tag:blogger.com,1999:blog-62751348597009115802024-03-13T03:33:43.500-07:00World of OtepOfficial Home of the Drome.GMSamhttp://www.blogger.com/profile/05093150627288488848noreply@blogger.comBlogger34125tag:blogger.com,1999:blog-6275134859700911580.post-88645357471733361632009-06-22T19:26:00.001-07:002009-06-24T17:51:37.642-07:003.75 Update General PolicyI've put up a few updates to 3.5 classes that weren't core classes and were inadequate in the 3.75 (or in some cases, the 3.5) environment. I feel that making my approach more clear may help answer some questions about the changes I've made.<br /><br /><span style="font-weight: bold;">Rule #1</span><br /><span style="font-weight: bold;">Mastery Is Achieved When There Is Nothing Left To Take Away</span><br />If a mechanic never comes up or almost never comes up, I don't see much point to devoting the space to it. Likewise, if a mechanic is needlessly complex, I see no reason to implement it, especially if there's a simpler way of doing it.<br /><span style="font-style: italic;">Example:</span><br />Grace (Swashbuckler): Grace adds a total of +3 to the Swashbuckler's Reflex Save. This is a typeless bonus. It only applies when the Swashbuckler is unencumbered by weight or armor. Unlike having a good reflex save, it doesn't help the character qualify for Prestige Classes, and it only gives half the bonus, and then only during certain scenarios. This ability is narrow and convoluted.<br /><br /><span style="font-weight: bold;">Rule #2</span><br /><span style="font-weight: bold;">Only Zombies Have Dead Levels</span><br />Using the Core classes from 3.5, Level 5 was all over the place. The Wizard and Cleric gained the ability to fly, to launch fireballs, and to create zombies. The Fighter got a point of base attack. The goal in 3.75 updates is that no class should ever have a "dead" level, i.e., a level with no class features. In general, gaining spells known doesn't count as a feature, but opening up a new spell level does. In the case of Classes like the Warlock and Wilder, where spells (or the equivalent) are learned infrequently, they do count as a class feature. Likewise, special spells that are granted infrequently (like the Exotic Learning on my 3.75 Wu Jen) also count. The difference is largely whether I feel what's given at a level is something to look forward to. Note that class features need not all be great; sometimes you get Smite Evil, and sometimes you get Trap Sense. This is largely done for balance purposes, and is balanced against the idea of "something to look forward to."<br />As a side effect, making sure every class gets something at every level also makes Racial Hit Dice more significant. I know a die of Monstrous Humanoid in 3.5 was really no worse than an odd level in Fighter.<br /><span style="font-style: italic;">Example:</span><br />Swashbuckler Dodge Bonus. +1 to AC isn't exactly earth-shattering, but it's nice to have. Plain and simple.<br /><br /><span style="font-weight: bold;">Rule #3</span><br /><span style="font-weight: bold;">There Are Non-Casters Above Level Ten</span><br />3.5 was notorious for some classes simply not being viable above a certain level. The Epic Level progressions for Fighter and Ranger were somewhat naive, as even by level 15, a straight Fighter would find himself so far behind the casters that he could never catch up. While I don't want every class to be as powerful as a Wizard at level 15 (because few are as weak as a Wizard at level 1) I feel that every class should at the very least be able to do something <span style="font-style: italic;">neat</span>, something that makes a player want to take it up that high. A factor here is that getting to level 20 is not something most people do (I like the idea that most people are levels 1 to 6), and reaching that level of personal strength should allow some pretty impressive stunts.<br /><span style="font-style: italic;">Example:</span><br />Dancing on Sabres (Extraordinary Style Crowning Achievement). This ability is not the most powerful ability, but it's <span style="font-style: italic;">really freaking cool.</span> Nothing quite shows the effortless grace of a Swashbuckler like hopping up onto a foe's weapon and laughing at him as he tries to shake you off, chopping bits off him all the while.<br /><br /><span style="font-weight: bold;">Rule #4</span><br /><span style="font-weight: bold;">Superman Is Not Level 6</span><br />By the same token, the first five levels are the most important to watch. These are the levels where casters should be the shakiest and fighters should still be watching their backs. Not only can a class that's too powerful at low level cause problems in a lower level game, it can cause problems when it gets multiclassed in a midlevel game.<br /><span style="font-style: italic;">Example:</span><br />My original draft of Samurai gave it an ability called Iajutsu Strike that gave him an attack dealing +3d6 on attack at will as a standard action. At level 6, this wasn't as bad; while the other warriors are making 2 attacks, he's still only making one, but the tactical abilities of a standard action showed me the reason this mechanic was difficult to balance was because it wasn't balanced. Hence I took the class in another direction.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-35174845393894405842009-06-20T13:18:00.000-07:002009-06-22T17:29:53.718-07:003.75 Update: Ronin<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ihbuXl2Iy65MMG19UaKS5BlK-C2_G60vLQxjZoV-krkKfny5ErvKuM6K3vS8Rf449H0IqLpTixqKTU1iT_sB-cneCUEOOjOCH9hbydQb0iVJTGxvM-FHkZ3f142S_8xBjoHx4hrgLw8/s1600-h/Legendary_Ronin_by_ZeroCompassion.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 279px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh3ihbuXl2Iy65MMG19UaKS5BlK-C2_G60vLQxjZoV-krkKfny5ErvKuM6K3vS8Rf449H0IqLpTixqKTU1iT_sB-cneCUEOOjOCH9hbydQb0iVJTGxvM-FHkZ3f142S_8xBjoHx4hrgLw8/s400/Legendary_Ronin_by_ZeroCompassion.jpg" alt="" id="BLOGGER_PHOTO_ID_5349509221544142930" border="0" /></a><br />In most cases, I won't be updating Prestige Classes; part of the point of 3.75 was to make the base classes worth taking to level 20, so amping up Prestige Classes just promotes power creep. However, the Ronin is a special case because of his link to the Samurai.<br /><br /><span style="font-weight: bold;">Role: </span>The Ronin is a warrior who has forsaken his code of honor, and fights for himself. He is thus classes as a Striker.<br /><span style="font-weight: bold;">Abilities: </span>The Ronin values Strength to aid him in melee combat. His own rage, represented through his Charisma score, is also important to the Ronin.<br /><span style="font-weight: bold;">Hit Die: </span>d10<br /><span style="font-weight: bold;"><br /><br />BECOMING A RONIN<br /><span style="font-weight: bold;">Alignment: </span></span>Any non-lawful<br /><span style="font-weight: bold;">Feats: </span>Weapon Focus (any melee weapon), Any 1 additional Combat feat.<br /><span style="font-weight: bold;">Base Attack Bonus: </span>+6<br /><span style="font-weight: bold;">Special:</span> If the character possesses any levels in a class that requires a Code of Conduct, he must have committed a breach of at least one such code. Otherwise, he must have either committed an action or been born into a situation in which he has been cast out from a particular group.<br /><br /><span style="font-weight: bold;"><span style="font-weight: bold;">Class Skills: </span></span>Bluff, Climb, Craft, Handle Animal, Intimidate, Knowledge (History, Nobility, and Religion only), Linguistics, Perception, Profession, Ride, Sense Motive, Stealth, Survival, Swim<br /><span style="font-weight: bold;">Skill Points Per Level: </span>4+INT<br /><span style="font-weight: bold;">Base Attack Bonus: </span>Full (as Fighter)<br /><span style="font-weight: bold;">Good Save: </span>Fortitude<br /><span style="font-weight: bold;">Bad Saves: </span>Reflex, Will<br /><span style="font-weight: bold;">Weapons and Armor Proficiency: </span>A Ronin is proficient with all simple and martial weapons. He gains no other new proficiencies.<br /><br /><span style="font-style: italic;"><span style="font-weight: bold;">Class Features<br /></span></span><span style="font-weight: bold;">1-</span><span style="font-weight: bold;">Infamy, Sneak Attack +1d6, Fury (Bloodlust)<br />-Infamy (Ex):</span><span style="font-style: italic;"><span style="font-weight: bold;"> </span></span><span style="font-weight: bold;"></span>A Ronin is, for better of for worse, marked as an Outcast. When dealing with an NPC member of the organization that has cast him out, that NPC's default attitude regarding him is automatically one category lower. In addition, the DCs of all Bluff, Diplomacy, and Intimidate checks made to influence that NPC out of combat are doubled. Infamy does not affect attempts to demoralize in combat. Furthermore, the organization he has been cast out of will watch the Ronin actively if he enters their sphere of influence (as determined by the DM). Certain individuals or organizations may sympathize with the Ronin (usually opponents to the organization that has cast him out), and the DM may choose to grant a +4 bonus to Bluff, Diplomacy, and Intimidate checks to the Ronin when dealing with such individuals outside of combat.<br /><span style="font-weight: bold;">-Sneak Attack (Ex): </span>For a Ronin, fights are rarely fair on the side of his foes, and he adapts his style accordingly. Whenever a Ronin hits an opponent who is flanked (whether by the Ronin or not) or who is denied their Dexterity bonus to Armor Class, he deals an additional 1d6 damage. Sneak Attack is a precision attack and therefore is only functional if the Ronin can aim his blows properly and thus any attacks must be made within 30 feet of his target. Likewise, any foe that does not possess weak spots (such as those immune to critical hits) is immune to Sneak Attack. When attacing a foe with Uncanny Dodge, use the Ronin's class level as his effective Rogue level. If the Ronin already has sneak attack, the bonus damage stacks. A Ronin gains an additional d6 of Sneak Attack every 3 levels (1st, 4th, 7th, and 10th).<br /><span style="font-weight: bold;">-Fury: </span>The Ronin is either a defiler of justice or a victim of it. As such, he has a deep-seated rage that brews within him that he may release when he sees fit. This well of anger is represented in game with a pool of points called Fury. A Ronin has a number of Fury points available each day equal to his class level plus his Charisma modifier. He may spend these points using abilities he gains as he progresses.<br /><span style="font-style: italic;">-Bloodlust (Ex): </span>As long as he as least one point in his Fury pool, a Ronin's barely-suppresed rage lends him a willingness to fight, adding half his class level (minimum +1) to Initiative checks.<br /><span style="font-weight: bold;">2-Bonsai Charge<br />-Bonsai Charge (Ex): </span>A Ronin's fury can lead him toward a battlefield presence that is both reckless and relentless. Whenever a Ronin charges, he may take a penalty to his armor class up to his class level, including the normal -2 penalty for charging. If his attack (or attacks, if he possesses the ability to make multiple attacks after a charge) hits, he deals an amount of bonus damage per hit equal to the penalty he has accepted. A Ronin cannot take a penalty that is less severe than -2 using this ability. This bonus damage and AC penalty remain in effect until the beginning of the Ronin's next turn. Using a Bonsai Charge does not cost Fury, but a Ronin cannot use a Bonsai charge unless he has at least 1 point available in his Fury pool.<br /><span style="font-weight: bold;">3-</span><span style="font-weight: bold;">Furious Attack<br />-Furious Attack (Su): </span>At level 3, a Ronin may channel his fury into a melee attack. Declaring a Furious Attack is a free action performed as part of an attack roll. A Furious attack may be made only once per round and costs 1 point from the Ronin's Fury pool. If a Furious attack hits,the Ronin deals +1d6 fire damage per two class levels. In addition, a Furious attack overcomes any Damage Reduction the foe might possess.<br /><span style="font-weight: bold;">4-Sneak Attack +2d6</span><span style="font-weight: bold;"><br />5-Bonus Feat</span><span style="font-weight: bold;">, Fury (Vendetta)<br /></span><span style="font-weight: bold;">Bonus Feat: </span>A Ronin's combat style improves constantly. He may choose a bonus Combat Feat at levels 5 and 9. He must meet all prerequisites for that feat.<span><span style="font-style: italic;"><br />-Vendetta (Su): A Ronin reacts violently to thus who have acted violently against him. Whenever a foe deals a Ronin hit point damage, he gains a +1 morale bonus to attack and damage rolls against that opponent until the end of the Ronin's next turn. This ability only functions if the Ronin has at least 1 point available in his Fury pool.</span></span><br /><span style="font-weight: bold;">6-Filled With Fury<br />-Filled With Fury (Su): </span>Upon reaching level 6, a Ronin can let his Fury overcome him. Becoming Filled With Fury is a Swift action that costs 1 point of Fury. He may then maintain this state as a free action for the cost of 1 point of Fury each round. While Filled With Fury, a Ronin gains a +2 bonus to his Strength and Constitution scores and may make one additional attack as part of a full attack. Being Filled With Fury interferes with his thought processes, and a Ronin in such a state is under all the limitation of a Barbarian in a state of Rage. In addition, a Ronin's Fury must have a target; he automatically drops out of this state at the end of a round in which he made no attack rolls. When a Ronin ceases to be Filled With Fury, he is fatigued for one minute. If a Ronin falls unconscious (including sleep or death) while Filled With Fury, the state ends immediately. A Ronin cannot become Filled With Fury while fatigued.<br /><span style="font-weight: bold;">7-Sneak Attack +3d6<br />8-Fell The Weak<br />Fell the Weak (Su): </span>A Ronin knows that, when faced with multiple foes, it is often better to kill one than to wound several. As such, a Ronin becomes keenly aware of which foes are close to death and becomes skilled at dispatching them. As a swift action, a Ronin may assess the health of a foe within 30 feet. All this assessment tells him is whether the foe he is assessing has hit points below one-quarter total (as a yes or no question. This ability does not tell the Ronin the foe's hit point total or any other information).<br />Whether or not a foe has been assessed, a Ronin may attempt to kill a weakened foe. He spend 1 extra Fury on a Furious Attack against a foe he believes to posses one-quarter or less of their normal hit point total. If the attack hits and the foe has the required amount of hit points, the attack does double damage. If the attack was a Sneak Attack or had any other variable damage amounts, these abilities are also doubled. If the foe possessed too many hit points, the attack deals damage as a normal Furious Attack. If the attack misses, the Fury is lost to no effect.<br /><span style="font-weight: bold;">9-Bonus Feat, Fury (Scorn)<br /></span><span style="font-style: italic;">-Scorn (Su): </span><span>A Ronin's fury lets him ignore lesser blows. Whenever a Ronin of level 9 or higher is dealt damage of any kind that is equal to or less than the amount of Fury left in his pool, that damage is negated.</span><span style="font-weight: bold;"><br />10-Sneak Attack +4d6, Killing Strike<br />-Killing Strike (Su): </span>A Ronin understands that sometimes a foe must be felled <span style="font-style: italic;">before</span> they are a threat. At level ten, he can exercise deadly precision as none other. When he make a Furious Attack that qualifies for Sneak Attack damage, he may spend 2 extra points of Fury to attempt a Killing Strike. If he does so and the attack hits, all damage dice in the attack (including Furious Attack, Sneak Attack, the weapon's die, and additional enhancements on the weapon) are maximized. If Ronin is attempting to Fell the Weak, all damage is maximized and then doubled.<br /><br /><span style="font-weight: bold;">Ex-Ronin</span><br />Should a Ronin become Lawful, his Fury is subdued. His Fury pool empties and cannot refill until he ceases to be Lawful.<br /><br /><span style="font-weight: bold;">Ronin and Ex-Samurai<br /></span>The Ronin and the Samurai are classes that are permanently linked. If a disgraced Samurai gains a level in Ronin, he may treat his Fury pool as it were a Kiai pool. However, Fury is distinctly different from Kiai; any time a Kiai ability being fueled by Fury would reference the Ronin's Wisdom, it references his Charisma instead.<br />Becoming a Ronin has an added effect for Ex-Samurai; to take up the mantle of the Ronin is to formally reject his status as a Samurai. Once an Ex-Samurai has taken a level of Ronin, he can never again gain another level of Samurai, and can never again atone for his actions.<br /><span style="font-weight: bold;"></span><span style="font-style: italic;"><span style="font-weight: bold;"></span></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com1tag:blogger.com,1999:blog-6275134859700911580.post-2727928227821495922009-06-16T22:05:00.000-07:002009-06-20T13:15:32.866-07:003.75 Update: Samurai<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0vbq6mx7HmswxJkpf8x5cn1VZWW4iLL1RxPjrhbAZtrjittFWlf8y-TbyXRS4KwDvpkveZZEnsE1Yn7ZCEWNc0Lt6PWJP3TLggvAM2P0cVwrttIOuTfPQom4Uy1z2BWmNsMbMYkuKm6s/s1600-h/Another_Samurai_by_Rub_a_Duckie.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 287px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh0vbq6mx7HmswxJkpf8x5cn1VZWW4iLL1RxPjrhbAZtrjittFWlf8y-TbyXRS4KwDvpkveZZEnsE1Yn7ZCEWNc0Lt6PWJP3TLggvAM2P0cVwrttIOuTfPQom4Uy1z2BWmNsMbMYkuKm6s/s400/Another_Samurai_by_Rub_a_Duckie.jpg" alt="" id="BLOGGER_PHOTO_ID_5348162470679990242" border="0" /></a><br /><br /><span style="font-weight: bold;">Role: </span> The Samurai is a warrior with a strict code of honor. Thus, he is classed as a Defender, making the safety of his allies a personal priority.<br /><span style="font-weight: bold;">Abilities:</span> The Samurai relies on Constitution so that he is fit to take the punishment he keeps others from suffering. Many of his abilities focus on his Wisdom score, and a high Strength score will help the Samurai in melee combat.<br /><span style="font-weight: bold;">Alignment: </span> Any Lawful. Samurai live by a rigid code of conduct that permits no deviation.<br /><span style="font-weight: bold;">Hit Die: </span> d10<br /><span style="font-weight: bold;">Class Skills:</span> Climb, Craft, Diplomacy, Handle Animal, Heal, Intimidate, Knowledge (History, Nobility, and Religion only), Linguistics, Perception, Profession, Ride, Sense Motive, Survival, Swim<br /><span style="font-weight: bold;">Skill Points per Level: </span>4+INT<br /><span style="font-weight: bold;">Base Attack Bonus: </span> Full (as Fighter)<br /><span style="font-weight: bold;">Good Saves: </span> Fortitude, Will<br /><span style="font-weight: bold;">Bad Save:</span> Reflex<br /><span style="font-weight: bold;">Weapons and Armor Proficiency: </span> A Samurai is proficient with all simple and martial weapons and with all types of armor (light, medium, and heavy). He is not proficient with shields.<br /><span style="font-weight: bold; font-style: italic;">Class Features</span><br /><span style="font-weight: bold;">1-Kiai Pool, Daisho Bond (Bonded Weapon), Way of the Warrior (Courage)</span><br /><span style="font-weight: bold;">-Way of the Warrior (Su):</span> Upon taking up the mantle of Samurai, a warrior swears himself to the code of Bushido. He pledges to respect legitimate authority, protect those who cannot protect themselves, and stand up against those who would rely on deception or trickery. His commitment grants him strength, but restricts his actions. Should the Samurai break his vows or cease to maintain a Lawful alignment, his Kiai pool empties and cannot refill until his alignment again becomes Lawful and he atones for his actions.<br /><span style="font-style: italic;">Courage: </span>At level 1, a Warrior’s commitment to the ideals of Bushido grants him resolve. He adds his Wisdom modifier to all saves against Fear (minimum +1) as long as he has at least 1 point in his Kiai pool. <span style="font-weight: bold;"><br />-Daisho Bond (Bonded Weapon) (Su):</span> A Samurai’s connection to his weapon goes beyond physical. At level one, a Samurai selects a simple, martial, or exotic melee weapon he has in his possession. He gains Weapon Focus (and proficiency, if applicable) with that weapon and becomes bonded to that specific weapon, investing a slowly increasing amount of his soul into the weapon. This investment manifests in increasing strength as the Samurai gains level.<br />Likewise, a Samurai may choose to bond to more than one weapon, provided he can wield them simultaneously. (For example, most humanoids can wield up to two weapons at once, but a Samurai with four arms could bond to one to four weapons). If he does so, he may distribute the bonuses he receives for his Daisho (including Weapon Focus) as he likes, but receives no additional bonuses.<br />A Samurai also gains the ability to cast <span style="font-style: italic;">Locate Object</span> as a spell-like ability at will, targeting only his Daisho, using his Samurai level as his caster level. If his Daisho is lost, a Samurai must look for it for at least one hour each day until he finds it; failing to do so constitutes a break of his code of Bushido. If he gives up or if his Daisho is lost, he loses 500XP per Samurai level. One week after accepting this loss, he may bond himself to a new Daisho.<br /><span style="font-weight: bold;">-Kiai Pool (Su): </span> A Samurai fights not just with his body but also with his soul. This reserve of mystical energy is represented in game terms by a pool of Kiai points. A Samurai has an amount of Kiai in his pool equal to half his Samurai levels plus his Wisdom modifier (rounded down, minimum 1). A Samurai’s Kiai pool completely refills after 8 hours of rest.<br /><span style="font-weight: bold;">2-Bonus Feat</span> <span style="font-weight: bold;"><br />-Bonus Feat: </span>At level 2 and every 5 levels thereafter (7, 12, and 17), a Samurai gains a bonus Combat Feat. He must meet all prerequisites for that feat, but may use his Samurai level as his Fighter level for the purpose of qualifying for these feats. If he selects a feat that applies to a specific weapon, he must choose his Daisho.<br /><span style="font-weight: bold;">3- Kiai Smite</span><br /><span style="font-weight: bold;">-Kiai Smite (Su):</span> A Samurai exercises great control over his emotions, but does not repress them entirely; rather, he channels them to useful ends. Once per round, a Samurai can declare a Kiai Smite against a foe for 1 point of Kiai. A Kiai Smite is a free action made as part of a melee attack. When a Samurai uses his Kiai smite, he adds his Wisdom bonus to the attack roll. If the Samurai has witnessed the target hit an ally with an attack, spell, or similar aggressive action, he also adds his class level to damage. In either case, a Kiai smite counts as Lawful for the purposes of overcoming damage reduction and has no effect if the attack misses. A Kiai smite can only be attempted with a weapon that is included in the Samurai’s Daisho.<br /><span style="font-weight: bold;">4-Daisho Bond (+1 Enhancement)</span><br />-<span style="font-weight: bold;">Daisho Bond (+1 Enhancement) (Su):</span> At level 4, a Samurai invests a portion of his soul into his Daisho. His chosen weapon receives a +1 Enhancement bonus. If he chooses enhance his weapon by other means, this bonus applies on top of what the weapon itself enjoys, up to a +5 flat bonus (for example, a level 4 Samurai with a +2 bonded longsword would treat it as a +3 longsword). If he has more than one bonded weapon, he may place the +1 bonus on any one of his bonded weapons, but this bonus cannot be changed later.<br /><span style="font-weight: bold;">5-Way of the Warrior (Resolve)</span> <span style="font-style: italic;"><br />-Resolve (Su):</span><span style="font-weight: bold;"> </span> By level 5, a Samurai’s devotion to his code has strengthened his mental fortitude against the deceptions of others. He adds his Wisdom modifier to all saves against Charm effects (minimum +1) as long as he has at least one point in his Kiai pool.<br /><span style="font-weight: bold;">6-Staredown</span> <span style="font-weight: bold;"><br />-Staredown (Su): </span>At level 6, a Samurai’s focus becomes intimidating. Whenever the Samurai witnesses an attempt to strike himself or an ally, he may make an Intimidate check against the attacker as an immediate action. Staredown is resolved before the aggressive action is completed, and may interfere with the action being attempted. A Samurai may initiate a Staredown against any clearly aggressive action, including spellcasting, within 60 feet of the Samurai. Using Staredown costs one point of Kiai.<br />In addition, as long as the Samurai has at least one point of Kiai in his pool, he adds his Wisdom modifier to Intimidate checks.<br /><span style="font-weight: bold;">7-Bonus Feat</span><br /><span style="font-weight: bold;">8-Daisho Bond (+1 Ability)</span> <span style="font-weight: bold;"><br />-Daisho Bond (+1 Ability) (Su):</span> At level 8, the Samurai invests a greater portion of his soul into his Daisho. He may choose any weapon modifier with a cost of “+1 bonus” and add to any one of his bonded weapons. This ability cannot be changed until level 16. When augmenting his weapon by conventional means, a Samurai does not count any bonuses supplied by Daisho Bond.