for instance. <br />
*** Outsider: Creatures connected to the Planes. Applicable to any other creature type.<br />
*** Aberration: Creatures that are twisted or not otherwise meant to be. Applicable to other creature types (an Elan is a Humanoid (Aberration)).<br />
*** Fey: Nature-like creatures that are partly of the Feywild. Royal fey are Outsiders, but Material fey may be humanoids or beasts.<br />
** Automaton: Creatures that should not be, and yet are, automata are animated by a force external to their bodies, and tend to be non-intelligent but difficult to damage. Oozes, constructs, and undead fall under automata. Automata are destroyed at 0 HP, have your standard immunities, can't be raised. <br />
*** Ooze: All the Ooze traits.<br />
*** Constructs: Bonus HP based on size, no CON score.<br />
*** Undead: Can be turned/rebuked, no CON score.<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 />
==Prestigious PCs==<br />
<br />
Magic is a fragmented art - while the poets still tell tales of a bygone age when powerful wizards could fill their heads with the entire contents of a magic library, these days a would-be student of the mystic arts must resign themselves to a slower pace of advancement. Many band together into organizations - colleges, churches, or even strange secret societies - to further the study of their own special brand of magic that complements their other skills. Many of these organizations send out their operatives to search for magical secrets hidden away by those creatures of the wild that still retain their full magical potency, and especially gifted and powerful members may even reach those lofty heights of knowledge.<br />
<br />
All spellcasting, manifesting, infusing, etc. classes are banned (though this ban does not cover monstrous progressions that grant casting, nor classes/templates that grant spell-like or supernatural abilities). Instead players have access to the following PrCs as though they were base classes. However, each class has a co-requisite entry; any PC taking the class must be able to meet these co-requisites within the first level. For instance, an Assassin must invest 4 skill ranks into Disguise and Stealth as soon as he takes the class. If he cannot do so (for instance, due to an exceptionally low Intelligence that only grants him 1 skill point per level) then he cannot become an Assassin and must choose a different class.<br />
<br />
====Prestigious classes and weapon/armor proficiencies====<br />
Unless the class grants proficiencies in weapons and armors, treat them as follows:<br />
* ''Spellswords:'' As barbarian<br />
* ''Anointed Soldiers:'' As paladin<br />
* ''Tricksters:'' As bard<br />
* ''Divine Agents:'' As ranger<br />
* ''Devoted Priests:'' As druid<br />
* ''Lore keepers:'' As sorcerer<br />
* ''War mind:'' As psychic warrior<br />
* ''Zerth Cenobite and Fist of Zuoken:'' As monk<br />
* ''Cyre Scout:'' As ranger<br />
<br />
===Normal Classes===<br />
<br />
Players may enter into any other PrCs, including "+1 of existing spellcasting class" PrCs normally, and even enter Prestigious Paladin, Bard, or Ranger to obtain spells from those lists or theurge together a class from the list below with Ur-Priest or something. However, any PrC not listed below (even casting PrCs like Divine Crusader or Trapsmith) must be qualified for normally.<br />
<br />
You may still take levels of non-casting base classes. However, be aware that many of these PrCs are superior to regular base classes in many respects (such as Champion of Gwynharwyf providing both Rage and a casting progression).<br />
<br />
===Prestige Classes and Barely-Feats===<br />
While a barely-feat can be used to qualify for a PrC whether or not its entry level has been adjusted, remember that you do not gain a barely-feat until 2nd level. If you want to begin your career as a spellcaster (which is not always the best move) you must take the prerequisite feat with a real feat slot.<br />
