Talk:D20r:Sandbox

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(Feats)
 
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{{Sandbox}}
{{Sandbox}}
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==Template==
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*Abjuration - spell protects target or area, particularly against magic
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===Feat===
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*Acid - spell deals acid damage, rusts or disintegrates
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'''Prerequisites:'''
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*Air - spell creates wind, provides or denies breath
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*Aligned - spell deals with alignment
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'''Benefit:'''
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*Animation - spell animates dead or object target
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*Cloud - spell creates fog or cloud that can be blown about by wind
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'''Investing:'''
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*Cold - spell deals cold damage, deals with ice
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*Creation - spell creates permanent substance from whole cloth
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'''Normal:'''
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*Curse - spell inflicts permanent debilitation, usually with specific removal requirements
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*Darkness - spell displaces or removes light or light sources
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'''Special:'''
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*Death - spell kills directly
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==Feats==
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*Detection - spell increases perceptive abilities, allows viewing things that cannot normally be seen
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===Arcane Carving [Saisei]===
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*Divination - spell augurs
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'''Prerequisites:''' Charisma 15+, arcane caster level 1st
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*Dynamism - spell provides non-morale, non-polymorph benefits to target
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*Electricity - spell deals electrical damage, deals with lightning
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'''Benefit:''' You gain a deflection bonus to AC equal to your Charisma modifier or your arcane caster level, whichever is lower.
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*Entropy - spell deals with entropic energy
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*Eternal - spell has eternal option
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'''Special:''' This is a supernatural ability.
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*Fire - spell deals fire damage, deals with heat
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*Force - spell deals force damage, deals with magnetism
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===Perfect Memory [Saisei] ===
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*Gaze - spell provides gaze attack
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'''Prerequisites:''' Character level 6th
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*Healing - spell restores life or clears status
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*Illusion - spell masks or alters the appearance of a creature or object without actually altering it
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'''Benefit:''' You gain any Natural Talent, Inborn Psionics, Natural Magic, or similar charge-based feature from your base race. Use your pool of Natural Talent charges provided from your saisei racial template to power its features, and when utilizing those abilities treat your character level as if it were three levels lower when determining those abilities' power.
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*Light - spell creates or augments light or light sources
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*Luck - spell provides luck bonus or deals with probability
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'''Normal:''' You may only use your Natural Talent ability to power your saisei Natural Talent features.
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*Metal - spell alters or creates metal, deals with magnetism
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*Mind-Affecting - spell affects target's mind
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===Powerful Memory [Saisei]===
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*Morale - spell provides morale bonus
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'''Prerequisites:''' Character level 3rd
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*Poison - spell inflicts or alters poison
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*Polymorph - spell physically alters target
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'''Benefit:''' Choose one racial feature (excepting Natural Talent, Inborn Psionics, Natural Magic, or similar charge-based features) from your base race not granted to you by the saisei racial template: you now gain that ability. For instance a minotaur saisei could use this feat to gain Powerful Build, an elven saisei could use this feat to gain the Everwaking ability, or a dwarven saisei could use this feat to gain the ability to move at full speed while heavily armored.
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*Radiant - spell deals with radiant energy
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*Summoning - spell summons an object or creature
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===Stone Bones [Investing, Saisei]===
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*Transport - spell allows teleportation or travel options
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'''Prerequisites:''' Character level 3rd
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*Water - spell creates or alters water
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'''Benefit:''' Your damage reduction improves so that it can only be overcome by a magic bludgeoning weapon.
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'''Investing:''' If you invest at least 8 prowess in this feat, you increase your damage reduction value by 2. If you invest at least 13 prowess in this feat, increase your damage reduction value by an additional 2, and it becomes only overcome by adamantine magic bludgeoning weapons. If you invest at least 18 prowess in this feat, increase your damage reduction value by an additional 2.
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Current revision as of 16:32, 12 August 2014

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