<br /><span style="font-weight: bold;">9-Mass Staredown</span> <span style="font-weight: bold;"><br />-Mass Staredown (Su): </span> At level 9, a Samurai’s fury increases, waiting for the moment it is unleashed. Whenever he uses his Staredown class feature, he may spend additional Kiai points to make the same Intimidate check against additional opponents on a one-for-one basis. All targets must be within 60 feet of the Samurai, and he rolls his Intimidate check once and compares it to each foe’s DC. A Samurai cannot target a number of foes greater than his Wisdom modifier in a single use of this ability.<br /><span style="font-weight: bold;">10-Way of the Warrior (Perception)</span> <span style="font-style: italic;"><br />-Perception (Su):</span><span style="font-weight: bold;"> </span>When a Samurai reaches level 10, he is deeply aware of his surroundings and has an intuitive grasp of when something is not right. If he perceives an Illusion, he is automatically entitled to make a saving throw against it, even if he does not interact with the Illusion.<br />In addition, the Samurai adds his Wisdom bonus to saves against Glamours and Figments (minimum +1) as long as he has one or point of Kiai in his pool.<br /><span style="font-weight: bold;">11-Kiai Shield</span> <span style="font-weight: bold;"><br />-Kiai Shield (Su): </span>At level 11, a Samurai’s will becomes so great it can protect those around him from physical harm. As a standard action, a Samurai can spend three points of Kiai to let out a mighty shout. All allies within 60 feet gain an amount of damage reduction equal to the Samurai’s Wisdom modifier, overcome by Chaos (minimum DR 1/Chaos). This damage reduction lasts for 3 rounds.<br />If the Samurai or any of his allies within 60 feet are below half their maximum hit points, the Samurai may use Kiai Shield as a move action.<br /><span style="font-weight: bold;">12-Bonus Feat, Daisho Bond (+2 Enhancement)</span> <span style="font-weight: bold;"><br />-Daisho Bond (+2 Enhancement) (Su):</span> At level 12, the Samurai may distribute another +1 hard bonus among his bonded weapons in any manner he chooses.<br /><span style="font-weight: bold;">13-Kiai Vengeance</span> <span style="font-weight: bold;"><br />-Kiai Vengeance (Su): </span> At level 13, a Samurai’s wrath becomes truly frightful. If the Samurai has at least one point of Kiai left in his pool and strikes a foe who is currently Shaken, Frightened, or Panicked, he can increase the fear that resides in that foe. Any foe so struck must make a will save (DC=10+Half Samurai’s class level+Samurai’s Wisdom Modifier). Upon a failed save, Shaken foes become Frightened, Frightened foes become Panicked, and Panicked foes cower in terror. This ability is a mind-affecting Fear effect.<br /><span style="font-weight: bold;">14-Kiai Armor</span> <span style="font-weight: bold;"><br />-Kiai Armor (Su):</span> By level 14, a Samurai’s will can not only lessen the harm to his allies, it has a change to negate it. As a standard action, he can spend 2 points of Kiai to let out a mighty shout. When he does so, the Samurai and all allies within 60 feet add the Samurai’s Wisdom bonus as a Circumstance bonus to Armor Class. This bonus lasts until the end of the Samurai’s next turn.<br /><span style="font-weight: bold;">15-Way of the Warrior (Mettle)</span><br /><span style="font-style: italic;">-Mettle (Ex): </span>An experienced Samurai can shake off unwelcome attempts to interfere with his mind or body. As long as he has at least one point of Kiai in his pool, whenever a Samurai makes a Fortitude or Will saving throw against an effect that would normally have a secondary effect upon a successful save, that effect is negated.<br /><span style="font-weight: bold;">16-Daisho Bond (+2 Ability)</span> <span style="font-weight: bold;"><br />-Daisho Bond (+2 Ability): </span> At level 16, the Samurai’s bond with his weapon strengthens further. He may choose to apply any single ability with a price of “+1 bonus” to any only of his bonded weapons, or he may remove the +1 bonus he received at level 8 and place a single +2 bonus on any one bonded weapon. He may not remove his level 8 bonus and replace it with another +1 bonus or move his level 8 bonus to another weapon.<br /><span style="font-weight: bold;">17-Bonus Feat</span> <span style="font-weight: bold;"><br />18-Kiai Vitality</span><br /><span style="font-weight: bold;">-Kiai Vitality (Su): </span> At level 18, a Samurai’s soul is so powerful that he can rejuvenate the body of himself and his allies. As a standard action, the Samurai can spend 3 Kiai points to let out a mighty shout. All allies within 60 feet are healed for 1d6 for every two class levels the Samurai has, plus an amount equal to the Samurai’s Wisdom modifier. This is a positive energy, [Healing] effect, but stems from the Samurai’s protective will and thus cannot be used to harm undead. If an ally is brought up to his normal maximum, he can gain up to the Samurai’s class level in temporary hit points. Temporary hit points gained from this ability do not stack.<br />If a Samurai witnesses an ally within 60 feet drop without dying, he can use this ability as an immediate action.<br /><span style="font-weight: bold;">19-Frightful Presence</span><br /><span style="font-weight: bold;">-Frightful Presence (Su):</span> At level 19, a Samurai’s grim demeanor radiates outward from him in all directions. He gains Frightful Presence out to 30 feet (Will save DC=Samurai Class Level+Samurai’s Wisdom modifier). A Samurai’s Frightful Presence cannot affect any creature with more hit dice than him. Once a creature successfully saves against a Samurai's Frightful Presence, that creature is immune to that Samurai's Frightful Presence for 24 hours. Frightful Presence can be activated and deactivated as a free action.<br /><span style="font-weight: bold;">20-Daisho Bond (+3 Enhancement), Way of the Warrior (Invulnerability)</span> <span style="font-weight: bold;"><br />-Daisho Bond (+3 Enhancement) (Su): </span> At level 20, the Samurai may distribute another +1 hard bonus among his bonded weapons in any manner he chooses.<br /><span style="font-style: italic;">-Invulnerability: </span> As a full-round action, a Samurai may spend 4 points of Kiai to create a <span style="font-style: italic;">Globe of Invulnerability</span> (as the spell) at his location, using his Samurai level as his caster level.<br /><br /><br /><br /><span style="font-weight: bold;">What’s Gone:</span><br /><span style="font-style: italic;">Nothing.</span><br /><br />The Samurai had precious few class abilities to begin with.<br /><br /><span style="font-weight: bold;">What’s Changed:</span><br /><span style="font-style: italic;">Daisho Proficiency, Two Swords as One (and Improvements), Staredown (and Improvements), Kiai Smite, Frightful Presence, Iaijutsu Master, Improved Initiative</span><br /><br />So I changed pretty much everything. Most people will agree that this was not a bad idea, considering the state of the 3.5 Samurai. Daisho Focus allows Samurai to be different from one another, rather than all being two weapon fighters with a bastard sword in one hand and short sword in the other. I also borrowed a little from the Oriental Adventures Samurai, which most people seemed to like, but kept the weapon bonuses below what the OA Samurai has since that was the OA Samurai’s big mechanic while it’s just a means to an end on this Samurai (he’s also not paying experience the way the OA Samurai was. I came to this decision based on item creation no longer requiring the spending of experience).<br />Two Swords as One, Iaijutsu Master, and Improved Initiative have been rolled into generic Combat feats. If people want to go Two-Weapon Fighting and take Improved Initiative and Quick Draw, they still can, or they can do something else that suits them.<br />Staredown was the only neat mechanic the 3.5 Samurai got, but it took forever to get good and needed some outside help to be really effective. Making it an interrupt gives it more of a Defender feel, whereas the original version feels more like a Controller. The stuff that made it good in 3.5 still makes it good, but now it’s somewhat useful on its own.<br />Frightful Presence has been moved down to level 19 to avoid 20 being overstuffed and 19 being a dead level.<br />Kiai Smite was a somewhat weak mechanic that I felt was a good basis for a mechanic but wasn’t enough to stand on its own. I made it function more like a normal smite, but decided the friend/foe differentiation was a nice twist to the normal alignment requirement. This also tied it in with the class’ “Defender” identity.<br /><br /><span style="font-weight: bold;">What’s New</span><br /><span style="font-style: italic;">Way of the Warrior, Kiai Pool, Kiai Abilities</span><br /><br />The biggest change in this version of the class is the switch to a Kiai pool, Ninja/Monk style. The idea was to create a series of abilities that not only felt connected but would balance each other by pulling from a common resource; the pool can increase incrementally while gaining new abilities without getting out of control. Making most of the Samurai’s abilities require at least 1 point in the pool effectively decreased the pool by one, but also made for some neat “desperation” scenarios, as well as making alignment breaches easier to punish without completely shutting the character down.<br />Way of the Warrior was an attempt to make the “Code of Conduct” more than just a thematic class feature. I like the idea that the Samurai believes in his vows so strongly that they give him mental strength.<br /><br /><span style="font-weight: bold;">Conclusion</span><br />If Samurai was not the worst base class in 3.5, it was in the bottom three. He had two major flaws: He had a very unclear purpose as a character, and almost everything he did could be done better by a Fighter (a class that was itself often criticized as being too weak). The goal here was to give the class a direction, and then let it pursue that goal in a unique way, which I think I’ve accomplished. He uses Wisdom instead of Charisma for two reasons. First, there’s about a dozen classes that have full base attack and prioritize Charisma and (as far as I can recall) none that prioritize Wisdom. Secondly, most Samurai tend to be wise and stoic rather than fiery and emotional—if any full base attack class was going to want Wisdom over Charisma, the Samurai would be it.<br /><br /><span style="font-weight: bold;">Adaptation</span><br />Obviously, this class is written as a Far East class, but there’s really nothing that marks it as such in game terms, not even the guaranteed katana proficiency of the 3.5 version. The rules presented here could represent any dedicated individual who puts the safety of others before that of himself. The addition of the bonus feats also means that a Samurai can gain shield proficiency for free, leaving the Oriental image even further behind.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-3940747432037125122009-06-16T21:55:00.000-07:002009-06-20T13:14:52.913-07:003.75 Update: Swashbuckler<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVJQ42y8VO0JPzLzy9Zj265mPg1WMIu2rUexHU4hwjeC8rqHGMcNgFRDTZC_XZDdrUKCGGMTP_OftotSZpdH_1-iVEn8A6h9DCDiGJZYECjQ0zCLNVq4M9JfpYDAAr5pvHp4_qXUQM2sg/s1600-h/Swashbuckler.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 267px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhVJQ42y8VO0JPzLzy9Zj265mPg1WMIu2rUexHU4hwjeC8rqHGMcNgFRDTZC_XZDdrUKCGGMTP_OftotSZpdH_1-iVEn8A6h9DCDiGJZYECjQ0zCLNVq4M9JfpYDAAr5pvHp4_qXUQM2sg/s400/Swashbuckler.jpg" alt="" id="BLOGGER_PHOTO_ID_5348158141136357586" border="0" /></a><br /><span style="font-weight: bold;">Role: </span> The Swashbuckler can be classed as a “striker,” dealing large amounts of damage but lacking in resiliency. The Swashbuckler also has the social skills to function as a party “face.”<br />Abilities: The Swashbuckler is dependent on a high Dexterity score for both defense and offense. Swashbucklers also benefit from a high Intelligence, and Constitution will improve a Swashbuckler’s staying power in combat.<br /><span style="font-weight: bold;">Alignment: </span> Any. More Swashbucklers are chaotic than lawful, but no particular ideology is required.<br /><span style="font-weight: bold;">Hit Die:</span> d10<br /><span style="font-weight: bold;">Class Skills: </span> Acrobatics, Bluff, Climb, Craft, Diplomacy, Escape Artist, Profession, Sense Motive, Spellcraft (Supernatural only), Swim, Use Magic Device (Supernatural Only)<br /><span style="font-weight: bold;">Skill Points per Level:</span> 4+INT<br /><span style="font-weight: bold;">Base Attack Bonus: </span> Full (as Fighter)<br /><span style="font-weight: bold;">Good Saves: </span> Fortitude, Reflex<br /><span style="font-weight: bold;">Bad Save: </span> Will<br /><span style="font-weight: bold;">Weapons and Armor Proficiency: </span> A Swashbuckler is proficient with all simple and martial weapons and with light armor. She is not proficient with shields.<br /><br /><span style="font-weight: bold; font-style: italic;">Class Features</span><br /><span style="font-weight: bold;">1-Weapon Finesse, Exploits 1/encounter</span> <span style="font-weight: bold;">-Weapon Finesse (Ex): </span> A Swashbuckler gains Weapon Finesse at level one, whether or not she meets the prerequisites.<br /><span style="font-weight: bold;">-Exploits (Ex): </span> Through sheer bravado and force of will, a Swashbuckler is able to achieve feats of death-defying bravery—and sometimes, stupidity. This manifests in game terms via the use of Exploits.<br />Using an Exploit is a free action that can be used whenever the Swashbuckler rolls a d20. If the Swashbuckler elects to use an Exploit, she rolls 1d6 and adds the result to her d20 roll as a competence bonus. If the Swashbuckler has more than one Exploit available, she may spend as many Exploits on a single roll as she wishes, but since they are all competence bonuses she will only receive the result of the highest roll. Exploits are refreshed after one hour of downtime.<br />Initially, a Swashbuckler can use only one Exploit per encounter. This total increases to two per encounter at level two and one additional Exploit per encounter every three levels after that.<br /><span style="font-weight: bold;">2-Basic Combat Style, Exploits 2/encounter</span> <span style="font-weight: bold;"><br />-Combat Style:</span> A Swashbuckler is nothing if not stylish, and so at level two she begins to develop a fighting style all her own. A Swashbuckler may choose between two fighting styles, the Extraordinary Style and the Supernatural Style.<br /><span style="font-style: italic;">-Extraordinary Style (Ex): </span> The Swashbuckler becomes a master of acrobatic combat. Upon selecting Extraordinary Style, the Swashbuckler may immediately select a bonus feat from the following list. She must meet all prerequisites for that feat:<br />Acrobatic, Agile Maneuvers, Athletic, Caught-Off Guard, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapons Proficiency (Finesseable weapons only), Improved Critical (Finesseable weapons only), Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Improved Two-Weapon Fighting, Quick Draw, Run, Skill Focus (class skills only), Two-Weapon Fighting, Weapon Focus (Finesseable weapons only).<br />In addition, the Swashbuckler chooses a number of class skills equal to her Intelligence modifier (minimum 1) in which she has at least 1 rank. The Swashbuckler gains a +4 bonus to checks involving each of these skills and may take a 10 on these skills, even if distractions would normally prevent her from doing so. Both these abilities are lost whenever the Swashbuckler is wearing armor heavier than light, using a shield, or carrying a medium or heavy load.<br /><span style="font-style: italic;">-Supernatural Style (Su): </span> The Swashbuckler learns to dabble in the arcane arts, intermixing spell and sword. While her spell selection would be considered pitiful by any dedicated arcanist, what little magical aptitude she has is obtained at no expense to her martial training. Upon selecting the Supernatural Style, the Swashbuckler chooses one cantrip and one first level spell from the Sorceror/Wizard spell list. She can then cast this spell as a spell-like ability at will, but within certain limitations. She may cast a total number of spells this way each day equal to half her class level. Cantrips do not count against this limit; all spells of level 1 or higher do. Her caster level is equal to her Swashbuckler level, and any save DCs of the spell use her Intelligence modifier. Though these abilities are spell-like, they still require a certain degree of mobility from the Swashbuckler, and thus take Arcane Spell Failure Chance from armor heavier than light armor as well as from shields.<br />In addition, the Swashbuckler adds Spellcraft and Use Magic Device to her list of class skills.<br /><span style="font-weight: bold;">3-Insightful Strike</span> <span style="font-weight: bold;"><br />-Insightful Strike (Ex): </span> A Swashbuckler uses her head in combat, picking out weak points on her foe, be they vital organs, load-bearing joints, or some other obvious weak spot. Starting at level 3, a Swashbuckler adds her Intelligence bonus to weapon damage rolls. This bonus does not apply against foes who are immune to critical hits or if the Swashbuckler is using a weapon unaffected by the Weapon Finesse feat. If a Swashbuckler has selected the Supernatural Combat Style, she may also use this ability when casting spells that deal hit point damage and require an attack roll.<br /><span style="font-weight: bold;">4-Dodge Bonus +1</span> <span style="font-weight: bold;"><br />-Dodge Bonus (Ex): </span> A Swashbuckler relies on being unfettered in combat to put her abilities to best use, and so she learns to defend herself without cumbersome armor. As long as a Swashbuckler is wearing no armor heavier than light, not using a shield, and is not carrying a medium or heavy load, she gains a +1 Dodge bonus to Armor Class. This bonus increases by 1 every four levels. This bonus is lost whenever the Swashbuckler is denied her Dexterity bonus to AC.<br /><span style="font-weight: bold;">5-Exploits 3/encounter</span> <span style="font-weight: bold;"><br />6-Acrobatic Charge</span> <span style="font-weight: bold;"><br />-Acrobatic Charge (Ex):</span> A level 6, a Swashbuckler gets more creative with her use of charges. From level 6 onward, she can make a charge across rough terrain that normally would slow her movement or through allies. She may still be required to make an Acrobatics check to charge successfully, depending on the circumstances involved.<br /><span style="font-weight: bold;">7-Improved Combat Style</span> <span style="font-weight: bold;"><br />-Improved Combat Style:</span> At level 7, the Swashbuckler’s combat style improves.<br /><span style="font-style: italic;">Extraordinary Style (Ex): </span> The Swashbuckler gains an additional bonus feat from Extraordinary Style list. She must meet the prerequisites for that feat. In addition, she add her Intelligence modifier to her Combat Maneuver Bonus (minimum +1) as long as she is only lightly armored, and is not using a shield or under a medium or heavy load.<br /><span style="font-style: italic;">Supernatural Style (Su): </span> The Swashbuckler adds a 2nd level and a 3rd level Sorceror/Wizard spell to her repertoire.<br /><span style="font-weight: bold;">8-Exploits 4/encounter, Dodge Bonus +2</span> <span style="font-weight: bold;"><br />9-Seduction</span> <span style="font-weight: bold;">-Seduction (Ex):</span> Swashbucklers have a lascivious way of learning secrets. Starting at level 9, she can use the Bluff skill in place of a Diplomacy check. She can also use Bluff to replace a failed Diplomacy check made by herself or a member of her party, albeit at a -4 penalty. Using Seduction to gather information takes twice as long as using Diplomacy.<br /><span style="font-weight: bold;">10-Heroic Exploits</span> <span style="font-weight: bold;"><br />-Heroic Exploits (Ex):</span> As her adventures continue, a Swashbuckler learns how to push the envelope on her daring and recklessness. Starting at level 10, whenever she uses an Exploit, she may roll 2d6 and use whichever die is higher as her result.<br /><span style="font-weight: bold;">11-Exploits 5/encounter</span><br /><span style="font-weight: bold;">12-Advanced Combat Style, Dodge Bonus +3</span> <span style="font-weight: bold;"><br />-Advanced Combat Style: </span> By level 12, the Swashbuckler’s fighting style has begun to approach true mastery.<br /><span style="font-style: italic;">Extraordinary Style (Ex):</span> The Swashbuckler gains another bonus feat from the Extraordinary Style list. She must meet the prerequisites for that feat. In addition, she adds her Intelligence bonus to her Touch AC (but not her normal AC). This bonus cannot increase her Touch AC beyond her normal AC.<br /><span style="font-style: italic;">Supernatural Style (Su):</span> The Swashbuckler adds a 4th level and a 5th level Sorceror/Wizard spell to her repertoire.<br /><span style="font-weight: bold;">13-Lucky</span> <span style="font-weight: bold;"><br />-Lucky (Ex): </span>While skill is certainly a factor in a Swashbuckler’s daily life, luck plays its part as well. At level 13, a Swashbuckler may tap into that luck once per day. She may reroll an attack roll, skill check, ability check, or saving throw. If she has used an Exploit on that roll, she may choose to reroll it or leave it. She must accept the result of the reroll, even if it is worse than the original roll.<br /><span style="font-weight: bold;">14-Exploits 6/encounter</span> <span style="font-weight: bold;"><br />15-Weakening Critical</span> <span style="font-weight: bold;"><br />-Weakening Critical (Ex):</span> As a Swashbuckler’s grasp of weaponplay continues to advance, she becomes ever more aware of her enemies weak points. Whenever a Swashbuckler confirms a critical hit against an opponent, she deals 2 points of Strength damage to that opponent. This strength damage only applies if the attack also causes Insightful Strike damage.<br /><span style="font-weight: bold;">16-Dodge Bonus +4</span> <span style="font-weight: bold;"><br />17-Master Combat Style, Exploits 7/encounter</span> <span style="font-weight: bold;"><br />-Master Combat Style:</span> At level 17, a Swashbuckler’s comprehension of her fighting style has reached its peak, leaving her with truly amazing skill.<br /><span style="font-style: italic;">Extraordinary Style (Ex):</span> The Swashbuckler may select an additional feat from the Extraordinary Style list. In addition, she adds her Intelligence modifier to all Strength and Dexterity based skill checks and all Strength and Dexterity checks, including Initiative checks<br /><span style="font-style: italic;">Supernatural Style (Su): </span> The Swashbuckler adds a 6th level and a 7th level Sorceror/Wizard spell to her repertoire.<br /><span style="font-weight: bold;">18-Wounding Critical</span> <span style="font-weight: bold;"><br />-Wounding Critical (Ex): </span>The Swashbuckler’s intimate knowledge of causing injury makes its final manifestation at 18th level. From then on, whenever a Swashbuckler confirms a critical hit in an attack that dealt Insightful Strike damage, the foe takes 2 points of Constitution damage. This Constitution damage is in addition to the Strength damage caused by Weakening Critical.<br /><span style="font-weight: bold;">19-Crowning Achievement</span> <span style="font-weight: bold;"><br />-Crowning Achievement:</span> At the penultimate to greatness, a Swashbuckler’s long years of training finally pay off, giving her an amazing display of talent and skill based on her Combat Style.<br /><span style="font-style: italic;">Dancing on Sabers (Extraordinary Style) (Ex):</span> The Master Swashbuckler enjoys unrivaled skill and coordination to the point that she can literally dance on an enemy’s weapon. In order to do so, the Swashbuckler must be within jumping range of a foe and able to jump to the weapon’s height (usually about half the height of the creature wielding it). She must then make an Acrobatics check (DC=foe’s touch AC). Making this check is a move action that provokes an attack of opportunity from any other weapon threatening her (but not her intended target). She may increase the DC of the check by 10 to avoid provoking attacks of opportunity. While standing on a foe’s weapon, that foe is denied his Dexterity bonus from the Swashbuckler’s attacks and cannot attack the Swashbuckler with the weapon she is standing on. In addition, her weight is disorienting and inflicts a -4 penalty on all attack rolls with the weapon. Whenever the foe attacks with the weapon the Swashbuckler is standing on, the Swashbuckler must make an Acrobatics check equal to the attack roll or fall from the weapon, landing prone unless she makes a DC 15 Acrobatics check. The foe wielding the weapon may attack an empty square in an attempt to dislodge the Swashbuckler if he wishes, but doing so counts against his attacks for the round.<br /><span style="font-style: italic;">Mystic Defense (Supernatural Style)(Su): </span> The Master Swashbuckler, dabbler in magic though she may be, understands magic on a fundamental level, granting her additional protection from the supernatural. She adds her Intelligence modifier to all saving throws against spells, spell-like abilities, and Supernatural abilities.<br /><span style="font-weight: bold;">20-Legendary Exploits, Exploits 8/encounter, Dodge Bonus +5</span> <span style="font-weight: bold;"><br />-Legendary Exploits (Ex): </span> Fate smiles on a level 20 Swashbuckler as she smiles on no other. Whenever a level 20 Swashbuckler rolls for an Exploit, she rolls 3d6 and uses the die with the best result.