<br />
===List of Spellcaster Classes===<br />
<br />
The following list is intended to help you navigate these normally shitty classes to find one that fits your character concept. All of them have the same speed of casting progression, but there are a few classes that don't stop at 4th level spells. If you want to progress one of these classes beyond 10th level, use something like Dragon Disciple or Wonderworker that grants extra spells known or spells per day.<br />
<br />
When describing the casting of these classes, a mention of another class (Wizard, Sorc, Cleric) indicates that the class casts those kinds of spells (arcane prepared, arcane spontaneous, divine prepared) and uses that casting stat, unless otherwise specified (for example, Assassins have INT-based Sorc casting, meaning that they spontaneously cast from spells known but use INT for DCs and so forth).<br />
<br />
===Arcane===<br />
<br />
====Tricksters====<br />
* ''Assassin:'' INT-based Sorc casting, short list of stealth spells.<br />
** Co-requisites: Disguise, Stealth 4 ranks, write any murder into your backstory<br />
<br />
* ''Celebrant of Sharess:'' Sorc casting from a bard-like list.<br />
** Co-requisites: Diplomacy and Perform 4 ranks, Sacred Vow<br />
<br />
* ''Ebonmar Infiltrator:'' Wizard casting, stealth spells<br />
** Co-requisites: Linguistics, Stealth, Search, Sense Motive 4 ranks, any +2/+2 skill feat or Skill Focus<br />
<br />
* ''Fatemaker:'' Sorc casting, short bard-like list<br />
** Co-requisites: Bluff, Diplomacy, Intimidate 4 ranks, Skill Focus in any one<br />
<br />
* ''Hoardstealer:'' Wizard casting, primarily stealth spells<br />
** Co-requisites: Appraise, Escape Artist, Stealth, Legerdemain, Search 4 ranks, write any big heist into your backstory<br />
<br />
* ''Shade Hunter:'' Int-based Sorc casting. Short list of nature-themed spells & anti-magic spells.<br />
** Co-requisites: Climb, Linguistics, Disable Device, Jump, Wilderness, Society, Search, Survival, Deceive Device 4 ranks, may take Trapfinding instead of getting feat for 1st HD<br />
<br />
* ''Thayan Slaver:'' Wizard casting, short BFC list<br />
** Co-requisites: Appraise, Intimidate, Use Rope 4 ranks<br />
<br />
* ''Vigilante:'' Bard casting from abjuration, divination, illusion, necromancy, and transmutation. 0th level bard spells are 1st level Vigilante spells.<br />
**Co-requisites: Gather Info, Intimidate, Society, Search, Sense Motive 4 ranks, Alertness<br />
<br />
====Spellswords====<br />
* ''Unseelie Dark Hunter:'' WIS-based Sorc casting, short list of travel and nature spells<br />
** Co-requisites: Stealth, Ride, Survival, Wilderness 4 ranks<br />
* ''Suel Arcanamach:'' Sorc casting off the full list (abj, div, ill, trans only). Correct spell progression as follows: Delay spell progression of 2nd+ level spells by 1 level.<br />
** Co-requisites: Concentration, Jump, Magic, Tumble 4 ranks. Must have studied with instructor with the Grimoire Arcanamacha.<br />
* ''Knight of the Weave:'' Sorc casting, gish-themed spells. Correct spell progression as follows: 4th level spells gained at level 7, 5th level spells gained at level 9, no 6th level spells.<br />
** Co-requisites: Society, Magic 4 ranks<br />
<br />
====Lore Keepers====<br />
* ''Court Herald:'' CHA-based Beguiler casting, traditional wizard-like spells.<br />
** Co-requisites: Bluff, Diplomacy, Gather Information, Society 4 ranks, speak 3+ languages, Skill Focus.<br />
<br />
===Divine===<br />
<br />
====Anointed Soldiers====<br />
* ''Soldier of Light:'' Cleric casting. Paladin-like spells.<br />
** Co-requisites: Cosmology 4 ranks<br />
* ''Champion of Gwynharwyf:'' Cleric casting. paladin-like spells.<br />
** Co-requisites: Intimidate 4 ranks, Righteous Wrath<br />
* ''Blackguard:'' Cleric casting. Evil paladin-like spells.<br />