<br /><br /><br /><span style="font-weight: bold;">What’s Gone:</span> <span style="font-style: italic;">Grace, Slippery Mind</span><br />Grace was a weird ability that, over the course of 20 levels, gave the Swashbuckler a +3 to Reflex saves, but only when unencumbered. In other words, it’s strictly worse than having a good Reflex save, yet is the only class ability at level 2. The only time Grace is good is in Gestalt (and “not bad” is probably a better description there) when gestalting with a good Reflex save class. So, it’s a mechanic that is only even worth paying attention to when it’s being abused, and even then isn’t great. I cut it and just gave the class the good Reflex save it wanted.<br />As for Slippery Mind, I find it to be almost useless on the Swashbuckler, especially at level 17. It’s extremely narrow (good against Will saves against Enchantments only) and at that level if a class with a bad Will save (like Swashbuckler) and no reason to prioritize Wisdom (again, like Swashbuckler) is going up against an Enchanter, a reroll isn’t going to help (not to mention that Slippery Mind does nothing for a whole round). Plus, with the addition of Exploits, the Swashbuckler already has a better shot at making the save the first time.<br /><br /><span style="font-weight: bold;">What’s Changed:</span><br /><span style="font-style: italic;">Acrobatic Charge, Improved Flanking, Dodge Bonus, Weakening Critical, Lucky, Acrobatic Skill Mastery, Wounding Critical</span><br />Dodge bonus was changed to reflect the 3.75 version of Dodge, albeit without the swift action activation (so people can use the Dodge feat if they want to). Since Monk now gets an AC bonus every 4 levels instead of every 5, doing the same for Swashbuckler seemed appropriate, especially since the Swashbuckler’s bonus is easier to cheat her out of.<br />Acrobatic Charge, Wounding Critical, Lucky, and Weakening Critical got their levels changed to fill gaps in the increments between Combat Styles, Exploits, and Dodge bonus to keep there from being super concentrated levels and dead levels. I also weakened Wounding and Weakening Critical in a way that 99% of players won’t even notice (they now only function with a weapon that can be finessed), mostly to enforce the class’ cohesion.<br />Acrobatic Skill Mastery became part of the Extraordinary Combat Style because I felt that style needed a bit of a leg up over Supernatural considering the versatility a handful of spells could give the Swashbuckler (Fly or Improved Blink, anyone?). I also think that a Swashbuckler should probably get really good at jumping and tumbling, you know, before the party’s Wizard can destroy foes with little more than a gesture.<br />Improved Flanking is now an optional bonus feat on the Extraordinary Style, which seemed appropriate to me from power level concerns.<br /><span style="font-weight: bold;">What’s New</span><br /><span style="font-style: italic;">Exploits, Combat Styles, Seduction, Crowning Achievement</span><br />It always felt weird to me that the class called “Swashbuckler” had no use for Charisma and wasn’t particularly good at over-the-top stunts. In fact, it was worse in both areas than the Rogue, and was still a mark below the core fighter classes in combat. Exploits are a way to motivate the Swashbuckler player to do dangerous stunts and have a shot at succeeding where others would fail. As you may have guessed, both Exploits and the Supernatural Combat Style are a nod toward the other high-intelligence non-caster of 3.5, the Factotum. I deliberately made Exploits less reliable, less plentiful, and more difficult to improve than Inspiration points because of the class’ power level and in regards to the general feel of risky behavior associated with the class (i.e., even a min-maxed Swashbuckler shouldn’t succeed just because she used an Exploit).<br />Combat Styles are a way to add to the overall “cool” factor of the class. In terms of bonus feats, the Extraordinary Style just takes pressure off the player’s character feats; the 5 bonus feats (including level 1 Weapon Finesse) are far behind the Fighter’s 11 (not to mention the options now available to the Rogue) and from a restricted list, while the additional bonuses are just nice little perks that make a very cinematic combat style possible. Supernatural Combat style was deliberately sparser in its offerings because I think a fair number of clever players can exploit it rather well; it also gives the class some expandability in regards to published spell lists. And besides, a 7th level spell up to 10 times per day is nothing to sneeze at. As for Crowning Achievements, I think that someone who has resisted the urge to multiclass out of Swashbuckler for 19 levels should get something on par in at least presentation to the 9th level spells the casters are slinging around at that point, rather than Wounding Critical.<br />Seduction is a simplified version of a Dead Level mechanic published on wizards.com for Swashbuckler, actually motivating her to have a positive Charisma modifier.<br /><br /><br /><span style="font-weight: bold;">Conclusion</span><br />The goal here was to take what might have been the worse class in the game (except maybe Shadowcaster) and make it not only playable, but unique. I am a little concerned about power level in the opposite direction at this point, and would like some playtesters to check on that for me. However, I think I have managed to create a Swashbuckler who’s worth playing beyond level 3.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-83459667116251258332009-04-23T14:28:00.000-07:002009-04-23T21:34:02.313-07:003.75 Update: Wu Jen<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_CO6_Pyyk8KF8zzgh6TgJDbiKexH129xzKYDas62c41Ex5tYOTpWv8OJTflbOmxcPR3JbWQCyxXPDayjBD5OBZcCFdJ9hyp6IDhxTdof4EnJR50cThNUmFdvQrPwnBplhiZYZpBR_xWo/s1600-h/Wu+Jen.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 309px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj_CO6_Pyyk8KF8zzgh6TgJDbiKexH129xzKYDas62c41Ex5tYOTpWv8OJTflbOmxcPR3JbWQCyxXPDayjBD5OBZcCFdJ9hyp6IDhxTdof4EnJR50cThNUmFdvQrPwnBplhiZYZpBR_xWo/s400/Wu+Jen.jpg" alt="" id="BLOGGER_PHOTO_ID_5328003342368176002" border="0" /></a><br />Introduced in <span style="font-style: italic;">Complete Arcane</span>, the Wu Jen has a trait in common with the other far-East inspired classes in the Complete Series:<br /><br />It sucks.<br /><br />The Wu Jen received next to no support from Wizards beyond its initial printing; while core casters got new spells in nearly every book, the Wu Jen got bonus spells and feats only in <span style="font-style: italic;">Complete Arcane </span>and <span style="font-style: italic;">Complete Mage</span>.<br /><br />Oh, and one of their class features had a crippling drawback, motivating players to prestige out of the class as fast as possible. For those not familiar, the 3.5 Wu Jen's "Spell Secret" class feature allows a specific set of metamagic feats to be applied to a handful of spells for free, while giving the Wu Jen a "taboo," which, if violated, forbids any further spellcasting for the rest of the day. Quite simply, there was almost never a reason to play a Wu Jen. Wizards had identical stat requirements, the same HP/BAB/Saves chasis, and better casting. So, this rewrite will attempt to make the Wu Jen a bit better, hopefully making a counterpart to the Wizard, rather than an inferior Wizard.<br /><br /><span style="font-weight: bold;">Wu Jen</span><br /><br /><span style="font-weight: bold;">Alignment: </span> Any<br /><span style="font-weight: bold;">Hit Die: </span> d6<br /><span style="font-weight: bold;">Base Attack Bonus: </span>Bad (as Wizard)<br /><span style="font-weight: bold;">Good Save:</span> Will<br /><span style="font-weight: bold;">Bad Saves: Fortitude, Reflex</span><br /><span style="font-weight: bold;">Skill Points Per Level: </span> 2+INT<br /><span style="font-weight: bold;">Class Skills: </span> Appraise, Craft, Fly, Knowledge (Arcana, Geography, History, Nature, Planes), Linguistics, Perform, Profession, Spellcraft<br /><span style="font-weight: bold;">Weapons and Armor Proficiency:</span> Wu Jen are not proficient with any form of armor or shield. Furthermore, wearing armor or carrying a shield may cause the Wu Jen's spells to fail. The Wu Jen is proficient with all simple weapons and with the longsword.<br /><span style="font-weight: bold;">Class Features</span><br /><span style="font-weight: bold;">1-Bonus Feat, Spirit - Watchful Spirit, Spellcasting</span><br /><span style="font-weight: bold;">-Bonus Feat: </span> At level one, a Wu Jen may select a bonus metamagic feat. She must meet all the prerequisites for this feat.<br /><span style="font-weight: bold;">-Spirit</span><br />A Wu Jen's mystical connection to the world of magic grants her a Spirit Guardian to watch over her. She may call on the Spirit a number of times per day equal to half her class level plus her Wisdom modifier (rounded down, minimum once per day).<br /><span style="font-weight: bold;">-Watchful Spirit: </span> As a free action, a Wu Jen may spend 1 spirit to reroll her initiative in combat, adding one-quarter her class level to the roll (rounded down). This reroll is a free action but can only be attempted immediately after rolling initiative. The Wu Jen may choose to use the result of either roll, but the class level bonus only applies to the second roll.<br /><span style="font-weight: bold;">-Spellcasting</span><br />A Wu Jen has the ability to cast Arcane spells taken from the Sorceror/Wizard spell list. In order to learn or cast a spell, the Wu Jen must have a Wisdom score equal to the spell's level plus ten. Any save DCs of a Wu Jen spell is determined by her Wisdom modifier. In addition, a Wu Jen gains bonus spells per day for having a high Wisdom modifier.<br />A Wu Jen must prepare her spells in advance like a wizard and requires 8 hours of uninterrupted sleep in order to regain her spent spells.<br />A Wu Jen may cast only so many spells each day. Use Table 4-14 (The Wizard) to determine how many spells of each level a Wu Jen can cast each day.<br />A Wu Jen knows all 0 level spells and five level 1 spells at level 1 and learns three new spells from the Sorceror/Wizard list at each level that can be applied to any spell level known. Unlike a Wizard, a Wu Jen remembers her spells through a system of complicated mnemonics instead of with a spellbook, and cannot add to her list of spells known with scrolls.<br /><span style="font-weight: bold;">2-Exotic Learning (1st Level)</span><br /><span style="font-weight: bold;">-Exotic Learning</span><br />At every even class level, the Wu Jen gains a special list of spells known to reflect her exotic approach to the wiles of magic. Each time a Wu Jen gains this class feature, she may select a number of spells from the Wu Jen spell list (<span style="font-style: italic;">Complete Arcane</span>) equal to her Wisdom modifier. These are called Exotic Spells. Exotic spells may of the level indicated by the class feature or lower.<br />Exotic Spells are not prepared and cast, but are cast spontaneously out of the Wu Jen's normal spell slots, exactly as a Cleric spontaneously casts <span style="font-style: italic;">cure </span>or <span style="font-style: italic;">inflict </span>spells.<br />In addition, a Wu Jen may choose to specialize in one of the five elements. If she does so, she must forbid 2 other elements, never learning any Exotic Spells from either (though she may learn them and prepare them as her normal spells if they appear on the Sorceror/Wizard list). If she does so, the Wu Jen gains one additional spell slot per day per spell level that cannot be filled with a prepared spell. She may only use this slot to cast Exotic Spells from her element of specialization.<br />If a Wu Jen's Wisdom score increases later, she does not retroactively learn new Familiar Spells.<br /><span style="font-weight: bold;">3-</span><br /><span style="font-weight: bold;">4-Exotic Learning (2nd level)</span><br /><span style="font-weight: bold;">5-Wrathful Spirit</span><br /><span style="font-weight: bold;">-Wrathful Spirit: </span> Starting at level 5, a Wu Jen may call to her Spirit Guardian for aid in the potency of her spells. As a Swift action, a Wu Jen may spend up to 1/5th her level in Spirit to raise the DC of the next spell she casts by an equal amount. If she does not cast a spell by the beginning of her next turn, the Spirit is lost with no effect.<br /><span style="font-weight: bold;">6-Exotic Learning (3rd Level)</span><br /><span style="font-weight: bold;">7-</span><br /><span style="font-weight: bold;">8-Exotic Learning (4th Level)</span><br /><span style="font-weight: bold;">9-Protective Spirit</span><br /><span style="font-weight: bold;">-Protective Spirit: </span> Starting at level 9, a Wu Jen's Spirit Guardian takes a more active roll in her safety. Whenever she spends a Spirit to reroll her iniative, she gains a +1 circumstance bonus to her saving throws for the remainder of the encounter. Whenever she uses her Wrathful Spirit class feature she gains a +1 dodge bonus to Armor Class until the beginning of her next turn.<br /><span style="font-weight: bold;">10-Exotic Learning (5th Level)</span><br /><span style="font-weight: bold;">11-</span><br /><span style="font-weight: bold;">12-Exotic Learning (6th Level)</span><br /><span style="font-weight: bold;">13-Vengeful Spirit</span><br /><span style="font-weight: bold;">-Vengeful Spirit: </span> Starting at level 13, a Wu Jen's Spirit Guardian becomes vicious in its defense of its master. When a Wu Jen is struck by a weapon attack (including natural weapons), she may spend 3 Spirit to make a touch attack (melee or ranged, whichever type of attack is required to reach the attacker) against her attacker. On a successful hit, the Wu Jen deals damage to the target equal to 1d6 per two class levels. A successful Fortitude save (DC=10+1/2 Wu Jen Class level+WIS modifier) halves this damage.<br /><span style="font-weight: bold;">14-Exotic Learning (7th Level)</span><br /><span style="font-weight: bold;">15-</span><br /><span style="font-weight: bold;">16-Exotic Learning (8th Level)</span><br /><span style="font-weight: bold;">17-Fortuitous Spirit: </span> Starting at level 17, the Wu Jen's Spirit Guardian gains the ability to warp fate in favor of his ward. As an immediate action, a Wu Jen may spend 2 Spirit to reroll a saving throw, adding one-quarter her class level to the roll. She may choose either result, but the class level bonus applies only to the reroll. She must decide to use this reroll before she knows whether her save has succeeded or failed.<br /><span style="font-weight: bold;">18-Exotic Learning (9th Level)</span><br /><span style="font-weight: bold;">19-</span><br /><span style="font-weight: bold;">20-Exotic Learning (Any Level)<br /><br /><br /><br /></span><span>The big differences between the 3.75 Wu Jen and Wizard are now a bit more pronounced. They cast from the same spell list, but with a few additional spells available to the Wu Jen. Though the Wizard has a slightly smaller list to choose from, the Wizard has no ceiling on his number of spells known. The Wu Jen may cast up to one extra spell per day per level via Elemental Specialization, but the wizard may do the same by specializing in a school. The Wu Jen has her Spirit Guardian, but lacks the Wizard's School Powers and has only one bonus feat to the Wizard's five. Perhaps the biggest difference is the Wu Jen casting off of Wisdom instead of Intelligence. The Wu Jen will have a better Will Save but fewer skill points each level. The attribute priority shift also makes the Wu Jen dovetail with other classes differently than the Wizard.</span><span style="font-weight: bold;"><br /></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-75210572311167515782009-04-18T13:01:00.000-07:002009-06-23T10:44:49.301-07:003.75 Update: MarshalPublished in <span style="font-style: italic;">Miniatures Handbook </span>at the dawn of 3.5, the Marshal was an option for buffing the party that wasn't a spellcaster. Like many of the early 3.5 classes (I'm looking at you, Hexblade), it was a cool concept that didn't age well. The concept was revisited a bit better with 4th Edition's Warlord, but I'm going to attempt to make Marshal hum a little better. Unlike a lot of 3.5 classes that need an update, the Marshal is a pretty clean class that doesn't need a lot retemplating (like the mess that is Rage Mage), so a little power level tweaking is all it will take.<br /><br /><span style="font-size:130%;"><span style="font-weight: bold;">Marshal</span></span><br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJHGLQPav4zz_yUV0F-A-5qu-fGVAs7lVDjLZruLhdkQHk3IIKvn69Cs9TuU6tAnZ4aGxwxTS3G36RAdDkO084s69q3-EJnnG8fQZYgBjFqe98WBLAppDCKGslPce5Ytv1uRYY_d9Gktc/s1600-h/__Knight_Templar___by_el_kenshin.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 287px; height: 400px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhJHGLQPav4zz_yUV0F-A-5qu-fGVAs7lVDjLZruLhdkQHk3IIKvn69Cs9TuU6tAnZ4aGxwxTS3G36RAdDkO084s69q3-EJnnG8fQZYgBjFqe98WBLAppDCKGslPce5Ytv1uRYY_d9Gktc/s400/__Knight_Templar___by_el_kenshin.jpg" alt="" id="BLOGGER_PHOTO_ID_5326149903046962034" border="0" /></a><br /><span style="font-weight: bold;">Alignment:</span> Any<br /><span style="font-weight: bold;">Hit Die:</span> d10<br /><span style="font-weight: bold;">Base Attack Bonus</span>: Average (as Rogue)<br /><span style="font-weight: bold;">Good Saves: </span> Fortitude, Will<br /><span style="font-weight: bold;">Bad Save:</span> Reflex<br /><span style="font-weight: bold;">Skill Points per Level:</span> 4+INT<br /><span style="font-weight: bold;">Class Skills:</span> Bluff, Diplomacy, Handle Animal, Intimidate, Knowledge (Local, Nobility, and Religion only), Linguistics, Perform, Perception, Ride, Sense Motive, Swim<br /><span style="font-weight: bold;">Weapons and Armor Proficiency: </span>The Marshal is proficient with all simple and martial weapons, all types of armor, and with shields (but not tower shields)<br /><span style="font-weight: bold;">Class Features:</span><br /><span style="font-weight: bold;">1-Skill Focus, Minor Aura (1 Known)</span><br /><span style="font-weight: bold;">-Skill Focus: </span> A Marshal's leadership training is more rigorous than most. As a result, he gains Skill Focus as a bonus feat at level 1. The Marshal may select Skill Focus to apply to any Marshal class skill.<br /><span style="font-weight: bold;">-Minor Auras (Ex):</span> Marshal Auras (Major and Minor) represent the skills of leadership exhibited by a Marshal. Auras bestow a competence bonus on all allies within 60 feet with and an intelligence score of at least 3, including the Marshal himself. Activating an Aura is a swift action, and once activated, an Aura lasts until the Marshal disables it (another swift action), activates another Aura of the same type (Major or Minor), or until the Marshal is rendered unconscious or dead (including normal sleep). Most Marshals activate their Auras each morning upon waking and allow them to persist until sleep.<br />At level 1, the Marshall learns one Minor Aura, taken from the Minor Aura list (see below). The Marshall learns one additional Minor Aura at every odd level.<br />Any bonus granted by a Minor Aura is a Competence bonus equal to the Marshal's charisma modifier. <span style="font-weight: bold;"><br />2-Major Aura Bonus 1, Major Aura (1 known)</span><br /><span style="font-weight: bold;">-Major Auras (Ex):</span> At level 2, the Marshal learns his first Major Aura. The effects of Major Auras are more general than those of Minor Auras, but the Marshal learns comparatively few of them. Rather than relying on the Marshal's charisma bonus to measure effectiveness, Major Auras' effectiveness is based on the Marshal's Major Aura Bonus, which increases to 2 at level 5, and by one every 5 levels thereafter (thus, the Marshal's Major Aura Bonus is 1 at level 2, 2 and level 5, 3 at level 10, 4 at level 15, and 5 at level 20).<br />A Marshal knows one Major Aura at level 2, taken from the Major Aura list (see below). He learns one additional Major Aura every three levels thereafter (levels 5, 8, 11, 14, 17, and 20).<br />Note that since Major and Minor Auras both bestow Competence bonuses, their effects do not stack.<br /><span style="font-weight: bold;">3-+1 Minor Aura Known</span><br /><span style="font-weight: bold;">4-Shout 1/encounter, 1 known</span><br /><span style="font-weight: bold;">Shout (Ex): </span> Starting at level 4, a Marshal can let out a mighty shout to aid his allies. Using a Shout is a standard action that does not provoke attacks of opportunity. A Shout can only be used if the Marshal is capable of speech; thus, a pinned Marshal or a Marshal within the effects of <span style="font-style: italic;">Silence</span> cannot use Shouts, but a Marshal that is merely grappled can. Shouts effect any ally within 60 feet with an Intelligence score of 3 or higher and capable of hearing the Marshal; an ally who is deafened, within the effect of <span style="font-style: italic;">Silence </span>or otherwise unable to hear the Shout remains unaffected.<br />Unlike Auras, the Marshal himself is not affected by his own shouts.<br />At level 4, a Marshal knows 1 Shout and can Shout once each encounter. A Marshal can use any Shout he knows any number of times, up to his limit per encounter. A Marshal can shout one additional time per encounter for every 4 class levels (twice at level 8, three times at level 12, four times at level 16, and five times at level 20). A Marshal learns a new Shout at level 6, and every 4 levels thereafter (knowing 2 at level 6, 3 and level 10, 4 at level 14, and 5 at level 18). Shouts are chosen from Shout List (see below)<br /><span style="font-weight: bold;">5-Major Aura Bonus 2, +1 Major Aura Known, +1 Minor Aura Known</span><br /><span style="font-weight: bold;">6-+1 Shout Known</span><br /><span style="font-weight: bold;">7-+1 Minor Aura Known</span> <span style="font-weight: bold;"><br />8-+1 Major Aura Known, Shout 2/Encounter</span><br /><span style="font-weight: bold;">9-+1 Minor Aura Known</span> <span style="font-weight: bold;"><br />10</span><span style="font-weight: bold;">-Major Aura Bonus 3, +1 Shout Known</span> <span style="font-weight: bold;"><br />11-+1 Minor Aura Known, +1 Major Aura Known</span> <span style="font-weight: bold;"><br />12-Shout 3/Encounter</span> <span style="font-weight: bold;"><br />13-+1 Minor Aura Known</span> <span style="font-weight: bold;"><br />14-+1 Major Aura Known, +1 Shout Known</span> <span style="font-weight: bold;"><br />15-Major Aura Bonus 4, +1 Minor Aura Known</span> <span style="font-weight: bold;"><br />16-Shout 4/Encounter</span> <span style="font-weight: bold;"><br />17-+1 Minor Aura Known, +1 Major Aura Known</span><br /><span style="font-weight: bold;">18-+1 Shout Known</span> <span style="font-weight: bold;"><br />19-+1 Minor Aura Known</span> <span style="font-weight: bold;"><br />20-Major Aura Bonus 5, +1 Major Aura Known, Shout 5/Encounter</span><br /><br /><span style="font-weight: bold;">Minor Auras:</span><br />-Accurate Strike: Bonus to rolls made to confirm critical hits.<br />-Art of War: Bonus to Combat Maneuver rolls your allies make and to your allies Combat Maneuver Defense.<br />-Focused Defense: Bonus to a single saving throw, chosen when the Aura is activated.<br />-Master of Opportunity: Bonus to armor class against attacks of opportunity.<br />-Tactical Strike: Bonus to weapon damage rolls against flanked enemies.<br />-Over the Top: Bonus to attack rolls while charging.<br />-Motivate Body: Bonus to skill checks and ability checks corresponding to a single physical ability score (Strength, Dexterity, or Constitution), chosen when the Aura is activated. If Dexterity is chosen, the bonus also applies to Initiative checks. This aura does not affect saving throws.<br />-Motivate Mind: Bonus to skill checks and ability checks corresponding to a single mental ability score (Intelligence, Wisdom, or Charisma), chosen when the Aura is activated. This aura does not affect saving throws.<br />-Supernatural Defense: Bonus to touch AC (but not normal AC).<br />-Relentless Mercy: Bonus to damage rolls dealing nonlethal damage.<br />-Cooperative Effort: Bonus to rolls to which at least one successful Aid Another has been used.<br />-Destructive Tactics: Bonus to damage rolls against objects.<br />-Fracture Supernatural Defense: Bonus to checks to overcome Spell Resistance.<br />-Puncture Resistance: Bonus to elemental damage against foes who possess the appropriate resistance (for example, a bonus to fire damage, but only against foes who possess Fire Resistance). Puncture Resistance cannot add more damage than the resistance it is overcoming.<br /><br /><span style="font-weight: bold;">Major Auras:</span><br />-Hold the Line: Damage Reduction/- equal to bonus.<br />-No Mercy: Bonus to weapon damage rolls.<br />-Guided Strike: Bonus to melee attack rolls or ranged attack rolls, chosen when the Aura is activated.<br />-Defensive Stance: Bonus to armor class.<br />-Motivated March: Bonus to land speed, climb speed, fly speed, or swim speed equal to 5 times your Major Aura Bonus, chosen when the Aura is activated. Allies who do not already posses a move speed of the corresponding type does not gain a benefit from this aura.<br />-Resilience: Bonus to all saving throws.<br />-Physical Might: Bonus to all skill and ability checks that correspond to Strength, Dexterity, or Constitution, including Initiative checks. This Aura does not affect saving throws.<br />-Mental Superiority: Bonus to all skill and ability checks that correspond to Intelligence, Wisdom, or Charisma. This Aura does not affect saving throws.<br /><br /><span style="font-weight: bold;">Shouts:</span><br />-"Forward March!" - All affected allies may immediately take a move action.<br />-"Never Give Up!" - All affected allies gain a number of temporary hit points equal to your Marshal level. Allies below half their maximum hit points instead gain double your Marshal level in temporary hit points. Temporary hit points granted this way overlap (do not stack).<br />-"Snap Out of It!" - All affected allies currently affected by a Mind-Affecting ability that allows a saving throw to end or negate may immediately make a Saving Throw against each such effect currently affecting them. On a successful save, the effect ends. Each ally may use your saving throw modifier if it is better than their own.<br />-"There's Nothing to Fear!" - All affected allies who are panicked become frightened. All affected allies who are frightened become shaken. All affected allies who are shaken cease to be shaken.<br />-"Incoming!" - All affected allies gain a miss chance against ranged attacks until the end of your next turn. The miss chance is 10% for each rank of your Major Aura Bonus.<br />-"Watch Yourself!" - All affected allies gain a miss chance against melee attacks until the end of your next turn. The miss chance is 10% for each rank of your Major Aura Bonus.<br />-"On Your Feet!" - All affected allies who are prone may immediately stand up as a free action that does not provoke attacks of opportunity.<br />-"Be Yourself!" - All affected allies who are under the effect of a Polymorph effect may immediately make a saving throw to regain their normal form, even if the effect does not usually allow a save to end. Each ally may use your saving throw modifier if it is better than their own.<br />-"Fall Back!" - All affected allies may immediately make a full withdrawl.<br />-"We Are Unstoppable!" - Each affected ally gains total cover against the next attack directed against them until the end of your next turn.<br />-"Make Them Bleed!" - Each affected ally may immediately make a single attack. Treat this attack as an attack of opportunity in regards to what actions may be performed, but this attack does not count against the ally's limit of attacks of opportunity each round. Allies armed with ranged weapons may make ranged weapon attacks.<br />-"Find Their Weakness!" - The next weapon attack made by each affected ally automatically threatens a critical hit if it hits. This shout has no effect on allies that do not make a weapon attack before the end of your next turn or allies whose attack misses.<br />-"Stand Your Ground!" - Each affected ally gain a dodge bonus to Armor Class and a bonus to their Combat Maneuver Defense equal to your Major Aura Bonus. These bonuses lasts until the end of your next turn or until that ally moves.<br />-"Regroup!" - Each affected ally gets a +4 dodge bonus to Armor Class against attacks of opportunity provoked by movement.<br />-"Focus!" - Each affect ally gets a +4 dodge bonus to Armor Class against attacks of opportunity that are not provoked by movement.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-49351138681603469192009-03-31T16:06:00.000-07:002009-04-15T19:02:22.584-07:00The Merchant Lords of MurkeyeThe Independent City of Murkeye is ruled by a council of seven Merchant Lords. Any Murkeye resident can petition to become a Merchant Lord, but to date only one has ascended to this title since the city broke away from the Empire. The Merchant Lords are:<br /><br /><span style="font-weight: bold;">Silas Winder</span><br />(Sy-Luss Winn-Der)<br />Neutral Evil Male Human, age 67<br /><span style="font-weight: bold;">Fortune Made From:</span> Pre-Devastation Inheritance, Shipping<br /><br />Silas Winder was a nobleman in the Empire until he funded an assassination plot against the Emperor in 506. He and his allies of House Svarlock (including his wife), fled the Empire and spent several years hiding in the Free Nations. After Murkeye broke free from the Empire, Winder took up residence there and quickly rose to power due to his combination of monetary wealth and lack of scruples. Winder represents wealth without restraint or responsibility. He can be a powerful ally, but only so long as he considers an alliance worth maintaining. His wrath is legendary. Publicly, at least, Winder is known to be the wealthiest of the Merchant Lords.<br /><br /><span style="font-style: italic;">"Everyone's got a price, and it's not always something measured in gold or silver. Luckily, there's usually someone who can provide it for gold or silver."</span><br /><br /><br /><br /><span style="font-weight: bold;">Rain Providence</span> <span style="font-style: italic;">(Deceased)</span><br />(Rayn Prov-id-ense)<br />Lawful Neutral Female Half-Elf, age 52<br /><span style="font-weight: bold;">Fortune Made From: </span> Textiles and Fabric<br /><br />Rain is the undisputed queen of all things textile. 85% of the cloth that circulates through the Reform cities has at some point been bought by her, sold by her, made by her or distributed by her. She has a fine business mind, but due to the constant turnover of the product she sells- and the need for hands on supervision of such a product- she is one of the least influential of the lords, despite being among the wealthiest. She serves as the representative from <span class="il">Murkeye</span> and is always dressed in new fashions- yet she is not attractive due to the pinch of her face, constant talk of recriminations and the constant frown. Rain’s goals are obvious, by linking herself to the Reform as the leader of <span class="il">Murkeye</span> any success the Reform makes will increase her own prestige.<br /><br /><span style="font-style: italic;">"Cloth is, I think, a fine metaphor for finance. It binds civilized society together, and is lost on naked barbarians."</span><br /><br />Rain Providence was killed by explosives runes hidden in her desk by the agents of Lord Magnusson in April of 525 GD.<br /><br /><br /><br /><span style="font-weight: bold;">Olaf Poundfist</span><br />(O-Luff Pound Fist)<br />Neutral Evil Male Gnome, 157<br /><span style="font-weight: bold;">Fortune Made From: </span> Crop monopoly, food distribution<br /><br />Poundfist's origins are somewhat unclear, but it is known that he emigrated from the Underdark shortly before hostility between the Underdark and the Empire began. Poundfist's interest in food preparation and distribution is believed to be close to his own heart (or perhaps stomach), as his hedonistic lifestyle is well known. Despite his small frame (3'6"), Poundfist weighs in excess of 120 pounds.<br /><br /><span style="font-style: italic;">"Moderation is the refuge of the weak. One can only be truly strong when decadent."</span><br /><br /><br /><br /><span style="font-weight: bold;">Ichigo Tanaka</span><br />(Ee-chee-go Tuh-nock-uh)<br />True Neutral Male Underfolk, 44<br /><span style="font-weight: bold;">Fortune Made From:</span> Weapons Manufacture<br /><br />The strange isolationist that is Lord Tanaka left the Underdark in 512, when he began to doubt the safety of Underport amidst growing hostility with the Empire and plunging morale in the increasingly desperate war below ground. Tanaka is known to be quiet and emotionally detached, though some say this is mostly due to his upbringing in Underport. His appearance is somewhat freakish to most surface dwellers. He is an albino, but also nearly six foot five and under 175 pounds. Lord Tanaka is the most private of the Merchant Lords, appearing in public only when absolutely necessary. During daylight hours, the sensitivity of his eyes and skin to light require protective goggles and clothing.<br /><br /><span style="font-style: italic;">"If you wish to make a fortune, invest in things whose need will not dissipate. I chose weapons, and have not been disappointed."</span><br /><br /><br /><br /><span style="font-weight: bold;">Stefan Magnusson</span> <span style="font-style: italic;">(Deceased)</span><br />(Steh-fonn Mag-nuh-sun)<br />True Neutral Male Dwarf, 244<br /><span style="font-weight: bold;">Fortune Made From: </span>Precious Metals<br /><br />After the smashing of the dwarven civilization during the Devastation, many dwarves fled to the lands of the Free Nations or the Empire. Magnusson instead capitalized on the abandonment of the Dwarven homelands, sending goblin scabs into the emptied, half-collapsed mines. Within a decade, Magnusson's unabashed rape of his ancestral homeland had made him the richest Dwarf in the Empire. By this point in history, nearly 50% of the Post-Devastation metal goods on the market have passed through the hands of Magnusson's agents.<br /><br /><span style="font-style: italic;">"All that glitters is not gold, but can generally be exchanged for it."</span><br /><br />Stefan Magnusson was killed in April of 525 GD when he attempted to overthrow the other Merchant Lords in return for handing Murkeye over to the Empire. He was confronted by a group of mercenaries led by Commander Allen Specter and killed by the Knight of the Storm's Eye Dormian Fireblood. Fireblood claimed the killing to be retribution for Magnusson's harvesting of the ruins of Dwarven civilization.<br /><br /><br /><br /><span style="font-weight: bold;">Lucius Black</span><br />(Lu-shuss Black)<br />Lawful Evil Male Human, age unspecified (estimated 40)<br /><span style="font-weight: bold;">Fortune Made From:</span> Artifacts and Enchanted Items<br /><br />Lucius Black is the first Merchant Lord to join the group after Murkeye's secession from the Empire. Despite seeming to crave the attention of Murkeye's crowds and having a reputation for being the easiest Merchant Lord to gain a personal audience with ("easy" being a relative term), little is known of Lucius Black. His country of origin, cultural heritage, and even the source of his wealth is unknown. His age is also is disputed; some claim him to be no older than 30, while others insist that images dating back as far as the Serpent War depict a being who bears a striking similarity to Lord Black. Black seems to enjoy the mystery about his person and smirkingly refuses to release any further personal data. Rumors link Lord Black to several organized crime rings, perhaps explaining his shadowy past and his mysterious fortune. Publicly, Black makes his money on a seemingly endless supply of Pre-Devastation artifacts and post-Devastation items of exceptional quality.<br /><br /><span style="font-style: italic;">"Information has power. Forgive me if I'm loathe to give it away."</span><br /><br /><br /><br /><span style="font-weight: bold;">"Queen" Ewa Grabowski</span><br />(Ay-Va Gruh-Bow-Skee)<br />Lawful Neutral Female Shadar-Kai, 39<br /><span style="font-weight: bold;">Fortune Made From: </span>Erotica and Prostitution<br /><br />The exotic Shadar-Kai have only been known of in recent years, residing the country of Vashistan on the eastern coast of Sol. In 502, a grand Aurora swept across Vashistan's sky, leaving three out of every four Shadar-Kai remade into dragonlike humanoids--the Dragonborn. The remaining Shadar-Kai were labeled as impure--they had been judged by Bahamut, and had failed. Within a generation, the Shadar-Kai have become a gypsy class, unable to reap the benefits of Vashistan's collectivist society. Some Shadar-Kai have emigrated to Otep, the most successful of these being the Lady Grabowski. Since her rise to fame (or perhaps infamy) in the 510s, the Lady has crafted a veritable empire of smut of lust. Her morals are unconventional, but her business whit is unparalleled--except, perhaps, for the other Merchant Lords. The Lady Grabowski is known to have a tight alliance with Lord Tanaka, as both deal in industries considered beyong the moral ken of polite society; each fears the downfall of the other as momentum for their own demise.<br /><br /><span style="font-style: italic;">"I don't understand this notion that I am immoral. Buying is legal. Selling is legal. Sex is legal. How should any combination therein be anything less than pedestrian?"</span><br /><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><br /></span></span></span></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-3060543647652317692009-03-30T14:37:00.000-07:002009-03-30T14:40:47.842-07:00The Murkeye Games<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj48utiSQCusFjPur4iQOklkYQVXdM3UWQgDQ-QVY-2t1LrM218pwOjPQg2uPm6VNXZKyK232eE6BhxBheixLXWcedcBMrTrYvAKzbzGmy4JF_LFIEN_XILtcjjKfm2lxBWDG919ilYgnk/s1600-h/Master_of_Arena_by_88grzes.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 207px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj48utiSQCusFjPur4iQOklkYQVXdM3UWQgDQ-QVY-2t1LrM218pwOjPQg2uPm6VNXZKyK232eE6BhxBheixLXWcedcBMrTrYvAKzbzGmy4JF_LFIEN_XILtcjjKfm2lxBWDG919ilYgnk/s320/Master_of_Arena_by_88grzes.jpg" alt="" id="BLOGGER_PHOTO_ID_5319098992888627010" border="0" /></a><br /><br /><br />The Premise<br />It’s the year 525 GD. Murkeye has declared independence from the trouble-laden Gwideo Empire, and the Merchant Lords have decided to put on a grand show for the fledgling city-state’s citizens.<br /><br />Flyers were plastered across the city for the past year, announcing the planned inaugural event of the newly constructed Winder Arena. It is to be a grand contest amongst champions, a spectacle to rival the Manrig Games of Whiteport, 25 years previous. Various individuals and crews have been assembled for the grand combat. The Merchant Lord Games now draw close.<br /><br />The games are being managed by Murkeye’s privatized police force, the Silver Crows (formerly the Blood Hawks), under the direct eye of Captain Allen Specter. Rumor has it that the Crows will be entering their own team and champion to fight in the games.<br /><br />Entry<br />All contestants must pay a flat entry fee of 10,000 standard issue gold pieces. This can be paid personally or via a Patron or Sponsor, which the contestant is responsible for recruiting.<br /><br />The Events<br />Round 1 – Man Versus Monster<br />The Crusades have been over for a quarter century, but there is no shortage of dangerous creatures roaming the continent of Otep. The Crows have captured and purchased a variety of deadly foes to be fought by lone Champions or teams of two to four. Foes may be presented alone or in groups. Fights are to the death or to the yield of the contestants. Each contestant receives 1 Victory Point per kill (or more, in the case of more formidable foes) and 1 Victory Point for being part of a successful team. Members of the team who aid others in scoring a kill will be awarded Victory Points at the discretion of Captain Specter. Teams, when present, will be assembled by willing contestants.<br />Round 2 – Team Battles<br />Teams of contestants will battle one another in groups of four. The last team with a member who remains on the field and in fighting shape is the winner. Special circumstances of victory will be determined by Captain Specter. Fights are to the yield, with unconsciousness for more than 30 seconds resulting in an automatic yield. Each contestant receives 1 Victory Point per knockout and 1 Victory Point for being part of a successful team. Members of the team who aid others in scoring a knockout will be awarded Victory Points at the discretion of Captain Specter. Teams will be constructed by willing contestants.<br />Round 3 – Siege<br />Two teams of four battle to raise their flag above the base of the enemy. Once a flag has flown for 20 seconds, that team is the winner. As an added element of strategy, Conjurers and Healers will be standing by and revive fallen contestants within their own base every 18 seconds. Fights last until one base is captured or until three out of four members of a team yield. Contestants of the winning team will receive 5 Victory Points. Knockouts do not award Victory Points. Teams will be constructed by willing contestants.<br /><br />The Prize<br />• All contestants who finish with at least 1 Victory Point will be offered positions among the Silver Crows, with special positions available to those who score 6 or more Victory Points.<br />• At the end of the tournament, each contestant will be awarded 5,000 standard issue gold pieces for each Victory Point he or she has earned.<br />• The contestant with the greatest total number of Victory Points will be crowned Grand Champion, granting him or her a full estate with an estimated worth of 500,000 standard issue gold pieces. In addition, the Grand Champion shall receive a title of nobility and be able to petition for Merchant Lord status.<br /><br />Note: I realize that in this point in the continuity, Otep would have reached a state where going beyond level 10 is possible. However, after running this much of the Serpent War, I consider myself pretty well versed on balancing fights for level 10 characters. I feel that Epic Level 10 is easier to build for than level 15 (and have learned from the past, when Sam’s Level 15 Arena yielded 1 finished character by deadline) and allows more variation (i.e. things other than Wizards ridiculous multiclassers are viable).<br /><br />Rules<br /><br />Character Creation:<br />• Epic Level 10. That means characters have an ECL of 10 (see below) and magic items with a caster level of 11 or higher aren’t allowed.<br />• 3 bonus feats, gained at level 10<br />• 3.75 rules<br />• All Characters have 62,000 gold pieces to spend as they like. You do not actually have to pay the 10,000 gold entry free (see below).<br />• Stats will be arrived at via 4d6. Reroll up to 1 one per set of 4d6. (I know we usually do 32 point buy for PvP, but frankly I haven’t seen this as a positive. It tends to create characters that still have a 16 and up in their relevant stats and an 8 in the irrelevant ones. I find the notion of a bunch of truly exceptional individuals fighting each other more likely than a bunch of warriors with Down Syndrome and casters who need both hands to carry their spellbooks. When it all comes down to it, there is a +/- 5 difference between an 18 and an 8, so I’m not overly concerned about Warriors who have a +6 to their will save instead of a +1, considering anyone who’s forcing will saves will have the DC above 25.)<br />• Players with a Level Adjustment of +1 may reduce it to +0 by either paying 15000 gold or sacrificing all three of their bonus feats.<br />• Players with a Level Adjustment of +2 or higher are stuck with their Adjustment.<br />• Players wishing to use the Necropolitan template from Libris Mortis must sacrifice 2 bonus feats and pay the gold cost for the ritual.<br />• The Leadership feat is allowed, but cohorts and followers can only enter the Arena if counted as a team member.<br />All Players Should Have:<br />• A finished character at the start of the first event. You cannot join a fight until you have finished statting your character and purchasing items. New items cannot be bought later.<br />• A physical character sheet. Digital sheets are all well and good, but due to the nature of this game, waiting 10 minutes for a laptop to boot up will often be more trouble than it’s worth.<br />• A reasonable backstory. This need not be epic, but should explain where your character comes from, how he/she paid for entrance, and what he/she hopes to achieve in or as a result of being in the tournament.<br />• Any dice you’ll need to play your character. If you use a lot of a given die (For example, you have 7d6 of sneak attack or a 10d6 Fireball), I’d prefer if you bring a lot of them. ARGO can supply what is needed, so this shouldn’t be a big issue, but I’d like if you’d have the dice you need ready to go when we’re ready to start.<br />• A general idea of how your character plays. I realize that some people will have substantial help with their characters or may have someone else build them entirely, but Captain Specter will throw out anyone who is clearly suffering from agoraphobia (i.e., someone who’s gained enough prestige to make it into this tournament but then suddenly forgets how they fight once in the Arena). I reserve the right to disqualify any player who I feel is holding up the game by a lack of understanding of their character.<br /><br />Material Allowed:<br />• Anything published by Wizards of the Coast, online or bound, except as noted below.<br />• Any class variants or feats on the Blog of Otep. Homebrew classes posted there haven’t been balanced for PvP and are not available. (http://worldofotep.blogspot.com/).<br />Material Banned:<br />• Magic of Incarnum. I have simply given up trying to understand this book.<br />• Expanded Psionics Handbook and Complete Psionic. There has been a long-running debate about Psionics in Otep, and the argument that has finally swayed me is that Psionics tend to only be used in ARGO when it can be exploited for powergaming. It’s a complicated system that many newer players don’t understand and is a social barrier if not a balance problem. Players may use non-Psionic rules from these books (example: the feat Greater Manyshot), but all characters will be considered to have 0 available power points at all times.<br />• Dungeon or Dragon magazine. If you really want something from one of these, ask me and I’ll handle them on a case-by-case basis because a lot of it is overpowered but some is reasonable.<br />• Third-party material that’s from a source other than the Blog of Otep.<br /><br />NPCing:<br />• I’ll have Silver Crow Non-Player Characters statted up. If you don’t want to play a full-on character but would still like to play in the game, tell me and I’ll give you one of them. Be warned that if you want to be an NPC you may have to keep secrets from other players and situations may arise where I’ll tell you something your character needs to do.<br />• You can also build your own NPC if you want. This character will automatically be a Silver Crow, unless you’re dead set on them being something else. This is a good option if you’re only interested in one or two events.<br /><br />Event Details:<br /><br />Universal rules:<br />• All events are optional, but Victory Point accumulation is carried out across all events.<br />• Some classes are more effective as support characters than in an offensive role. In order to keep these classes viable, the tournament has been constructed so that no one need fight alone if they don’t want to. When I feel a support character has made a significant contribution to an action that awards a Victory Point, I will grant that character a Victory Point as well (in game, Points will be awarded by Captain Specter). Likewise, if characters clearly defeated a foe by working together, all involved will be awarded Points. For example, if a Cleric uses Hold Person to render a foe helpless, then a Bard throws out substantial damage buffs on a Rogue, who then kills the immobilized foe, all three would gain a Victory Point.<br />• Players do not actually need to pay their entrance fee. This is purely a storyline device. All players are either sponsored or have sufficient means to finance themselves (player’s choice, it’s part of your backstory). As a result, your sponsor/fortune can replenish items you use during the tournament, as well as covering the costs of dealing with any injuries you receive. You must pay for all your equipment the first time, and your sponsor will only pay for items that have been consumed. Essentially, whatever you have on your person when you walk into the Arena for the first fight is what you will start each fight with. Having your sponsor/fortune replenish your supplies at the time between the start of a fight and the end of that fight is a violation of the rules and is considered a match forfeiture. In addition, your sponsor/fortune will only provide you with items that have a permanent use counter (i.e. potions, wands) not one that resets after a given time period (i.e. Displacement Armor). Permanent use counters may be replaced even if they are only down one charge, but the item being replaced is returned to the sponsor (i.e., you can’t buy a Wand of Enervate, fire it once in a fight, get a new one for free and sell the old one for cash).<br />• Because of the sponsor/fortune system, you do not receive prize money until the end of the tournament and cannot buy new items during the games. This is meant to prevent the very effective but somewhat ludicrous item purchases that went on during the Manrig Games.<br /><br />• Man Versus Monster<br />A fairly self-explanatory event. Players can choose to fight against a monster rated for one to four opponents. If fighting against a foe meant for two or more opponents, players can form teams. Anyone who cannot find a team will be assigned one. If there are not enough players to fill out a team, the Silver Crows will provide up to 2 NPCs to fill the team. Some foes will be a single monster, other will be teams. Players may choose to fight a foe meant for a larger team if they desire. A victory in such a case will award additional Victory Points, but will also be extremely difficult.<br />• Team Battles<br />Another mostly self-explanatory event. Players will assemble into teams of four before the battle begins, choosing their own teammates. Teams will then be assembled out of the remaining, willing contestants. Any open slots left will be filled by Silver Crow NPCs. Once all four members of a team are either unconscious, helpless, or have yielded (or any combination thereof), the other team is declared the winner. If I feel a technical victory was cheap (i.e., a character min/maxed around Hold Person, keeping the other team technically helpless for a matter of seconds) or exploitative of the rules, Specter will allow the fight to continue and may even step in.<br />• Siege<br />Siege is based off Assault Capture the Flag, as seen in a fair number of video games. Each team has a Flag and a Flagpole. Carrying the Flag requires one hand. Picking up a Flag is a move action. However, players with Quick Draw may pick up a flag as a Swift action. Attaching a Flag to a Flagpole is a move action that does not provoke attacks of opportunity. Flagpoles have three notches; raising a Flag one notch is a standard action, raising two notches is a full-round action. Raising a Flag provokes attacks of opportunity. Simply damaging a character raising a Flag will not stop the Flag from being raised, but interfering bodily with the character will (for example, successfully tripping, grappling, or rendering a character unconscious or helpless). Once a flag has been at the top notch for three complete rounds total, the team whose Flag has been raised will be declared the victor. Flags can be lowered by the same actions (and with the same restrictions) as raising them. Flags do not need to be raised for three consecutive rounds, only three round total.