** Co-requisites: Cosmology 4 ranks, Power Attack<br />
* ''Disciple of Thrym:'' Cleric casting. Evil paladin-like and cold spells.<br />
** Co-requisites: Intimidate and Survival 4 ranks, Weapon Focus<br />
* ''Holy Liberator:'' Cleric casting. Full paladin list plus extras.<br />
** Co-requisites: Diplomacy and Sense Motive 4 ranks, Iron Will<br />
* ''Knight of the Chalice:'' Cleric casting, anti-evil spells.<br />
** Co-requisites: Cosmology 4 ranks<br />
* ''Pious Templar:'' Cleric casting, uses paladin or blackguard list based on alignment<br />
** Co-requisites: Cosmology 4 ranks, Weapon Focus<br />
* ''Vassal of Bahamut:'' Cleric casting, paladin-like list.<br />
** Co-requisites: Armorsmithing 4 ranks, Diplomacy 4 ranks, Sacred Vow<br />
* ''Windrider:'' Cleric casting, small druid-like list<br />
** Co-requisites: Handle Animal, Wilderness, and Ride 4 ranks, Mounted Combat<br />
<br />
====Divine Agents====<br />
* ''Temple Raider of Olidammara:'' Cleric casting, sneaky spells.<br />
** Co-requisites: Legerdemain, Cosmology, Search 4 ranks<br />
* ''Consecrated Harrier:'' Cleric casting. Full Ranger list.<br />
** Co-requisites: Disguise and Gather Info 4 ranks, Track<br />
* ''Justice of Weald and Woe:'' Cleric casting, unique list of arrow spells<br />
** Co-requisites: Bowmaking, Stealth, Wilderness, Survival 4 ranks, Point Blank Shot<br />
* ''Justiciar of Taiia:'' Cleric casting, generic list<br />
** Co-requisites: Cosmology 4 ranks<br />
* ''Scaled Horror:'' Cleric casting, full ranger list.<br />
** Co-requisites: Stealth, Swim 4 ranks, Aquatic or Reptilian stubtype<br />
* ''Slayer of Domiel:'' Cleric casting, infiltration-related spells.<br />
** Co-requisites: Stealth 4 ranks, Weapon Focus<br />
* ''Stalker of Kharash:'' Cleric casting, ranger spell list. Correct spell progression as follows: Use Slayer of Domiel spell progression, use full class level as CL. If you already have access to the full ranger list (such as from Scaled Horror or Prestige Ranger) you may progress that casting instead.<br />
** Co-requisites: Stealth 4 ranks, Track<br />
<br />
====Devoted Priests====<br />
* ''Emissary of Barachiel:'' Divine bard casting. Bard-like spells.<br />
** Co-requisites: Diplomacy and Cosmology 4 ranks, Words of Creation<br />
* ''Death Delver:'' Cleric casting. Fear and undead spells. Correct spell progression as follows: Add Raise Dead as 4th level spell.<br />
** Co-requisites: Concentration, Heal, Cosmology 4 ranks, write near-death experience into backstory<br />
* ''Vadalis Beastkeeper:'' Cleric casting. Druid-like spells. Correct spell progression as follows: 4th level spells gained at level 7.<br />
** Co-requisites: Handle Animal, Arcana, Nature, Ride 4 ranks, Mounted Combat<br />
<br />
===Psionics===<br />
<br />
* ''War Mind:'' Psychic warrior manifesting.<br />
** Co-requisites: History and Psionic 2 ranks, Hidden Talent, must have been taught by another war mind<br />
* ''Fist of Zuoken/Psionic Fist:'' Psychic warrior manifesting.<br />
** Co-requisites: Concentration 4 ranks, Hidden Talent<br />
* ''Zerth Cenobite:'' Psychic warrior manifesting.<br />
** Co-requisites: Concentration 4 ranks, Hidden Talent<br />
<br />
===Other===<br />
* ''Shadowsmith:'' Mysteries like a shadowcaster. Correct spell progression as follows: gains mysteries at the rate of shadowcaster. Casts mysteries 1/encounter rather than 1/day.<br />
** Co-requisites: Craft, Cosmology, Magic 4 ranks<br />
* ''Cyre Scout:'' Infusions like an artificer.<br />
** Co-requisites: Magic, Survival 4 ranks, Least Dragonmark (Mark of Making)<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. If you ask the DM, he may declare that feat a barely-feat, which subjects it to the following rules.<br />
<br />
A barely-feat is gained at levels 2, 4, and every 3 levels thereafter. You must meet all prerequisites for barely-feats, even if they are other barely-feats. 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>Flickerdart