<br />As an additional twist, professional healers and Conjurers will teleport any unconscious, helpless, or otherwise totally compromised characters off the field, cure them of their afflictions, and teleport them back into their own base every three rounds, regardless of how long each individual character has been downed. I.e., characters will be “respawned” every third round, whether they dropped on the first, second, or third round since the last respawn. At the same interval, Flags not being carried or attached to a Flagpole will be teleported back to their team’s base.<br />Each team’s Flag is magically warded and can only be carried by a member of its own team. Attempts to disrupt the magic around the Flag so that an enemy can carry the Flag will be considered by a forfeiture of the match by the tamperer’s team. Enemies can be forced to drop their flag with a successful Disarm attempt. A Flag is treated as a one-handed weapon in this case, unless the Flag Carrier has made clear that he or she is using both hands to carry the Flag.<br />As always, any team slots left open will be filled by Silver Crow NPCs.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-69392595628353937172009-03-26T13:42:00.000-07:002009-04-27T11:20:32.562-07:003.75 Update: Variant Paladins<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrvDpgWjnlf15UMG1PLg9yUDAEDK_uPwGKRpoROQ5YP3VjDgxZyG7_fobCzelje51yKC1lSGW5rScIoHXp7BmNGjtu-4IdSXr3al8rN9_djzc-XY7xWfpGsJrYXvPa_JOH7sgpw85ioRk/s1600-h/Black_Knight_by_DeuceOhNegative.jpg"><img style="margin: 0px auto 10px; display: block; text-align: center; cursor: pointer; width: 320px; height: 234px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhrvDpgWjnlf15UMG1PLg9yUDAEDK_uPwGKRpoROQ5YP3VjDgxZyG7_fobCzelje51yKC1lSGW5rScIoHXp7BmNGjtu-4IdSXr3al8rN9_djzc-XY7xWfpGsJrYXvPa_JOH7sgpw85ioRk/s320/Black_Knight_by_DeuceOhNegative.jpg" alt="" id="BLOGGER_PHOTO_ID_5317613682729908754" border="0" /></a><br />The alternate alignment Paladins, originally printed in <span style="font-style: italic;">Unearthed Arcana 3.5</span>, have been popular, but only the classic "Paladin of Honor" received an update for 3.75. That new Paladin of Honor got some abilities from the Paladin of Freedom, so an update will be necessary for the other three.<br /><br />Note that all class features written here are only those that deviate from the Paladin of Honor printed in the Pathfinder Player's Handbook.<br /><br /><span style="font-weight: bold;">Paladin of Freedom</span><br />CHAOTIC GOOD<br />3-Aura of Resolve: The Paladin of Freedom gains this ability at level 3 instead of level 8.<br />5-Divine Bond: A Paladin of Freedom cannot use Divine Bond to add the Axiomatic property to his weapon, but he can add the Anarchic property instead.<br />8-Aura of Courage: The Paladin of Freedom gains this ability at level 8 instead of level 3.<br /><br /><br /><br /><span style="font-weight: bold;">Paladin of Tyranny</span><br />LAWFUL EVIL<br />1-Aura of Evil, Smite Good, Detect Good<br />Aura of Evil: A Paladin of Tyranny radiates an aura of Evil instead of one of good, as would an Evil Cleric.<br />Smite Good: As Smite Evil, except only effective against Good creatures.<br />Detect Good: A Paladin of Tyranny can cast <span style="font-style: italic;">Detect Good</span> at will as a spell-like ability, using his Paladin level as his caster level.<br />2-Life Syphon (replaces Lay On Hands): An evil Paladin has the ability to steal lifeforce from other living creatures. As a melee touch attack, the Paladin draws a number of hit points from his target equal to his Paladin level. Life Siphon has no effect on targets that are not living. Life Siphon may be used a number of times each day equal half the Paladin's class level plus his Charisma bonus.<br />3-Aura of Despair (replaces Aura of Courage), Divine Carrier (Replaces Divine Health)<br />Aura of Despair: Any foe within 10 feet of the Paladin is overcome with a sense of futility. Each foe so affected takes a -2 penalty on all saving throws as long as he or she remains in the Aura. There is no saving throw to avoid this penalty, but the penalty ends as soon as the foe leaves the area.<br />Divine Carrier: At level 3, an evil Paladin gains immunity to all diseases, natural and supernatural. However, he can still carry disease and spread it to others.<br />4-Channel Negative Energy (Replaces Channel Positive Energy), Spellcasting: At level 4, an Evil Paladin may Channel Negative Energy as an Evil Cleric 3 levels lower would. This ability functions 1+CHA times each day.<br />Spellcasting: As written, but use the Blackguard spell list instead of the Paladin spell list.<br />5-Profane Bond (replaces Divine Bond): As Divine Bond, except that Profane Bond cannot add the Holy property to his weapon; he can add the Unholy property instead.<br />6-Contagion (Replaces Remove Disease): An evil Paladin can spend 2 uses of his Life Siphon ability to cast <span style="font-style: italic;">Contagion </span> as a a spell-like ability with his caster level equal to half his Paladin level.<br />8-Debilitating Aura (replaces Aura of Resolve): Any foe within 10 feet of the Paladin is overcome with a sense of dread. Each foe so affected takes a -1 penalty to armor class as long as he or she remains in the Aura. There is no saving throw to avoid this penalty, but the penalty ends as soon as the foe leaves the area.<br />9-Bestow Curse (replaces Remove Curse): An Evil Paladin can spend two uses of his Life Siphon Ability to cast <span style="font-style: italic;">Bestow Curse</span> as a spell-like ability with his caster level equal to half his Paladin Level.<br />11-Aura of Dread (replaces Aura of Justice): As Aura of Justice, but for Smite Evil. Aura of Dread grants no benefit to Good creatures.<br />12-Dark Siphon (replaces Neutralize Poison): Starting at level 12, an Evil Paladin may use his Life Siphon ability twice with a single touch, using a single standard action.<br />14-Aura of Profanity (replaces Aura of Faith): At level 14, all the Paladin's attacks count as Evil. Any attack directed against a foe within 10 feet also counts as evil.<br />15-Transfer Hex (replaces Break Enchantment): At level 15, an evil Paladin can spend three daily uses of Life Siphon to transfer a magical effect on an ally to another creature within 30 feet. Transfer Hex can be used on any effect that can be ended by <span style="font-style: italic;">Break Enchantment</span>.<br />17-Aura of Domination (Replaces Aura of Righteousness): As Aura of Righteousness, except that it bestows DR 5/Good.<br />20-Profane Ascension (replaces Holy Champion): As Holy Champion, but affects DR/Good, Smite Good, and Good Outsiders.<br /><br /><span style="font-weight: bold;">Paladin of Slaughter</span><br />CHAOTIC EVIL<br />1-Aura of Evil, Smite Good, Detect Good<br />Aura of Evil: A Paladin of Slaughter radiates an aura of Evil instead of one of good, as would an Evil Cleric.<br />Smite Good: As Smite Evil, except only effective against Good creatures.<br />Detect Good: A Paladin of Slaughter can cast <span style="font-style: italic;">Detect Good</span> at will as a spell-like ability, using his Paladin level as his caster level.<br />2-Life Syphon (replaces Lay On Hands): An evil Paladin has the ability to steal lifeforce from other living creatures. As a melee touch attack, the Paladin draws a number of hit points from his target equal to his Paladin level. Life Siphon has no effect on targets that are not living. Life Siphon may be used a number of times each day equal half the Paladin's class level plus his Charisma bonus.<br />3-Debilitating Aura (replaces Aura of Courage): Any foe within 10 feet of the Paladin is overcome with a sense of dread. Each foe so affected takes a -1 penalty to armor class as long as he or she remains in the Aura. There is no saving throw to avoid this penalty, but the penalty ends as soon as the foe leaves the area.<br />Divine Carrier: At level 3, an evil Paladin gains immunity to all diseases, natural and supernatural. However, he can still carry disease and spread it to others.<br />4-Channel Negative Energy (Replaces Channel Positive Energy), Spellcasting: At level 4, an Evil Paladin may Channel Negative Energy as an Evil Cleric 3 levels lower would. This ability functions 1+CHA times each day.<br />Spellcasting: As written, but use the Blackguard spell list instead of the Paladin spell list.<br />5-Profane Bond (replaces Divine Bond): As Divine Bond, except that Profane Bond cannot add the Holy or Axiomatic properties to his weapon; he can add the Unholy or Anarchic properties instead.<br />6-Contagion (Replaces Remove Disease): An evil Paladin can spend 2 uses of his Life Siphon ability to cast <span style="font-style: italic;">Contagion </span> as a a spell-like ability with his caster level equal to half his Paladin level.<br />8-Aura of Despair (replaces Aura of Resolve), Divine Carrier (Replaces Divine Health)<br />Aura of Despair: Any foe within 10 feet of the Paladin is overcome with a sense of futility. Each foe so affected takes a -2 penalty on all saving throws as long as he or she remains in the Aura. There is no saving throw to avoid this penalty, but the penalty ends as soon as the foe leaves the area.<br />9-Bestow Curse (replaces Remove Curse): An Evil Paladin can spend two uses of his Life Siphon Ability to cast <span style="font-style: italic;">Bestow Curse</span> as a spell-like ability with his caster level equal to half his Paladin Level.<br />11-Aura of Dread (replaces Aura of Justice): As Aura of Justice, but for Smite Evil. Aura of Dread grants no benefit to Good creatures.<br />12-Dark Siphon (replaces Neutralize Poison): Starting at level 12, an Evil Paladin may use his Life Siphon ability twice with a single touch, using a single standard action.<br />14-Aura of Profanity (replaces Aura of Faith): At level 14, all the Paladin's attacks count as Evil. Any attack directed against a foe within 10 feet also counts as evil.<br />15-Transfer Hex (replaces Break Enchantment): At level 15, an evil Paladin can spend three daily uses of Life Siphon to transfer a magical effect on an ally to another creature within 30 feet. Transfer Hex can be used on any effect that can be ended by <span style="font-style: italic;">Break Enchantment</span>.<br />17-Aura of Domination (Replaces Aura of Righteousness): As Aura of Righteousness, except that it bestows DR 5/Good.<br />20-Profane Ascension (replaces Holy Champion): As Holy Champion, but affects DR/Good, Smite Good, and Good Outsiders.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-25712780268212772552008-10-28T18:21:00.000-07:002008-10-28T18:38:28.682-07:00Snake Eyes: Evil PrestigeThe following are a pair of Prestige Classes whipped up for Cultists. For those of you who played in the Adne game, Mayor McTavish was am Imperial Outcast. Rusted Savant has not yet come up--but will.<br /><br /><b>Imperial Outcast<br /></b><i>"The Empire is a sinking ship, a dying relic of a world that the fires of Abyss are reforging, even now. True madness would be to stay before the Imperial banner."<br /><br /></i>The Imperial Outcast is a warrior class that represents fighters who have forsaken the Gwideo Empire and turned to Demogorgon's side. Like it's sister class, the <span class="nfakPe">Rusted</span> Savant, it focuses around the traitor's i<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5PqMyrm_-B_p0bl4Rh-hi7-YIMyJVT8ec3GBueZoPFuU_em4tVBhoImix4_vpA_vT3NQ3buWR2bZEKlaGNkVFrgADimrdG-COv67ljuOj2Aqyy_7ZjgTN9XXji5e_BDxoA3c9Zsg8kqw/s1600-h/Imperial+Outcast.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 320px; height: 214px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh5PqMyrm_-B_p0bl4Rh-hi7-YIMyJVT8ec3GBueZoPFuU_em4tVBhoImix4_vpA_vT3NQ3buWR2bZEKlaGNkVFrgADimrdG-COv67ljuOj2Aqyy_7ZjgTN9XXji5e_BDxoA3c9Zsg8kqw/s320/Imperial+Outcast.jpg" alt="" id="BLOGGER_PHOTO_ID_5262384154473683074" border="0" /></a>nherent madness, and channeling that madness to useful ends.<br /><b><br />Requirements:</b><br /><b>Alignment:</b> Chaotic Evil<br /><b>Feats:</b> Evil Brand, Thrall to Demon (Demogorgon)<br /><b>Base Attack Bonus: </b> +5<br /><b>Skills: </b> Knowledge (Religion) 2 ranks, Intimidate 8 ranks<br /><b>Special: </b> Must have been a citizen of the Gwideo Empire who renounced the Empire and his sworn his/her allegiance to Demogorgon. He may be used as an open combatant, or as a hidden foe among Imperial ranks.<br /><br /><b>Hit Die:</b> d10<br /><b>Base Attack: </b> Full<br /><b>Good Save: </b> Fortitude<br /><b>Bad Saves: </b> Reflex, Will<br /><b>Skills: </b> 4+INT/level<br /><b>Class Skills:</b> Bluff, Craft, Disguise, Intimidate, Knowledge (religion), Perception, Profession, Sleight of Hand, Stealth<br /><b>Armor and Weapon Proficiencies</b>: An Imperial Outcast is proficient with all martial weapons. He gains no new armor proficiencies.<br /><u><b>Class Features:</b></u><br /><b>1-Madness, Charity of Madness, Witchveil, Smite Infidel</b><br />-<b>Madness: </b>A number of the Imperial Outcast's class features cause him Wisdom damage or drain. This is the effect of madness taking their toll on the Outcast's mind. Note that this damage can reduce an Outcast's Wisdom score to 0, causing him to completely lose touch with reality, sending his mind reeling while his body drops to ground, helpless, as soon as the action to which Madness is being applied is completed. He remains in this state until his Wisdom score is raised to at least 1. Should the Outcast avoid the Wisdom damage in some way, madness does not transfer properly and the effect is lost.<br /><b>-Charity of Madness:</b> An Imperial Outcast's mind is like a shattered mirror--fascinating and unique, but inherently broken. While his madness is incurable, what's left of his consciousness has learned to adapt, returning to its chaotic state with ease. An Imperial Outcast heals 1 point of mental ability damage per hour, and 1 point of mental ability drain per day.<br /><b>-Witchveil:</b> The Headless Witch bestows her glamered blessing on the Imperial Outcast, protecting him from Imperial Witchhunters. Any attempt to detect an Imperial Outcast's alignment reports him to be Lawful Good, as well as masking any Vile feats he possesses or Evil items he carries.<br /><b>-Smite Infidel:</b> An Imperial Outcast may channel his madness into a powerful melee attack against any foe who is not Chaotic Evil. A Smite can be performed as a free action when making a melee attack. The Outcast adds his Charisma bonus to the attack roll and his class level to the damage roll. In addition, his attack is considered to be Evil for the purposes of overcoming damage reduction. Each time an Outcast uses this ability, he takes 1 point of Wisdom damage. An Outcast has no limit on the number of times he can use this ability per day, but he cannot use it more than once per round. A Smite attempted against a Chaotic Evil foe not only fails, but causes the Outcast 1 additional point of Wisdom damage.<br /><b>2-Reaching Touch 1/day</b><br /><b>-Reaching Touch:</b> An Imperial Outcast can mimic Demogorgon's tentacles by tapping into the madness that rules his mind. As a swift action, the Outcast can add an additional 5 feet of reach to his attacks for 1 round. Using this ability causes 2 points of Wisdom damage to the Outcast. This ability can be invoked once per day at level 2, and a second time at level 4.<br /><b>3-Blood Madness, Bonus Feat</b><br /><b>-Blood Madness</b>: An Imperial Outcast of level 3 or higher can transfer his madness into the very flesh of a foe. As a touch attack, the Outcast deals 1 point of Wisdom drain to himself and 1d6 point of Constitution damage to his target. If the touch attack misses, the Outcast still takes Wisdom damage but the Constitution damage is wasted. An Outcast may invoke this ability three times each day.<br /><b>-Bonus Feat: </b> At level 3, an Imperial Outcast may choose a bonus feat. It must be either a Vile feat or listed as a Fighter bonus feat.<br /><b>4-Suggestion, Reaching Touch 2/day</b><br /><b>-Suggestion: </b> At level 4, the Imperial Outcast gains the ability to use <i>Suggestion </i>as a spell-like ability at will. Lawful Good targets recieve a -2 penalty to their save against this ability, and using this ability deals 1 point of Wisdom drain to the Outcast.<br /><b>5-Emulate Demogorgon</b><br /><b>-Emulate Demogorgon</b>: Upon achieving level 5, an Imperial Outcast has earned the right to act as Demogorgon does, albeit with a cost. As a Swift action, an Outcast can take an extra round's worth of actions in a turn. This ability does not make any additional time pass, so effects that measure an amount of time (for example, spell durations or preparation for making a Death Attack) only count down one round, but the Outcast can make any combination of two rounds' worth of actions that turn. Using this ability deals the Outcast 2 points of Wisdom damage and 2 points of Wisdom drain. This ability has no limit on the number of times it can be used each day, but it requires at least 5 minutes of downtime between each use.<br /><br /><br /><b><span class="nfakPe">Rusted</span> Savant<br /></b><i>"While it is true that the Empire was founded by the greatest wizard in recorded history, the legions of the Abyss have knowledge that stretches back to the Dawn of Time. Claiming that the Gwideo Empire is a bastion of magic compared to the Abyss is like saying that the most beautiful woman who ever lived is one you saw this morning."<br /><br /></i>The <span class="nfakPe">Rusted</span> Savant is a caster formerly loyal to the Empire who has forsaken his homeland and sided with Demogorgon. He takes his name from the rust colored robes favored by the cultists during the Serpent War. Like the Imperial Outcast, his game mechanics focus on exploiting his madness.<br /><br /><b>Requirements: </b><br /><b>Alignment: </b>Chaotic Evil<br /><b>Feats: </b>Thrall to Demon (Demogorgon), Corrupt Spell, any other metamagic feat<br /><b>Spell-like abilities/Spellcasting: </b>Caster level 5th<br /><b>Skills: </b>Knowledge (Arcana) 8 ranks, Knowledge (Religion) 2 ranks<br /><b>Special: </b> Must have been a citizen of the Gwideo Empire who renounced the Empire and has sworn his/her allegiance to Demogorgon. He may be used as an open combatant, or as a hidden foe among Imperial ranks.<br /><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv-nRU8Jpohuwlp1r0DVfFNiZ_oaQcIqQ6aRa_LBRBNbepOPBt1ZUhyeV9TVoO_V2WR1O-HJMxetdRUKDzPEe2sw-DxeAFzCKS47aNaoI_AQvCL2XpEgtywk-BXsDNFpapPCJMDXCsYKk/s1600-h/Rusted+Savant+2.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer; width: 226px; height: 320px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhv-nRU8Jpohuwlp1r0DVfFNiZ_oaQcIqQ6aRa_LBRBNbepOPBt1ZUhyeV9TVoO_V2WR1O-HJMxetdRUKDzPEe2sw-DxeAFzCKS47aNaoI_AQvCL2XpEgtywk-BXsDNFpapPCJMDXCsYKk/s320/Rusted+Savant+2.jpg" alt="" id="BLOGGER_PHOTO_ID_5262383949196888770" border="0" /></a><br /><b>Hit Die:</b> d6<br /><b>Base Attack: </b> Half<br /><b>Good Save: </b> Will<br /><b>Bad Saves: </b> Fortitude, Reflex<br /><b>Skills: </b> 2+INT/level<br /><b>Class Skills:</b> Bluff, Craft, Disguise, Intimidate, Knowledge (Arcana), Knowledge (Planes), Knowledge (religion), Linguistics, Profession, Spellcraft<br /><b>Armor and Weapon Proficiencies</b>: A <span class="nfakPe">Rusted</span> Savant gains proficiency with all simple weapons and one martial weapon of his choice. He gains no new armor proficiencies.<br /><u><b>Class Features:</b></u><br /><b>1-Madness, Charity of Madness, Witchveil, Madness Magic, Spellcasting<br />-Spellcasting: </b>At each level, a <span class="nfakPe">Rusted</span> Savant gains a level of spellcasting or Invocation use as if he had gained a level in a casting class he previously belonged to. He gains no other benefits of that class.<br />-<b>Madness: </b>A number of the Rusted Savant's class features cause him Wisdom damage or drain. This is the effect of madness taking their toll on the Savant's mind. Note that this damage can reduce an Savant's Wisdom score to 0, causing him to completely lose touch with reality, sending his mind reeling while his body drops to ground, helpless, as soon as the action to which Madness is being applied is completed. He remains in this state until his Wisdom score is raised to at least 1. Should the Savant avoid the Wisdom damage in some way, madness does not transfer properly and the effect is lost.<br /><b>-Charity of Madness:</b> A <span class="nfakPe">Rusted</span> Savant's mind is like a shattered mirror--fascinating and unique, but inherently broken. While his madness is incurable, what's left of his consciousness has learned to adapt, returning to its chaotic state with ease. <span class="nfakPe">Rusted</span> Savant heals 1 point of mental ability damage per hour, and 1 point of mental ability drain per day.<br /><b>-Witchveil:</b> The Headless Witch bestows her glamered blessing on the <span class="nfakPe">Rusted</span> Savant, protecting him from Imperial Witchhunters. Any attempt to detect a <span class="nfakPe">Rusted</span> Savant's alignment reports him to be Lawful Good, as well as concealing any Vile feats he possesses and evil items on his person<br /><b>-Madness Magic: </b>A <span class="nfakPe">Rusted</span> Savant may consume his own sanity to improve the potency of his spells. A <span class="nfakPe">Rusted</span> Savant may reduce the level adjustment of a metamagic feat when he applies it to a spell by taking damage to his Wisdom score equal to the level adjustment reduction. This damage is taken as the spell is cast, and cannot reduce a level adjustment by more than half the <span class="nfakPe">Rusted</span> Savant's class level, rounded up. For example, a Sorceror 5/<span class="nfakPe">Rusted</span> Savant 2 could cast Empowered (+2 spell level) Scorching Ray (2nd level spell) out of a third level slot and take 1 point of Wisdom damage. Likewise, a Wizard 5/<span class="nfakPe">Rusted</span> Savant 2 could prepare any number of Empowered spells in a slot 1 level above their normal spell level, but would take 2 points of Wisdom damage each time such a spell is cast. If a <span class="nfakPe">Rusted</span> Savant's Wisdom score returns to its normal value, any lasting effects of Madness Magic immediately dissipate, dispelling the entire effect.<br /><b>2-Suffocating Madness (-1)<br />-Suffocating Madness: </b>At level 2, a Savant learns a new way to entangle his magic with his own madness. By dealing himself 1 point of Wisdom damage, a <span class="nfakPe">Rusted</span> Savant can cause all nonevil creatures within the area of effect of the next spell he casts to receive a -1 penalty on their saving throws. Applying this ability multiple times will not cause the penalties to stack. At level 4, the Savant may double the Wisdom damage to incur a -2 penalty instead.<br /><b>3-Mind to Body, Bonus Feat<br />-Mind to Body: </b>At level 3, a <span class="nfakPe">Rusted</span> Savant can transfer his madness into the flesh of a foe, ravaging it. The Savant gains <i>Contagion </i>as a spell-like ability, usable three times per day. Lawful Good targets recieve a -2 penalty to their saves against the ability. Each use of this ability causes the Savant 1 point of Wisdom drain.<br />If this ability is used against a Paladin or similar Lawful-Good aligned foe with disease immunity, Demogorgon's greatest spite is directed against the target. The target must make their Fortitude saving throw as usual, but upon a failed save, the target loses all class features of the class that granted him disease immunity for a number of rounds equal to the Savant's class level.<br /><b>-Bonus Feat: </b>At level 3, a <span class="nfakPe">Rusted</span> Savant may choose a Metamagic, Vile, or Reserve feat as a bonus feat. He must still meet the prerequisites for that feat.<br /><b>4-Suffocating Madness (-2)<br />5-Emulate Demogorgon<br /></b><b>-Emulate Demogorgon: </b>Upon achieving level 5, a <span class="nfakPe">Rusted</span> Savant has earned the right to channel a small amount of Demogorgon's power, albeit with a cost. As a standard action, the Savant can use one of two Gaze attacks that effect all foes within 30 feet who do not have their eyes averted or covered. <i>Beguiling Gaze </i>acts as <i>Charm Monster</i>, while <i>Insanity Gaze </i>acts as <i>Confusion</i>. In addition, if two Savants work together, each foe affected by both gazes are instead affect by an effect similar to <i>Hypnotism</i> accept that they recieve no saving throw bonus and there is no hit die limit. Each attack has a save DC of 15+Savant's Charisma Modifier, and causes 2 points of Wisdom damage and 2 points of Wisdom Drain to the Savant each time it is invoked.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-26576382637118799192008-10-21T15:40:00.000-07:002008-10-21T16:41:28.704-07:00Complete Respec: The Complete Warrior Classes in 3.75In November, 2003, Wizards of the Coast published one of the first D&D 3.5 supplements, <span style="font-style: italic;"><a href="http://en.wikipedia.org/wiki/Complete_Warrior">Complete Warrior</a>.</span> The three base classes contained within may have made the cut at the dawn of 3.5, they quickly became antiquated by new classes and updates to the core classes, while getting love from Wizards very sparingly--and the argument could be sustained that some (*cough*Samurai*cough*) classes were never up to par in the first place. These three classes, Hexblade, Samurai, and Swashbuckler, were missing a power level appropriate for 3.5, and are laughably inadequate in 3.75's higher power curve. The following are 3.75 updates updates of the <span style="font-style: italic;">Complete Warrior </span>base classes.
<br />
<br /><meta name="Originator" content="Microsoft Word 11"><link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CILLEST%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C01%5Cclip_filelist.xml"><!--[if gte mso 9]><xml> <w:worddocument> <w:view>Normal</w:View> <w:zoom>0</w:Zoom> <w:punctuationkerning/> <w:validateagainstschemas/> <w:saveifxmlinvalid>false</w:SaveIfXMLInvalid> <w:ignoremixedcontent>false</w:IgnoreMixedContent> <w:alwaysshowplaceholdertext>false</w:AlwaysShowPlaceholderText> <w:compatibility> <w:breakwrappedtables/> <w:snaptogridincell/> <w:wraptextwithpunct/> <w:useasianbreakrules/> <w:dontgrowautofit/> </w:Compatibility> <w:browserlevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:latentstyles deflockedstate="false" latentstylecount="156"> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:""; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-fareast-font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]--> <p class="MsoNormal"><b style="">Witchknight </b><span style="font-style: italic;">(Formerly "Hexblade")</span></p><p class="MsoNormal"><span style="font-style: italic;">
<br /></span></p><p class="MsoNormal"><a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRDyCJd86-10zPojNUZFagXODXu_LlYnWLstQLI97wvrnoeHewVDxAoyqKu6dOX8Q1nW2efoq7D5xSXqm-u0LA3_JubwA0oWM8ItRKUxc0DhUOQc4rLCgjEfDmvuYChgv_Uv3yhRUZfT8/s1600-h/Witchknight.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgRDyCJd86-10zPojNUZFagXODXu_LlYnWLstQLI97wvrnoeHewVDxAoyqKu6dOX8Q1nW2efoq7D5xSXqm-u0LA3_JubwA0oWM8ItRKUxc0DhUOQc4rLCgjEfDmvuYChgv_Uv3yhRUZfT8/s320/Witchknight.jpg" alt="" id="BLOGGER_PHOTO_ID_5259751846535895378" border="0" /></a></p><p class="MsoNormal"><span style="font-style: italic;">Probably the best loved class of from </span>Complete Warrior<span style="font-style: italic;">, the Hexblade was a nongo</span><span style="font-style: italic;">od, arcane Paladin. Unfortunately, he had some design flaws. The Hexblade lacked the protection of a</span><span style="font-style: italic;"> real warrior, with only light armor and no shields, but never got enough casting to be a real spellcaster. </span><span style="font-style: italic;">His redux, the Witchknight, attempts to address these problems by strengthening his casting (though still keeping it short of a full-fledged caster) and giving him some better options in combat. As for the name change, "Hexblade" isn't a generic term like "Fighter," "Cleric," and "Samurai" are, and so is viable for copyright protection from Wizards of the Coast. Of the classes presented in this article, the Witchknight is closest to his 3.5 iteration, as that class was actually liked.</span></p><p class="MsoNormal">
<br /><b style=""><o:p></o:p></b></p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal">The Witchknight is the classic Dark Knight, an antihero who wanders the land with a variety of motives.<span style=""> </span>Witchknights tap into the dormant power of the slumbering Leviathan, utilizing small amounts of its power while it lies dreaming.<span style=""> </span>Some Witchknights are aware of the thin line they walk by risking waking the beat, while others do not truly understand the source of their power.<span style=""> </span>Unlike a traditional witch, the Witchknight is well versed in the arts of combat, and does not hesitate to use steel when magic fails and vice versa.</p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal"><b style="">Abilities:<span style=""> </span></b>Many of the Witchknight’s class features (including his spellcasting) are keyed to Charisma.<span style=""> </span>A Witchknight planning on entering melee combat benefits from a high Strength and Constitution score, and the lightly armored Witchknight benefits from a high Dexterity to improve his defense.</p> <p class="MsoNormal"><b style="">Role:<span style=""> </span></b>Depending on which options he chooses, a Witchknight can function well in a variety of ways.<span style=""> </span>Those that favor Necromancy spells can prove to be durable melee combatants, while those favoring Enchantment can be frightful combat controllers.<span style=""> </span>Furthermore, the Witchknight’s high Charisma combined with his social skills allow a Witchknight to function as a party “face.”</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Alignment:<span style=""> </span></b>Any nongood.</p> <p class="MsoNormal"><b style="">Hit Die:<span style=""> </span></b>d10</p> <p class="MsoNormal"><b style="">Good Save:<span style=""> </span></b>Will</p> <p class="MsoNormal"><b style="">Bad Saves:<span style=""> </span></b>Fortitude, Reflex</p> <p class="MsoNormal"><b style="">Base Attack Bonus:<span style=""> </span></b>Full (as Fighter)</p> <p class="MsoNormal"><b style="">Skill Points Per Level:<span style=""> </span></b>2+INT (X4 at level 1)</p> <p class="MsoNormal"><b style="">Class Skills:<span style=""> </span></b>Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (Arcana and Local only), Profession, Spellcraft</p> <p class="MsoNormal"><b style="">Weapons and Armor Proficiency:<span style=""> </span></b>A Witchknight is proficient with all simple and martial weapons and with light armor.<span style=""> </span>Using heavier armor or a shield may cause his spells to fail.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style=""><u>Class Features:<o:p></o:p></u></b></p> <p class="MsoNormal"><b style="">1-Bewitch, Armored Mage, Cantrips, Spells<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Bewitch:</b><span style=""> </span>A Witchknight can give a visible foe within 60 feet the Evil Eye as a swift action.<span style=""> </span>The target must make a Will saving throw (DC 10+½ Witchknight Class Level+Witchknight’s CHA modifier) or suffer a -2 penalty to attack rolls, weapon damage rolls, skill checks, ability checks, and saving throws.<span style=""> </span>This penalty lasts for one hour per Witchknight level; however, if a Witchknight dies, any Bewitchments he has inflicted fade within an hour.<span style=""> </span>A Witchknight may use this ability once per day for every two class levels he possesses, rounded down (minimum 1).</p> <p class="MsoNormal"><b style="">-Armored Mage:</b><span style=""> </span>Witchknight spells are not as varied as those cast by other Arcane casting classes, giving a Witchknight room to make allowances for armor.<span style=""> </span>A Witchknight ignores the Arcane Spell Failure chance of all light armor when casting Witchknight spells; any other spells cast by the Witchknight incur normal arcane spell failure, as do any shield, medium, or heavy armor the Witchknight is wearing.</p> <p class="MsoNormal"><b style="">-Cantrips:</b><span style=""> </span>A Witchknight may use any Cantrip he knows as a spell-like ability at will.</p> <p class="MsoNormal"><b style="">-Spells:</b><span style=""> </span>Witchknights cast spells from the Witchknight Spell List (see below), and learns and casts spells just as a Bard does. A Witchknight acquires spells per day and spells known as a Bard does (see table 4-3 and 4-4 on pages 17 and 18 of the <span style="font-style: italic;">Pathfinder RPG</span>)<span style=""> </span>A Witchknight needs a Charisma score of at least 10 plus the spell level to learn a spell.<span style=""> </span>The saving throw DC of a Witchknight spell is determined by his Charisma modifier, and a Witchknight may receive extra spells per day if he has a high enough Charisma score.</p> <p class="MsoNormal"><b style="">2-Supernatural Resistance<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Supernatural Resistance:<span style=""> </span></b>A Witchknight knows more about magic than most, including its weaknesses.<span style=""> </span>He adds his Charisma modifier to any saving throw made against a Spell, Spell-Like Ability, or Supernatural Ability.</p> <p class="MsoNormal"><b style="">3-Mettle, Advanced Learning<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Mettle:</b><span style=""> </span>The eldritch secrets Witchknights are privy to fortify both mind and body.<span style=""> </span>If a Witchknight succeeds on a Fortitude or Will saving throw, he may completely ignore the effect, even if it normally has a lesser effect on a successful save (For example, a 3<sup>rd</sup> level Witchknight who succeeded on his save against Inflict Light Wounds would take no damage instead of half damage).</p> <p class="MsoNormal"><b style="">-Advanced Learning:<span style=""> </span></b>A Witchknight’s comprehension of the world and the secret powers underlying it never ceases.<span style=""> </span>Over the course of his travels, a Witchknight may add a new spell to his class list of any level he can cast at any level at which he has the Advanced Learning class feature.<span style=""> </span>This new spell must be taken from the Bard or Sorceror/Wizard class list and must be from the schools of Divination, Enchantment, Necromancy, or Transmutation.</p> <p class="MsoNormal"><b style="">4-</b><i style=""><o:p></o:p></i></p> <p class="MsoNormal"><b style="">5-Witchcraft<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Witchcraft:</b><span style=""> </span>At level five, a Witchknight’s knowledge of supernatural world has grown to the point that he can call forth and control an unnatural manifestation.<span style=""> </span>This manifestation takes one of two forms.</p> <p class="MsoNormal">The first is that the Witchknight gains control of his shadow and can control it as a separate entity.<span style=""> </span>His shadow cannot attack or interact with the world at large in any way, and it does not provide flanking bonuses to attack rolls.<span style=""> </span>The Witchknight may direct his shadow to move up to his land speed as a free action once each turn.<span style=""> </span>Technically harmless though it may be, the shadow is unnerving, and any foe occupying the same square or an adjacent square to the shadow takes a -2 penalty to armor class and saving throws; the penalties for multiple shadows do not stack.<span style=""> </span>In addition, any creature can occupy the same square as the shadow to gain the benefits of concealment (though hostile creatures still take the penalties).<span style=""> </span>A Witchknight is unafraid of his own shadow and can see through it, thus negating concealment and penalties caused by the shadow (though he can sit in his own shadow and gain concealment against others).
<br />At first, the Witchknight can command only his own shadow.<span style=""> </span>He may summon forth an additional shadow at ninth level, and a third shadow at fourteenth level.<span style=""> </span>At nineteenth level, the penalties inflicted by his shadow increase to -4.</p> <p class="MsoNormal">Alternately, the Witchknight may choose to call down an aura of power upon himself.<span style=""> </span>The Witchknight may activate any aura he knows as a swift action.<span style=""> </span>The aura will then sustain itself until the Witchknight falls unconscious (including sleep), activates a different aura, or willfully deactivates the aura (another swift action).<span style=""> </span>Auras normally have a range of 10 feet, and the Witchknight chooses one aura known at level 4.</p> <p class="MsoNormal">At levels 9 and 14, the Witchknight may choose an additional Aura known.<span style=""> </span>At level 19, all the Witchknight’s auras’ effects increase by one-half and have their range extended to twenty feet.<span style=""> </span>A Witchknight can have only one aura active at a time.</p> <p class="MsoNormal">Aura choices:</p> <p class="MsoNormal"><i style="">-Clumsiness:<span style=""> </span></i>All foes within the aura have all movement speeds reduced by 10 feet and take a -4 to Climb, Swim, and Fly checks.
<br />-<i style="">Despair:<span style=""> </span></i>All foes within the aura take a -2 penalty to all saving throws.</p> <p class="MsoNormal">-<i style="">Dread:<span style=""> </span></i>All foes within the aura take a -2 penalty to attack rolls and weapon damage rolls.</p> <p class="MsoNormal">-<i style="">Incompetence:<span style=""> </span></i>All foes within the aura take a -2 penalty to all skill checks and ability checks.</p> <p class="MsoNormal">-<i style="">Unease:<span style=""> </span></i>All foes within the aura take a -2 penalty to AC.</p> <p class="MsoNormal">-<i style="">Terror:<span style=""> </span></i>All foes within the Aura take a -4 penalty to saves and checks made to resist Fear effects.<span style=""> </span>In addition, any foe immune to fear instead receives a +4 bonus on his saving throws (after the effects of the aura).</p> <p class="MsoNormal"><b style="">6-Witch’s Shield 1/day<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Witch’s Shield:</b><span style=""> </span>Beginning at level six, a Witchknight can make subtle alterations to fate itself.<span style=""> </span>As a free action, he can invoke a field around himself that promotes bad luck in aggressive actions directed at him.<span style=""> </span>Whenever the Witchknight is attacked while this field of bad luck is active, any attack rolls made against him are rolled twice, and the attack is made using the worse roll.<span style=""> </span>The shield can sustain a number of attacks equal to the Witchknight’s Charisma modifier (regardless of the roll’s result) before it dissipates.<span style=""> </span>This ability functions once per day at level six, an additional time at level twelve, and a third time at level eighteen.</p> <p class="MsoNormal"><b style="">7-Advanced Learning</b><i style=""><o:p></o:p></i></p> <p class="MsoNormal"><b style="">8-Greater Bewitching<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Greater Bewitching:</b><span style=""> </span>At level 8, the penalties inflicted by Bewitching a target increase to -4.</p> <p class="MsoNormal"><b style="">9-Witchcraft</b> (+1 Shadow/Aura Known)</p> <p class="MsoNormal"><b style="">10-</b><i style=""><o:p></o:p></i></p> <p class="MsoNormal"><b style="">11-Advanced Learning<o:p></o:p></b></p> <p class="MsoNormal"><b style="">12-Witch’s Shield 2/day<o:p></o:p></b></p> <p class="MsoNormal"><b style="">13-</b><i style=""><o:p></o:p></i></p> <p class="MsoNormal"><b style="">14-Witchcraft</b> (+1 Shadow/Aura Known)</p> <p class="MsoNormal"><b style="">15-Dire Bewitching, Advanced Learning<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Dire Bewitching:</b><span style=""> </span>At level 15, the penalties inflicted by Bewitching a target increase to -6</p> <p class="MsoNormal"><b style="">16-</b><i style=""><o:p></o:p></i></p> <p class="MsoNormal"><b style="">17-<o:p></o:p></b></p> <p class="MsoNormal"><b style="">18-Witch’s Shield 3/day<o:p></o:p></b></p> <p class="MsoNormal"><b style="">19-Witchcraft</b> (Increased penalties), <b style="">Advanced Learning<o:p></o:p></b></p> <p class="MsoNormal"><b style="">20-Frightful Presence<o:p></o:p></b></p> <p class="MsoNormal"><b style="">-Frightful Presence:</b><span style=""> </span>At level 20, the Witchknight gains Frightful Presence, effective against any non-ally with hit dice less than or equal to the Witchknight’s.<span style=""> </span>The save DC of the Witchknight’s Frightful Presence is equal to 20+his Charisma modifier, and a successful save renders the subject immune to the Witchknight’s Frightful Presence for 24 hours.<span style=""> </span>A Witchknight’s Frightful Presence has no effect on creatures with more hit dice than the Witchknight, and he can disable it or activate it as a free action.</p><p class="MsoNormal">
<br /></p><p class="MsoNormal"><meta equiv="Content-Type" content="text/html; charset=utf-8"><meta name="ProgId" content="Word.Document"><meta name="Generator" content="Microsoft Word 11"><meta name="Originator" content="Microsoft Word 11"><link rel="File-List" href="file:///C:%5CDOCUME%7E1%5CILLEST%7E1%5CLOCALS%7E1%5CTemp%5Cmsohtml1%5C03%5Cclip_filelist.xml"><!--[if gte mso 9]><xml> <w:worddocument> <w:view>Normal</w:View> <w:zoom>0</w:Zoom> <w:punctuationkerning/> <w:validateagainstschemas/> <w:saveifxmlinvalid>false</w:SaveIfXMLInvalid> <w:ignoremixedcontent>false</w:IgnoreMixedContent> <w:alwaysshowplaceholdertext>false</w:AlwaysShowPlaceholderText> <w:compatibility> <w:breakwrappedtables/> <w:snaptogridincell/> <w:wraptextwithpunct/> <w:useasianbreakrules/> <w:dontgrowautofit/> </w:Compatibility> <w:browserlevel>MicrosoftInternetExplorer4</w:BrowserLevel> </w:WordDocument> </xml><![endif]--><!--[if gte mso 9]><xml> <w:latentstyles deflockedstate="false" latentstylecount="156"> </w:LatentStyles> </xml><![endif]--><style> <!-- /* Style Definitions */ p.MsoNormal, li.MsoNormal, div.MsoNormal {mso-style-parent:""; margin:0in; margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:12.0pt; font-family:"Times New Roman"; mso-fareast-font-family:"Times New Roman";} @page Section1 {size:8.5in 11.0in; margin:1.0in 1.25in 1.0in 1.25in; mso-header-margin:.5in; mso-footer-margin:.5in; mso-paper-source:0;} div.Section1 {page:Section1;} --> </style><!--[if gte mso 10]> <style> /* Style Definitions */ table.MsoNormalTable {mso-style-name:"Table Normal"; mso-tstyle-rowband-size:0; mso-tstyle-colband-size:0; mso-style-noshow:yes; mso-style-parent:""; mso-padding-alt:0in 5.4pt 0in 5.4pt; mso-para-margin:0in; mso-para-margin-bottom:.0001pt; mso-pagination:widow-orphan; font-size:10.0pt; font-family:"Times New Roman"; mso-ansi-language:#0400; mso-fareast-language:#0400; mso-bidi-language:#0400;} </style> <![endif]--> </p><p class="MsoNormal"><b style="">Witchknight Spell List<o:p></o:p></b></p> <p class="MsoNormal">*= New Spell</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal">0-(Cantrips):</p> <p class="MsoNormal">Arcane Mark, Bleed, Daze, Detect Magic, Lullaby, Message, Prestidigitation, Read Magic, Touch of Fatigue</p> <p class="MsoNormal">1-</p> <p class="MsoNormal">Cause Fear, Charm Person, Disguise Self, Erase, Expeditious Retreat, Hideous Laughter, Hypnotism, Lesser Confusion, Prey on the Weak*, Seek Blood*, Sleep, Undetectable Alignment</p> <p class="MsoNormal">2-</p> <p class="MsoNormal">Alter Self, Blindness/Deafness, Blur, Bull’s Strength, Cat’s Grace, Daze Monster, Detect Thoughts, Eagle’s Splendor, False Life, Hold Person, Scare, See Invisibility, Suggestion, Terrify*, Tongues, Vampiric Touch</p> <p class="MsoNormal">3-</p> <p class="MsoNormal">Bestow Curse, Charm Monster, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Fear, Glibness, Locate Creature, Slow, Stupify*</p> <p class="MsoNormal">4-</p> <p class="MsoNormal">Devour the Weak*, Dominate Person, Feeblemind, Foul Curse*, Freedom of Movement, Hold Monster, Modify Memory, Telepathic Bond</p> <p class="MsoNormal">5-</p> <p class="MsoNormal">Greater Dispel Magic, Mass Suggestion, Mind Fog, Nightmare, Seeming, Shadow Walk, Symbol of Fear, Song of Discord, True Seeing</p> <p class="MsoNormal">6-</p> <p class="MsoNormal">Demand, Discern Location, Finger of Death, Horrid Wilting, Irresistible Dance, Slay the Weak*, Power Word Stun, Symbol of Insanity</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">New Spells:<o:p></o:p></b></p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal"><b style="">Devour the Weak<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 4</p> <p class="MsoNormal">School:<span style=""> </span>Necromancy</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Touch</p> <p class="MsoNormal">Target: Melee Weapon Touched</p> <p class="MsoNormal">Duration: 1 round</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">Every sharp point along your blade turns into a gnashing mouth.</i></p> <p class="MsoNormal">For one round, your weapon deals 2d6 extra damage.<span style=""> </span>However, against Bewitched foes, your weapon instead deals 5d6 extra damage, has its enhancement bonus increased by 3, and grants a +4 profane bonus to rolls made to confirm critical hits.<span style=""> </span>In addition, whenever you deal weapon damage to a Bewitched foe, you gain half that amount (rounded down) as temporary hit points (up to one-half your normal maximum hit points).<b style=""><o:p></o:p></b></p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal"><b style="">Foul Curse<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 4</p> <p class="MsoNormal">School:<span style=""> </span>Necromancy</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Touch</p> <p class="MsoNormal">Target: Melee Weapon Touched</p> <p class="MsoNormal">Duration: 1 round/Hour/level</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">A crackling, purplish corona of darkness swathes your weapon.<span style=""> </span>You can’t help but grin.<o:p></o:p></i></p> <p class="MsoNormal">For one round, any enemy damaged by your weapon receives a negative level.<span style=""> </span>These negative levels last for a number of hours equal to your caster level and cannot cause actual level loss.<b style=""><o:p></o:p></b></p> <p class="MsoNormal"><b style=""><o:p> </o:p></b></p> <p class="MsoNormal"><b style="">Prey on the Weak<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 1</p> <p class="MsoNormal">School:<span style=""> </span>Divination</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Touch</p> <p class="MsoNormal">Target: Melee Weapon Touched</p> <p class="MsoNormal">Duration: 1 round</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">With a muttered curse, spectral blood drips across the edge of your blade.<span style=""> </span>It’s ready to seek out prey.<o:p></o:p></i></p> <p class="MsoNormal"><i style="">Prey on the Weak</i> adds 1d4 damage to the melee weapon you hold until the end of the round.<span style=""> </span>However, against Bewitched foes, it deals +1d6 damage instead and increases the weapon’s enhancement bonus by +2, as well as granting a +4 profane bonus to rolls made to confirm critical hits.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Seek Blood<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 1</p> <p class="MsoNormal">School:<span style=""> </span>Divination</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Personal</p> <p class="MsoNormal">Target: Self</p> <p class="MsoNormal">Duration: 1 round or until discharged.</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">You concentrate, and the weaknesses in your foe’s defenses are illustrated as if lit up.<o:p></o:p></i></p> <p class="MsoNormal">You gain a +10 bonus on your next attack roll.<span style=""> </span>If you do not use this bonus before the start or your next turn, the spell dissipates with no effect.<b style=""><o:p></o:p></b></p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Slay the Weak<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 6</p> <p class="MsoNormal">School:<span style=""> </span>Necromancy</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Touch</p> <p class="MsoNormal">Target: Melee Weapon Touched</p> <p class="MsoNormal">Save:<span style=""> </span>Fortitude partial (see text)</p> <p class="MsoNormal">Duration: 1 round</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">Your weapon turns inky black and drips ethereal blood.</i></p> <p class="MsoNormal">For one round, your weapon deals 3d6 extra damage.<span style=""> </span>Against a foe that is Bewitched, it instead deals 7d6 extra damage, has its enhancement bonus increased by 5, and grants a +4 Profane bonus to rolls made to confirm critical hits.<span style=""> </span>In addition, any Bewitched foe struck by your blade must make a Fortitude save or drop dead.</p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Stupify<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 3. Sorceror/Wizard 4</p> <p class="MsoNormal">School:<span style=""> </span>Necromancy</p> <p class="MsoNormal">Casting Time: 1 Standard Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Personal</p> <p class="MsoNormal">Target: 40 foot burst, centered on you</p> <p class="MsoNormal">Duration: 1 round</p> <p class="MsoNormal">Saving Throw:<span style=""> </span>Will Negates</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">With a menacing pose, your enemies realize just how bad an idea challenging you is.<o:p></o:p></i></p> <p class="MsoNormal">When you cast this spell, an almost palpable aura of dread emanates from you for twenty feet in every direction.<span style=""> </span>Any foe that fails its save cowers in terror for one round and takes 1d6 Intelligence, Wisdom, and Charisma damage. </p> <p class="MsoNormal"><o:p> </o:p></p> <p class="MsoNormal"><b style="">Terrify<o:p></o:p></b></p> <p class="MsoNormal">Level: Witchknight 2, Sorceror/Wizard 3</p> <p class="MsoNormal">School:<span style=""> </span>Necromancy</p> <p class="MsoNormal">Casting Time: 1 Swift Action</p> <p class="MsoNormal">Components:<span style=""> </span>V, S</p> <p class="MsoNormal">Range: Personal/Close (25 feet+5 feet/2 levels)</p> <p class="MsoNormal">Target: Self/One Creature</p> <p class="MsoNormal">Duration: 1 round/level</p> <p class="MsoNormal">Description:<span style=""> </span><i style="">You narrow your eyes at your target, and show them why you are a denizen of nightmares.</i></p> <p class="MsoNormal">You gain a bonus to your Intimidate checks equal to your caster level.<span style=""> </span>In addition, when you cast this spell, you may immediately attempt to Demoralize a single opponent.</p> <p></p><p class="MsoNormal">
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<br /><span style="font-weight:bold;"><span style="font-style:italic;"></span></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com2tag:blogger.com,1999:blog-6275134859700911580.post-35372911121608332702008-10-16T17:16:00.001-07:002008-10-16T17:19:06.945-07:00Setharah Otepth<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5uWmi2QnbaUh_ZaEeMLhL9QSNo8siH1gD4FsYxfE3X0ECjzSCEfLVmCN1pPOVrrqM89DMf5oVocNTNpVtkmU_9AxhmdD4r0PgKmcG2IHiMcGGx-ULPYQnw4BWM9wQWZ6uoMgMjOStSMj1/s1600-h/SethareOtepth_sm.jpg"><img style="margin: 0pt 10px 10px 0pt; float: left; cursor: pointer; width: 277px; height: 468px;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg5uWmi2QnbaUh_ZaEeMLhL9QSNo8siH1gD4FsYxfE3X0ECjzSCEfLVmCN1pPOVrrqM89DMf5oVocNTNpVtkmU_9AxhmdD4r0PgKmcG2IHiMcGGx-ULPYQnw4BWM9wQWZ6uoMgMjOStSMj1/s200/SethareOtepth_sm.jpg" alt="" id="BLOGGER_PHOTO_ID_5257910347557927346" border="0" /></a><br />Courtesy of Lacey Scott. This is "Cloak"- the inspiration for the Cloaked Sisters, the Goddess known as the "Cloaked Lady", and the bastion of Law in Otep.<br /><br /><br />Apologies for the quality of the image- its much nicer than the upload will allow.GMSamhttp://www.blogger.com/profile/05093150627288488848noreply@blogger.com4tag:blogger.com,1999:blog-6275134859700911580.post-50538581541625801952008-10-13T18:53:00.000-07:002008-10-14T19:03:00.336-07:00Snake Eyes: Race Updates<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-Im1fXNKiG-fnxADcjRDqf5eGhglQ10A52eGRfmc0JsPxINunrEbHA7KI3MjWDOxVEDQrLRFlOz23UdgO_9BEzT0880Ze1nuYYtTsfiMF4G2L8PNWfRQZp7B8M2JJCt0ysYkMaAF02ec/s1600-h/Kobolds+suck+less%21.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg-Im1fXNKiG-fnxADcjRDqf5eGhglQ10A52eGRfmc0JsPxINunrEbHA7KI3MjWDOxVEDQrLRFlOz23UdgO_9BEzT0880Ze1nuYYtTsfiMF4G2L8PNWfRQZp7B8M2JJCt0ysYkMaAF02ec/s320/Kobolds+suck+less%21.jpg" alt="" id="BLOGGER_PHOTO_ID_5256829524370207266" border="0" /></a><br />People have been wanting to play races outside the core races, so these are some updates of 3.5 Rules to make some new 3.75 races.<br /><br /><span style="font-weight: bold;">Kobold</span> (<span style="font-style: italic;">Monster Manual</span>)<br />Kobolds are distantly descended from dragons, although that may not be obvious to the casual observer. Kobolds exist almost entirely as slaves within the Mobb, where their puny frames coupled with Sorcerous talent have made the fortunate in their number magical workhorses and the unfortunate manual labor. Kobold Sorcerors are typically kept with a minder of some sort, usually a well-trained Ogre.<br /><br /><span style="font-weight: bold;">Racial Abilities</span><br /><span style="font-weight: bold;">Ability Scores: </span><span>-</span>4 Strength, +2 Dexterity, +2 Charisma. Kobolds are puny but quick, and their Draconic heritage grants them depth of personality that is rarely shown to outsiders.<br /><span style="font-weight: bold;">Reptilian: </span> Kobolds are humanoids with the Reptilian subtype.<br /><span style="font-weight: bold;">Small:</span> As small creatures, Kobolds gain a +1 size bonus to armor class and attack rolls, but must use smaller equipment and have half the normal carrying capacity.<br /><span style="font-weight: bold;">Normal Speed:</span> Though they are barely the size of Halflings, Kobolds move at speed normal for a human, 30 feet per round.<br /><span style="font-weight: bold;">Darkvision: </span>Kobolds have darkvision out to 60 feet.<br /><span style="font-weight: bold;">Keen:</span> Kobolds have a +2 racial bonus to Craft (Trapmaking) and Perception checks.<br /><span style="font-weight: bold;">Thick Hide: </span> Kobolds have a +1 natural armor bonus.<br /><span style="font-weight: bold;">Languages: </span>Kobolds speak Common and Draconic, and can learna any other language.<br /><span style="font-weight: bold;">Favored Class: </span> Sorceror or Rogue<br /><span style="font-weight: bold;">Level Adjustment:</span> +0<br /><br /><br /><br /><br /><span style="font-weight: bold;">Goliath </span>(<span style="font-style: italic;">Races of Stone</span>)<br /><br />Goliaths are massively muscled creatures rumored to be of Ogre stock. They typically stand over seven feet tall. Goliaths of Otep have uniform skin and grow hair as humans do, typically in shades of black and gray (regardless of age). Goliaths are known for their skill in forging edged weapons. Goliaths are the longest-lived creatures in Otep, with the exception of the Elves, frequently living in excess of 600 years.<br /><br /><span style="font-weight: bold;">Racial Abilities</span><br /><br /><span style="font-weight: bold;">Ability Scores:</span> +4 Strength, -2 Dexterity, +2 Constitution, +2 Wisdom. Goliaths are huge and long-lived, granting them insight on the world at large. Their girth comes at a price, resulting in their relative clumsiness.<br /><span style="font-weight: bold;">Monstrous Humanoid: </span> Goliaths are Monstrous Humanoids, and are thus inherently skilled with all simple weapons.<br /><span style="font-weight: bold;">Darkvision: </span> Like all Monstrous Humanoids, Goliaths have Darkvision out to 60 feet.<br /><span style="font-weight: bold;">Powerful Build:</span> Due to their unusual size, Goliaths may count as large if it is to their advantage to do so. This includes using large size weapons, but Powerful Build<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0QSwa18X9jHrEzzEEbDQDkz-foiEANMXlO30QGp_ciHTBr4PNHXxh5_Kj2FDWn3vJRz5YowYW9_QRjVThrRtG03qus_f_0bmmcd41LIw78836zkIa7Y3LfDwtWa0SWSU5HplxEuysbaU/s1600-h/Goliath.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEj0QSwa18X9jHrEzzEEbDQDkz-foiEANMXlO30QGp_ciHTBr4PNHXxh5_Kj2FDWn3vJRz5YowYW9_QRjVThrRtG03qus_f_0bmmcd41LIw78836zkIa7Y3LfDwtWa0SWSU5HplxEuysbaU/s320/Goliath.jpg" alt="" id="BLOGGER_PHOTO_ID_5256829664049911298" border="0" /></a> does not bestow any additional natural reach.<br /><span style="font-weight: bold;">Long Stride: </span> Goliath landspeed is40 feet, due to their long legs.<br /><span style="font-weight: bold;">Momentum:</span> Due to their weight (often in excess of 600 pounds), once a Goliath is moving he experiences significantly more inertia than a humanoid. Goliaths treat all jumps as if they had a running start.<br /><span style="font-weight: bold;">Perceptive: </span>Goliaths gain a +2 racial bonus to Sense Motive checks, due to their long experience dealing with others.<br /><span style="font-weight: bold;">Languages: </span> Goliaths speak Common and Giant. They can learn Dwarven, Elemental, and Gnoll.<br /><span style="font-weight: bold;">Favored Class: </span> Barbarian or Druid<br /><span style="font-weight: bold;">Level Adjustment:</span> +1<br /><br /><br /><br /><br /><span style="font-weight: bold;">Dragonborn </span><span style="font-style: italic;">(Races of the Dragon)<br />Note: Dragonborn are not part of the main continent's inhabitants in 190 GD and are not actually playable in the Serpent War campaign.<br /><br /></span><span style="font-weight: bold;">Racial Abilities</span><br /><br /><span style="font-weight: bold;">Ability Scores:</span> +2 Strength, -2 Dexterity, +2 Charisma. Dragonborn are large in body and spirit, but somewhat clumsy.<br /><span style="font-weight: bold;">Dragonblood: </span> Dragonborn are Humanoids with the Dragonblood subtype.<br /><span style="font-weight: bold;">Normal Speed: </span>Dragonborn land speed is 30 feet.<br /><span style="font-weight: bold;">Breathe Weapon:</span> Dragonborn have a breathe weapon they can use once every 1d4 rounds. It deals 1d8 points of damage, plus 1d8 per three HD the Dragonborn possesses in a fifteen foot cone. A Dragonborn chooses the energy type of his or her breathe weapon at level one and it cannot be changed later. At level 11, the Dragonborn's breathe weapon increases to a 30 foot cone. Enemies struck by the breathe weapon are entitled to a Reflex saving throw (DC 10+Half the Dragonborn's hit dice+Dragonborn's CON mod) for<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMXVzxTNr-uRnBr_FjVZOgQv_poNo9-klCoFZ8qmnl6w6CGVsH6XoSoBG2Y0lbeeAsI8tvlh_heMlupld1ccXLEeVyMS2ilvQeFqSIXZMVzMwmTtHPeGp2xMyxgXNac4snA8ealEnPe4/s1600-h/Dragonborn_Paladin.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxMXVzxTNr-uRnBr_FjVZOgQv_poNo9-klCoFZ8qmnl6w6CGVsH6XoSoBG2Y0lbeeAsI8tvlh_heMlupld1ccXLEeVyMS2ilvQeFqSIXZMVzMwmTtHPeGp2xMyxgXNac4snA8ealEnPe4/s320/Dragonborn_Paladin.jpg" alt="" id="BLOGGER_PHOTO_ID_5257195218655943250" border="0" /></a> half damage.<br /><span style="font-weight: bold;">Fury:</span> When a Dragonborn is dropped below half his maximum hit points, his hunter's instincts take over. He gains a +1 racial bonus to all attack rolls and a +1 racial bonus to melee damage rolls.<br /><span style="font-weight: bold;">Adaptive Flesh: </span>Dragonborns' bodies are used to taking a punishing and being put back together. Whenever a Conjuration (Healing) spell is cast on a Dragonborn, the Dragonborn heals a number of hit points equal to his Constitution modifier, up to his normal maximum.<br /><span style="font-weight: bold;">Languages: </span> Dragonborn speak Common and Draconic, and can learn any bonus language.<br /><span style="font-weight: bold;">Favored Class: </span> Paladin or Sorceror<br /><span style="font-weight: bold;">Level Adjustment:</span> +0Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com1tag:blogger.com,1999:blog-6275134859700911580.post-33181139606839406652008-09-23T15:31:00.000-07:002008-09-23T19:35:12.780-07:00Snake Eyes: The Arcane Swordsage - The Most Powerful Class You Didn't Know Exists<a onblur="try {parent.deselectBloggerImageGracefully();} catch(e) {}" href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxfZ5eOw3t28ixFu420D6z_TqA0filW7wbyBiwdWy04xaEu5EMyJLiaXlJuVgJVjxsc_M11fN_S9sQgtOykW-eq9qwA65mFX5lY_yGCq0IxuOppocCfHXUzn9SB8edEfrjs-YxG3_K_0U/s1600-h/Sword_and_Sorcery_by_Pretty_Angel.jpg"><img style="margin: 0pt 0pt 10px 10px; float: right; cursor: pointer;" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgxfZ5eOw3t28ixFu420D6z_TqA0filW7wbyBiwdWy04xaEu5EMyJLiaXlJuVgJVjxsc_M11fN_S9sQgtOykW-eq9qwA65mFX5lY_yGCq0IxuOppocCfHXUzn9SB8edEfrjs-YxG3_K_0U/s320/Sword_and_Sorcery_by_Pretty_Angel.jpg" alt="" id="BLOGGER_PHOTO_ID_5249356401212152178" border="0" /></a><br /><br />This article is a write-up on a character class variant that is covered in <span style="font-style: italic;">Tome of Battle: The Book of Nine Swords</span> but in fairly ambiguous language. The following is how I'll be handling the rules for it, should one of you powergaming freaks decide to play it.<br /><br /><span style="font-weight: bold;">Arcane Swordsage</span><br />All Class Features are identical to those presented for the normal Swordsage on Page 16 of <span style="font-style: italic;">Tome of Battle: The Book of Nines Swords</span> except the following:<br /><span style="font-weight: bold;">Hit Die: </span>d6 <span style="font-style: italic;">(Note: This class is powerful, and as a result breaks 3.75's normal rule of 3/4 base attack always getting at least a d8 hit die)<span style="font-style: italic;"></span></span><br /><span style="font-weight: bold;">Weapon and Armor Proficiency:</span> An Arcane Swordsage is proficient with all simple weapons and all martial melee weapons (but not martial ranged weapons, although they are proficient with weapons that can be used as thrown weapons). An Arcane Swordsage is not proficient with any form of armor or shield.<br /><span style="font-weight: bold;">AC Bonus: </span>An Arcane Swordsage adds his Wisdom modifier to his AC as long he is not wearing medium or heavy armor and is not carrying a shield. This bonus applies even against touch attacks and when the Arcane Swordsage is flat-footed, but is lost when the Arcane Swordsage is immobilized or helpless.<br /><span style="font-weight: bold;">Maneuvers and Spells: </span> Maneuvers are learned as normal and can be exchanged for new maneuvers as written. However, in place of a maneuver, a Swordsage can learn a single Arcane spell chosen from the Sorceror/Wizard or Wu Jen spell list. The chosen spell may only be of the schools of Abjuration, Evocation, or Transmutation and is learned in place of a maneuver of equivalent level.<br />An Arcane Swordsage must have a Wisdom score of at least 10 plus the spell level to learn a spell. Save DCs are determined using the Arcane Swordsage's Wisdom modifier. Since Arcane Swordsages cast their spells as maneuvers instead of using spell slots, Arcane Swordsages do not gain bonus spells per day. All Arcane Swordsage spells incur normal arcane spell failure chance.<br />For the purpose of feats, class feature, etc., all spells known by an Arcane Swordsage are considered to be known spells. However, an Arcane Swordsage does not have a class spell list, and thus can only use wands or other items if they have a spell he personally knows (unless he has ranks in Use Magic Device). An Arcane Swordsage prepares and casts his spells as if they were maneuvers, with the spells occupying slots as readied maneuvers. Note that an Arcane Swordsage can only use Reserve Feats (or any other effect requiring a spell being "available to cast") if he has a spell of the corresponding type readied--simply knowing the spell will not suffice (although, if time allows, the Arcane Swordsage can simply change his readied maneuvers to regain access to the effect). In addition, a single spell cannot be readied more than once--it must be refreshed as a maneuver if the Arcane Swordsage wants to use it again.<br />An Arcane Swordsage's caster level is equal to his Arcane Swordsage level. Unlike his Initiator level, his caster level doe<span style="font-style: italic;">s not </span>increase by 1/2 when taking levels of other classes (nor will multiclassing with other martial adepts increase his caster level). Note that because maneuvers are class features, not spells, only Prestige Classes that grant "+1 Level of Class Features" will increase his spells/maneuvers known and caster level. The maximum level of spell he can learn at any given level is determined by his Arcane Swordsage level:<br />Spell Level/Class Level<br />1/1-2<br />2/3-4<br />3/5-6<br />4/7-8<br />5/9-10<br />For the purposes of gaining/losing maneuvers and spells, consider all known spells to be martial maneuvers. An Arcane Swordsage can use the Martial Maneuver feat to choose another spell if he so desires.<br />Spells are used and refreshed in the same manner that maneuvers are. That is, they can be refreshed with 5 minutes of downtime, swapped out between known and readied with 5 minutes of meditation. Using the Adaptive Style feat will let an Arcane Swordsage swap out and refresh all his spells and maneuvers as a full-round action, or he can quickly meditate to refresh a single maneuver or spell as a full-round action.<br />Due to the fact that an Arcane Swordsage does not have spell slots, he cannot use metamagic feats that increase or decrease a spell's level. He can, however, make use of metamagic feats that do not (for example, Sudden Empower from <span style="font-style: italic;">Complete Arcane</span>).<br />For the purposes of qualifying for maneuvers and stances, spells of the following schools count as maneuvers of the corrosponding Schools of the Sublime way:<br />Abjuration: Setting Sun, Shadow Hand<br />Evocation: Desert Wind, Tiger Claw<br />Transmutation: Diamond Mind, Stone Dragon<br />Feats that affect maneuvers of the Sublime school do not effect spells of the corresponding school of magic.<br /><br />And that about covers it. Use it wisely.<br /><span style="font-style: italic;"><span style="font-style: italic;"></span></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-85025674007252232242008-09-11T10:04:00.000-07:002008-09-19T13:28:09.918-07:00Snake Eyes: New RacesWhile the following races aren't necessarily new, they either aren't statted in Pathfinder or are a variant of existing races. All of these are available to players whenever they want to build one.<br /><br /><span style="font-weight: bold;">Dwarf, Highland</span><br />After the Devastation, some dwarves found themselves unwilling to return to their caverns, feeling that banding together with other survivors made their continued existence more likely. These dwarves are more social than most, but their long exposure to human impulsivity makes them less prone to the usual dwarven patience.<br /><br /><span style="font-weight: bold;">Racial Abilities:</span><br /><span style="font-weight: bold;">Ability Scores:</span> +2 Constitution, +2 Intelligence, -2 Wisdom. Highland Dwarves are as tough as normal dwarves and resoundingly clever, but have a tendency towards recklessness. They're more personable than normal dwarves, but not to an extent that makes them stand out against other races.<br /><span style="font-weight: bold;">Medium: </span> Highland dwarves are shorter than humans, but stocky and are therefore medium size.<br /><span style="font-weight: bold;">Slow and Steady:</span> Highland Dwarves have a base land speed of 20 feet, but are unhindered by armor or loads.<br /><span style="font-weight: bold;">Darkvision: </span> Since they have only been above ground for a generation, Highland dwarves retain Darkvision out to 60 feet.<br /><span style="font-weight: bold;">Highland Song:</span> Highland Dwarves may always treat Perform (Wind Instruments) as a class skill. In addition, Highland Dwarves get a +2 racial bonus to Perform (Wind Instruments) checks made to play the bagpipes.<br /><span style="font-weight: bold;">Keen Senses:</span> Highland Dwarves get a +2 bonus on taste and touch-based Perception checks.<br /><span style="font-weight: bold;">Greed: </span>Highland Dwarves treat Appraise as a class skill to determine the value of precious metals, gemstones, or any nonmagical item that includes them.<br /><span style="font-weight: bold;">Hearty: </span>Highland Dwarves recieve a +2 bonus to saving throws against spells and spell-like abilities. In addition, Highland Dwarves may add their Charisma bonus to saving throws against Compulsion and Fear effects, do to their tendency to be natural leaders.<br /><span style="font-weight: bold;">Weapon Familiarity:</span> Highland Dwarves are automatically proficient with Warhammer, Great Axe, and Heavy Pick. In addition, they treat any exotic weapon with "Dwarven" in its name as a martial weapon.<br /><span style="font-weight: bold;">Hatred:</span> Since Highland Dwarves have been busy with the horrors above ground rather than below, they recieve +1 bonus on attack rolls against evil outsiders.<br /><span style="font-weight: bold;">Defensive Training:</span> Highland Dwarves receive a +4 dodge bonus against giants.<br /><span style="font-weight: bold;">Stability: </span>Highland Dwarves receive a +4 bonus to resist trip or bull rush attempts while standing on the ground.<br /><span style="font-weight: bold;">Favored Class: </span>Fighter or Wizard<br /><span style="font-weight: bold;">Languages:</span> Highland Dwarves speak common and dwarven, and can learn Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.<br /><span style="font-weight: bold;">Level Adjustment:</span> +0<br /><br /><span style="font-weight: bold;">Tiefling</span><br />Humans have a recorded tendency to breed with nearly anything, and fiends are no exception. Tieflings may be descended from Devils as well as Demons, but most on Otep are of demonic stock due to their presence over their lawful counterparts. Tieflings may appear completely human, or may have horns, fangs, or claws, but a large percentage of their number have tails. Tieflings are quick-witted, as slow individuals rarely survive to reproduce, or even into adulthood.<br /><br /><span style="font-weight: bold;">Ability Scores: </span>+2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are quick in body and mind, but those that are not sociopathic still seem a bit "off."<br /><span style="font-weight: bold;">Medium Size: </span>Tieflings are the standard size for humans, though individual heights may vary.<br /><span style="font-weight: bold;">Outsider: </span> Tieflings are Outsiders with the Native subtype. They can be resurrected as if they were humans.<br /><span style="font-weight: bold;">Fiendish Quickness:</span> Tiefling base landspeed is 40 feet. In addition, Tieflings get a +2 racial bonus to Initiative checks. This speed is the result of slow Tieflings being eliminated from the population, usually by bands of peasants with torches and pitchforks.<br /><span style="font-weight: bold;">Unholy Vision: </span> Tieflings have Darkvision out to 60 feet. In addition, they can use their darkvision to see through magical darkness created by spells and spell-like abilities they cast (but not those cast by others).<br /><span style="font-weight: bold;">Inborn Training: </span> As Outsiders, Tieflings are automatically proficient with all simple and martial weapons.<br /><span style="font-weight: bold;">Quick Witted: </span>Tieflings have a +2 racial bonus on Bluff checks and Stealth checks. This tendency has developed as Tieflings unable to talk or sneak their way out of trouble rarely survive.<br /><span style="font-weight: bold;">Demonic Vestiges: </span> All Tieflings bear some traces of their fiendish legacy. All Tieflings have resistance 5 to Cold, Electricity, and Fire. In addition, each Tiefling has one of the four following traits with the accompanying physical sign. If the physical sign is removed (to permit blending in with the human masses), the benefit is lost:<br /><span style="font-style: italic;">-Claws.</span> Tiefling claws may be long and curved or short and razor sharp. If a Tiefling wears gauntlets or thick gloves the claws are not visible but cannot be used. Each claw deals 1d4 slashing damage.<br />-<span style="font-style: italic;">Fangs</span>. A Tiefling may have only a longer pair of canines, or an entire set of pointed teeth. A Tiefling with Fangs gains a bite attack that deals 1d6 of piercing damage.<br />-<span style="font-style: italic;">Horns</span>. Tiefling horns may be pointed (like a bull) or curved (like a ram), and grant the Tiefling a gore attack that deals 1d6 piercing damage plus the Tiefling's strength modifier.<br />-<span style="font-style: italic;">Tail</span>. Tiefling tails are typically non-prehensile. The tale gives the Tiefling a better sense of balance, resulting in a +2 racial bonus to Acrobatics checks and a +4 racial bonus to resist a bull rush.<br /><span style="font-weight: bold;">Spell-like abilities:</span> A Tiefling can cast <span style="font-style: italic;">Darkness </span>once per day, using his character level as his caster level. Starting at level 6, a Tiefling can cast <span style="font-style: italic;">Darkness </span>one additional time per day. At level 10, a Tiefling can cast his <span style="font-style: italic;">Darkness </span>spell-like ability as a Swift action instead of a standard action.<br /><span style="font-weight: bold;">Favored Class: </span>Rogue or Fighter<br /><span style="font-weight: bold;">Languages: </span>Tieflings speak Common and either Infernal or Abyssal and can choose any bonus language, provided they have a high enough intelligence.<br /><span style="font-weight: bold;">Level Adjustment</span>: +1<br /><br /><span style="font-weight: bold;">Aasimar</span><br />Descended from humans and celestial, Aasimar are beautiful, graceful creatures infused with the holy light. Aasimar are regarded highly in Otep, where their light touches all too few in a land in the shadow of darkness.<br /><br /><span style="font-weight: bold;">Ability Scores:</span> +2 Wisdom, +2 Charisma. Aasimar are calm and beautiful.<br /><span style="font-weight: bold;">Medium Size: </span> Aasimar recieve no bonuses or penalties for their size.<br /><span style="font-weight: bold;">Normal Speed:</span> Aasimar have a base land speed of 30 feet.<br /><span style="font-weight: bold;">Outsider: </span> Aasimar are Outsiders with the Native subtype. They can be resurrected as if they were humans.<br /><span style="font-weight: bold;">Darkvision:</span> Aasimar have Darkvision out to 60 feet.<br /><span style="font-weight: bold;">Natural Champion:</span> As Outsiders, Aasimar are automatically proficient with all simple and martial weapons.<br /><span style="font-weight: bold;">Celestial Hide: </span>Aasimar have resistance 5 to acid, cold, and electricity.<br /><span style="font-weight: bold;">Radiance:</span> Aasimar can channel the holy light that is part of their being. Activating or deactivating Radiance is a free action and can be used for a total number of rounds each day equal to the Aasimar Charisma bonus plus 3, (minimum 3 rounds). While Radiance is in effect, attack rolls and damage rolls made against the Aasimar take a -1 penalty. Creatures that aim their attacks without using sight (for example, blindsight) do not suffer this penalty. Using Radiance eliminates any concealment the Aasimar possesses. Using Radiance while invisible has no effect, but counts against the Aasimar's total rounds per day of Radiance.<br /><span style="font-weight: bold;">Keen:</span> Aasimar get a +2 racial bonus to Perception and Diplomacy checks because they are perceptive and charitable.<br /><span style="font-weight: bold;">Spell-like abilities:</span> An Aasimar can cast <span style="font-style: italic;">Daylight </span>once per day, using his character level as his caster level. Starting at level 6, an Aasimar can cast <span style="font-style: italic;">Daylight </span>one additional time per day. At level 10, an Aasimar can cast his <span style="font-style: italic;">Daylight </span>spell-like ability as a Swift action instead of a standard action.<br /><span style="font-weight: bold;">Favored Class:</span> Paladin or Bard<br /><span style="font-weight: bold;">Languages: </span>Aasimar speak Common and Celestial, and can choose any language, assuming they have a high enough Intelligence.<br /><span style="font-weight: bold;">Level Adjustment: </span>+1<span style="font-style: italic;"><br /></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-9716031913727393432008-09-11T08:59:00.000-07:002008-09-11T09:07:30.464-07:00Fragments: The History of BeforeThis is part of the campaign setting im starting to write. It's short and to the point, details a very specific area and includes a side bar (highlighted in green).<div><br /></div><div><p class="MsoNormal">Rahab- or what came before</p> <p class="MsoNormal"><o:p>Knowledge of the time before the Devastation is limited to the few surviving creatures that lived through it, and the rarest of surviving tomes detailing its history. What can be learned through research is limited- less than 10 books survive in Otep telling of the once great Mageocracy that ruled the land. Of those 10 only 3 have had any true scholarly influence and they are; <i style="mso-bidi-font-style:normal">The Lawless of Kym, Emissary: The holy tome of Bahamut,</i> and Gwideon I’s journal.</o:p></p> <p class="MsoNormal"><o:p>What has been gleaned about the Mageocracy of Kym is sparce. Mostly gathered from Gwideon’s journal it appears that Kym was divided into multiple principalities; each of which was ruled by a council of powerful wizard. These individual councils elected “Kings” to run the daily issues while the mages studied and grew in power. Each council sent their most powerful member to the city of <st1:city><st1:place><b style="mso-bidi-font-weight:normal">Somnium</b></st1:place></st1:city><i style="mso-bidi-font-style:normal"> </i>where the council of Archmages met to discuss the course of the Mageocracy as a whole. Gwideon’s diary covered the lessons he learned while under the tutelage of <i style="mso-bidi-font-style: normal">Name Here</i>, a distinguished Archmage whose fate remains unknown. Among those entries are recollections in which Gwideon served as an assistant to <i style="mso-bidi-font-style:normal">Name Here</i> and accompanied him to council.</o:p></p><p class="MsoNormal"><o:p></o:p></p> <p class="MsoNormal"><o:p><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">The only other information readily available about Kym comes from the short tome </span><i style="mso-bidi-font-style:normal"><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">The Lawless of Kym</span></i><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">, a classification system for renegade wizards. Rankings range from A-C, and the colors White, Red and Black; An A rank threat was the equivalent to a mad Archmage rampaging throughout the kingdom. A Rank threats required the immediate dispatch of </span><i style="mso-bidi-font-style:normal"><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">War Wizards</span></i><span class="Apple-style-span" style="color: rgb(0, 102, 0); "> and </span><i style="mso-bidi-font-style:normal"><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">Spell Slayers </span></i><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">to destroy, no matter the cost. B Rank wizards represented malicious, cruel or evil wizards who had yet to loose control of their magic or infringe on the laws openly. These B rankers faced heavy sanctions. A C rank threat was a rogue apprentice or terminally late payers of dues, these only required a stern reprimand until they became a higher level threat. White threats represented individuals that could be destroyed with little loss of life in the kingdom. Red threats represented a substantial threat, including the potential destruction of a city or principality should true fighting break out. Black threats represented planar wide catastrophe should they be engaged in open combat.</span></o:p></p> <p class="MsoNormal"><o:p><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> <span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">Besides the classification system, the </span><i style="mso-bidi-font-style: normal"><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">Lawless of Kym</span></i><span class="Apple-style-span" style="color: rgb(0, 102, 0); "> includes a listing of the 5 most dangerous threats identified by the order, compiled approximately 6 years before the Devastation. It is assumed that the A rank threats were constantly being hunted, while the B rank threats were under intense supervision. The lack of any Black rank threats only shows how little the Order knew about the coming darkness. What became of these 5 is unknown to even the most dedicated scholar.</span></span></span></o:p></p> <p class="MsoNormal"><o:p><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> <span class="Apple-style-span" style="color: rgb(0, 0, 0); "><span style="mso-tab-count:1"><span class="Apple-style-span" style="color: rgb(0, 102, 0); "> </span></span><span class="Apple-style-span" style="color: rgb(0, 102, 0); ">1) Yves the Lucid- Red A</span></span></span></o:p></p> <p class="MsoNormal"><span style="mso-tab-count:1"><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> </span></span><span class="Apple-style-span" style="color: rgb(0, 102, 0);">2) The Mirror Maiden of Somnium- Red B</span></p> <p class="MsoNormal"><span style="mso-tab-count:1"><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> </span></span><span class="Apple-style-span" style="color: rgb(0, 102, 0);">3) The Shadow Sage of Blackport- Red B</span></p> <p class="MsoNormal"><span style="mso-tab-count:1"><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> </span></span><span class="Apple-style-span" style="color: rgb(0, 102, 0);">4) Vio Pio the Hell Wizard- White B</span></p> <p class="MsoNormal"><span style="mso-tab-count:1"><span class="Apple-style-span" style="color: rgb(0, 102, 0);"> </span></span><span class="Apple-style-span" style="color: rgb(0, 102, 0);">5) Mary Two-Hearts- White A </span></p> <p class="MsoNormal">Scholars of <span class="apple-style-span">Epistorium have many reasons to cheer on the new settlement of “Gra”. Besides the reclamation of lands from Chaos, the settlement opens the doors to entirely new scholarly frontiers. Libraries unseen for half a millennia can now be perused for surviving tomes and ruins thought lost forever to the madness of chaos are available for excavation. Combined with the longer life span of elves, many of whom are only 1 or 2 generations removed the loss of their ancestral empire, it is possible that Epsitorium’s former grandeur may yet return to Otep. </span></p> <p class="MsoNormal"><span class="apple-style-span">Of the lands known once as Disharpa there is no surviving knowledge known to the world. This western continent is referenced only once in the journal of Gwideon in the following passage. </span></p> <p class="MsoNormal"><span class="apple-style-span"><span style="mso-tab-count: 1"> </span><i style="mso-bidi-font-style:normal">I traveled across the sea to the mighty lands of Disharpa. The land of the Orcs is dead, their palaces and temples are in ruins, the immortal Priest-Kings are nothing more than bone. <o:p></o:p></i></span></p> <p class="MsoNormal"><span class="apple-style-span"><i style="mso-bidi-font-style: normal"><o:p> </o:p></i></span></p></div>GMSamhttp://www.blogger.com/profile/05093150627288488848noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-57868073758488780332008-09-01T14:13:00.000-07:002008-09-01T14:33:33.259-07:00Snake Eyes: New Base Class - Spellwarrior<div style="margin: 1ex;"> <div> <p><span style=";font-family:Times New Roman;font-size:100%;" >Spellwarrior</span><br /></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><i>Out of the depths of the lost nation of Kagamaro comes a different breed of warrior. Initially developed as a counter to the Duskblade of Epistorium, the spellwarrior seeks to integrate the various nuances of the arcanist with the brute force of a swordsman. He manages to accomplish both feats by specialization, only learning certain aspects of combat and magic, but then combining the aspects he best understands.</i></span><br /></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Abilities: </b> The Spellwarrior relies on Intelligence for his spellcasting and class features. Spellwarriors focusing on melee combat also benefit from a high Strength and Constitution. All Spellwarriors favor a high Dexterity both for defense and for ranged attack rolls.</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Alignment: </b> Most Spellwarriors are lawful, due to the rigors that advancement as a Spellwarrior requires, but Spellwarriors can be of any alignment.</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Hit Die: </b> d8</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Class Skills: </b> Balance, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Arcana, History, The Planes), Profession, Spellcraft<br /></span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Skill Points: </b> 2+INT (X4 at first level)</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Base Attack: </b> Average (as Rogue)</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Good Save: </b> Will</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Bad Saves: </b> Fortitude, Reflex</span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Weapons and Armor Proficiencies: </b> Spellwarriors are proficient will all simple and martial weapons, bucklers, light armor, and medium armor. However, Spellwarrior spells incur arcane spell failure chance until his skill in casting can accommodate it.</span></p> <ul><p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Class Features:<br />Spellcasting: </b>The Spellwarrior casts Arcane spells from the Sorceror/Wizard spell list. In order to learn a spell, a Spellwarrior must have an Intelligence score of at least the spell’s level plus ten. The save DCs of a Spellwarrior’s spells are determined by his Intelligence modifier, and he receives bonus spells per day for having a high Intelligence score.<br />A Spellwarrior must prepare and cast his spells just as a Wizard does. A Spellwarrior may cast a number of spells each day as if he were a Wizard. Unlike a Wizard, a Spellwarrior cannot specialize in a school to gain bonus spells per day. A Spellwarrior begins play knowing 2 1<sup>st</sup> level spells. These spells may be divided in any combination between his two granted schools (see below). A Spellwarrior gains one new spell known each level, and can only choose spells from the Granted Schools available to him. A Spellwarrior uses a complicated system of mnemonics and mental conditioning to recall his spells and does not use a spellbook, thus a Spellwarrior cannot add spells to his spells known via scrolls the way a Wizard can. In addition, a Spellwarrior's time is vital, and thus he does not bother to learn cantrips.<br />Like all Arcane spellcasters, a Spellwarrior needs 8 hours of uninterrupted rest in order to regain expended spells.</span></p></ul> <ol type="1"><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Armored Mage (light armor), Granted School (X2), Basic Arcane Combat.</b><br /><b>Armored Mage: </b>Due to their skill in using arcane spells in combat, Spellwarriors slowly learn to overcome the encumbering nature of armor. Starting at level 1, a Spellwarrior can ignore the arcane spell failure chance caused by light armor. At level 2, a Spellwarrior can ignore the spell failure chance of a buckler. At level 7, he can overcome the spell failure chance of medium armor. Spells he knows from other classes incur their normal arcane spell failure chance.<br /><b>Granted Schools: </b>At level one, a Spellwarrior chooses two schools of magic. He gains the ability to cast spells from those schools and only those schools—the other six schools are treated as forbidden schools for specialist wizards. A Spellwarrior gains a third Granted School at level 5 and fourth at level 10.<br /><b>Basic Arcane Combat: </b>At level one, the Spellwarrior begins to combine weapon combat and arcane spellcasting. He selects a single arcane combat style, choosing one style from one of his granted schools.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Armored Mage (buckler)</b></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b> <span style="font-weight: bold;">-</span><br /></b></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Combat Casting<br />Combat Casting: </b>At level 4, the Spellwarrior gains Combat Casting as a bonus feat.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Granted School</b></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Intermediate Arcane Combat<br />Intermediate Arcane Combat: </b>At level 6, a Spellwarrior may select a Basic or Intermediate Arcane Combat maneuver for any school he knows. He is not required to choose an Intermediate maneuver of the same school that his basic maneuver is from, as long as both maneuvers are taken from granted schools.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Armored Mage (Medium Armor)</b></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Somatic Weaponry<br />Somatic Weaponry: </b>At level 8, a Spellwarrior gains Somatic Weaponry as a bonus feat, allowing him to cast spells with somatic components even if both hands are full.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" >–</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><b>Granted School</b></span></li></ol><br /><p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Capstone Feat<br /><br /></b></span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b>Advanced Pupil [Capstone]<br /></b>Requires: Spellwarrior 10, Spellcraft 13 ranks<br /></span></p><p><span style=";font-family:Times New Roman;font-size:100%;" >Benefit: You may select an Advanced Arcane Combat Maneuver from any of your granted schools.</span></p> <p><br /><br /></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b><i>Arcane Combat</i></b></span></p> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b><i>Basic</i></b></span></p> <ul type="disc"><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Abjuration: </i> As long as a spell effect is providing a bonus to your Armor, Shield, or Deflection armor class, you may add your Intelligence modifier to your saves, up to your class level.<i> </i></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Conjuration: </i> Whenever you and a summoned creature are flanking a foe, you may add your Intelligence bonus to your weapon damage rolls.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Divination: </i> You may ignore miss chances and bonuses to AC provided by cover that your opponents possess, as long as you are capable of detecting a magical aura on them.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Enchantment: </i> Whenever an enemy’s attitude toward you improves, that target is flat-footed against your attacks until you or one of your allies attacks him. In addition, enemies do not receive combat bonuses to saves against spells you cast against them.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Evocation: </i> You gain a competence bonus on ranged attack rolls and damage rolls with ranged weapons equal to your Intelligence modifier. This bonus only applied against foes that have been struck by a ray spell since the beginning of your last turn.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Illusion: </i> You may use <i>image </i>spells to flank with foes.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Necromancy: </i> As long as you have temporary hitpoints, you gain a +1 competence bonus on attack rolls for each 5 temporary hit points you possess (up to your Intelligence modifier). </span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Transmutation: </i> Weapons you wield have their critical multiplier increased by one against any opponent who has a different size category than you. This bonus stacks with the Improved Critical feat and Keen weapon enhancement, but is applied after the feat/enhancement effect (for example, a weapon with a normal critical range of 19-20 would instead critical on 16-20).</span></li></ul> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b><i>Intermediate</i></b></span></p> <ul type="disc"><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Abjuration: </i> You may cast an Abjuration spell with a range of personal or touch as a swift action. Spells with a range of touch can only be cast on you. Treat the spell as if it were prepared with the Quicken Spell feat, but do not increase it’s level.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Conjuration: </i> Before you make a full attack with a melee weapon, you may cast a Conjuration (Summoning) or Conjuration (Calling) spell to summon a creature into flanking position with you as a swift action. If your base attack bonus is +5 or lower, you must spend a full-round action to attack. The summoned creature cannot attack the turn you summon it, but it can make attacks of opportunity. You may only use this ability if you control no summoned or called creatures.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Divination: </i> Whenever you succeed in a saving throw against an opponent’s spell or ability or an opponent misses you with a weapon attack, you may cast a Divination spell that targets either your or that opponent as an immediate action.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Enchantment:</i> Whenever you hit an opponent with a melee weapon attack, you may cast an enchantment spell on that opponent as a swift action. If that spell requires a touch attack, your attack will suffice (you do not need to roll again). If the spell allows a save, the target takes a -2 penalty on that save.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Evocation:</i> When you make a full attack with a ranged weapon, you may substitute an Evocation ray spell for any single attack in the sequence. Casting a ray spell this way is a Swift action.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Illusion:</i> When an opponent attacks you, you may cast an Illusion spell targeting either yourself, that opponent, or a square either of you occupy as an immediate action. This ability is resolved before the attack roll, but the enemy automatically attacks the correct square (for example, if you cast <span style="font-style: italic;">Invisibility </span>using this ability, you would gain total concealment, but the enemy still knows what square you occupy).<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Necromancy:</i> When an opponent hits you with an attack or spell, you may cast a Necromancy spell targeting that opponent as an immediate action.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Transmutation: </i> When an attack or spell you control drops a foe, you may cast a Transmutation spell as an immediate action.<br /></span></li></ul> <p><span style=";font-family:Times New Roman;font-size:100%;" ><b><i>Advanced</i></b></span></p> <ul type="disc"><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Abjuration: </i> You may sacrifice a prepared Abjuration spell in order to gain a bonus on your saves equal to the spell’s level. Activating this ability is an immediate action, and it lasts for a number of rounds equal to your intelligence modifier.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Conjuration: </i> You may sacrifice a prepared Conjuration spell to teleport (yourself and your equipment only) a number of feet up to 20 times the spell’s level as a move action. You do not need line of sight for this teleportation. If you teleport into an occupied square or solid object, you are shunted into the nearest available square and take 1d6 per square you are shunted.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Divination:</i> You may sacrifice a prepared Divination spell to a bonus to your Initiative checks and Reflex saves equal to the spell level sacrificed as an immediate action. If you use this ability during or before the first round of combat, you do not begin that encounter flat-footed. This bonus lasts for a number of rounds equal to your intelligence modifier. Allies with Divination spells on them that you have cast also recieve this bonus.<br /></span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Enchantment:</i> When you hit an opponent with a melee weapon, you may sacrifice a prepared Enchantment spell as a swift action in order to add one point of mental ability damage to your attack per level of the spell sacrificed. You may only damage one attribute at a time this way (for example, sacrificing a 5<sup>th</sup> level spell slot could deal 5 Charisma damage, but not 3 Intelligence and 2 Charisma). This ability cannot lower an ability score below 1.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Evocation:</i> You may sacrifice a prepared Evocation spell in order to add 1d6 per level of the spell to the damage of all ranged attacks you make until the end of your turn. Using this ability is a swift action.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Illusion:</i> You may sacrifice a prepared Illusion spell to gain 1d6 of sudden strike damage per spell level. Using this ability is a swift action, and it lasts for a number of rounds equal to your Intelligence modifier.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Necromancy:</i> When an opponent hits you with an attack or spell, you may sacrifice a prepared Necromancy spell as an immediate action to bestow a curse on your foe. That foe immediately gains a negative level. Any foe that strikes you while the curse remains in effect also gains a negative level. These negative levels disappear after a number of minutes equal to your intelligence modifier and cannot cause level loss. You cannot cause a single target to gain more than one negative level per round with this ability, and the curse lasts a number of rounds equal to the spell level sacrificed. You may activate this ability as a swift action at will.</span></li><li><span style=";font-family:Times New Roman;font-size:100%;" ><i>Transmutation:</i> Whenever an opponent attacks you and misses, you may sacrifice a prepared Transmutation spell in order to gain a fly speed (perfect maneuverability) equal to 20 times the level of the spell sacrificed. You may then take a move action, but can use it only to move (not to perform move-equivalent actions). Because your opponent is already occupied, you do not provoke attacks of opportunity for this movement from the opponent that just missed you (and that opponent only). You may also choose not to move. If you move out of your opponent's range this way, he cannot continue to attack you. This ability is an immediate action and the flight speed lasts a number of rounds equal to your intelligence modifier.</span></li></ul> </div> </div>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-58598199493614266382008-08-25T13:23:00.000-07:002008-08-25T13:47:19.050-07:0020 Questions<p class="MsoNormal">Bonus Exp! 20 Questions</p> <p class="MsoNormal"><o:p> </o:p>Back in the mid 90’s AEG (Alderac Entertainment Group) released two amazing roleplaying games; Legend of the Five Rings and 7<sup>th</sup> Sea. Before the combat system was introduced, before classes or clans, techniques or spells there was a smaller section called “20 Questions”. These 20 questions were aimed at fleshing out a character, making them more than a pile of numbers or a stereotypical sword swinger. King and country, honor and family- these were just as important to character creation as how many dice rolled or how high a stat was.<o:p><br /></o:p></p> <p class="MsoNormal">Compare that to Dungeons and Dragons. Many people create a set of powers first and a personality second when playing DnD, mostly because combat is such a major part of the game. There’s nothing wrong with this. The d20 system and the new 4<sup>th</sup> edition system both promote such thinking. But do me a favor, next time your make a character for Otep answer these 20 questions before you’re done. Maybe you’ll only answer 5, maybe you’ll make it the whole way through- but hopefully you’ll find something out about your character you didn’t know<o:p>.<br /></o:p></p> <p class="MsoNormal">Not all of these questions <i style="">have </i>to be answered. Some of them might not even apply to you. </p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><o:p></o:p><!--[if !supportLists]--><b style=""><span style="">1)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is your name and what is its meaning?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Not every name has a meaning, but many do. Were you named after someone? Is your “name” really a nickname given to you in childhood? If you aren’t human does you name have a meaning in your native tongue? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">2)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Where are you from?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->More than just “The underdark/the empire/the free nations.” Name a city, name a town (make one up if you feel like it), name a climate.<b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">3)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Who raised you?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Did you have loving parents? An abusive single parent? A grandfather or grandmother? An older sibling? Were you an orphan on the street raised by a guildmaster or adopted by a church? What was your relationship with the person/organization that made you who you are? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">4)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is the most important thing you learned as a child?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Everyone learns vital lessons while they are young, moreso in a fantasy world. Did you learn that you really couldn’t trust strangers? Not to follow the lights in the woods? Did you learn that even the ugliest creature can just be misunderstood? Did you learn something hopeful that lifts you up or did this realization crush your spirits? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">5)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What was the moment that you grew up?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Everyone grows up sometime, and its not a matter of age. Was this your first heartbreak? The death of a loved one? A monster attack? Has it yet to happen and your character is still an innocent at heart? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">6)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Why are you an adventurer?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Why did you leave your home and enter the most dangerous profession in the world? What is your ultimate goal, and what does it mean to have accomplished that? Think hard on this one, it defines who you are becoming more than any other question. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">7)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">How did you learn your class?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Did you learn archery from the man who raised your or spells from an old woman in the woods? Were you raised in a church looking forward to being ordained each day or did you practice stealing by sneaking into the chapel and taking donations for yourself? Saying “I went to wizard school” is lazy, picking a name for it is better- a favored teacher, a rival and a lost love is perfect. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">8)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Do you like what you do, or do you wish you had chosen a different path? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Do you ever wish you hadn’t sold off your first day of winter to that thing in the woods? Do you stand next to the Paladin and regret your life of mercenary work? How could anything be better than communing with your deity or throwing bolts of eldritch fire? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">9)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is the best thing about your profession? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->The rhythm of battle as soldiers follow your every order? The thrill of a perfect heist? The twang of a bow and the crunch of leaves? The anticipation as you walk the line between damnation and power?<b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">10)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is the worst thing about your profession?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Failing to save a friend as they lie dying in your arms, the power of your faith not quite enough? An eldritch tome that has no answers, only more questions? Knowing that as good as you are, somewhere in the world a better swordsman is sharpening their skills? The looks of frustration when you walk bye as people think you’re judging them just because of the paladin’s crest upon your chest? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">11)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Who do you admire most in the world?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->The woman who raised you? Your teacher at the academy? Your king? The father you never met? A long dead hero who you’ve based your life upon? A fallen friend you couldn’t save? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">12)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Who are you loyal to? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->This doesn’t have to be a complete list of ideals, but instead the one faction/group/person you are most loyal to in the world. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">13)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Who do you hate most in this world and why do you feel that way?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->With few exceptions everyone dislikes something or someone. Maybe the fey took your older sister away into the woods and now you carry a blade of cold iron. Perhaps a corrupt governor put your mentor in jail (or perhaps the governor threw your corrupt mentor in jail) and you still plot revenge. Maybe you hate an entire race, an entire faction, an entire city or an entire country- just make sure you know why. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">14)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What choices have you made that affected your alignment?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Sure your character sheet says you’re Lawful Good… but what have you ever done to back that up? What good things have you done in the past; remember it’s not enough to do nothing wrong and claim it as goodliness. If your character is evil explain why, just being a killer or an arrogant bastard isn’t nearly enough. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">15)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">How do you feel about Magic?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Magic is a major part of the world… but it remains apart from the everyday. Do you view it as a tool, a weapon or both? Does it scare your or excite you? Do you love the art or have you hated it for taking up more of your mother’s time than you ever did. <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">16)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Do the ends justify the means to you?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Can evil deeds be justified and is your character willing to take those actions? Everyone has to do things they don’t want to- that’s part of growing as a character. This is a question of <i style="">How far will you go.</i><b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">17)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What would it take to buy your loyalty?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->It’s said that every man has a price, what’s yours? You’re character may not know this but you as the player most certainly should. Is it the life of your family? Magical knowledge beyond your wildest dreams? Ascending in power and influence? Or is it simply the glitter of gold? <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">18)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is your shameful secret? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Maybe you don’t have one of these… but it’s a lot more fun if you do. This can be something fun like “My surly Dragonborn rogue loves to dance… but he’s terrible at it.” Something character building “I accidentally killed my pet with Dad’s wand and have sworn never to use magic again.” Or something tragic “My beloved teacher tried to sacrifice me to Orcus during his ascent to Lichdom.” <b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">19)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">Why are you with these people (the party)? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->You may not be able to answer this question<span style=""> </span>yet, but think about it when you get the chance. Just because random fate has thrown you together on a quest isn’t usually enough to stick around for the longterm. Does the fey warlock remind you of your lost sister? Do these misguided souls need the influence of your deity to make sure they stay on the proper path? Has the fighter insulted your magic and now its time to show him how powerful you really are?<b style=""><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 0.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">20)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><b style="">What is your favorite color? <o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"><!--[if !supportLists]--><b style=""><span style="">a.<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]-->Add a splash of color to your character description and background. Does your hardened warrior woman own a menagerie of pink dresses that she would never show anyone? Are you an elf that can’t stand getting yet another green cloak for his birthday? Are you a rogue that really loves wearing black even though it makes you even more conspicuous than you already are?</p><p class="MsoNormal" style="margin-left: 1in; text-indent: -0.25in;"> </p><p class="MsoNormal">And now for a few bonus questions.<br /><br /><b> <span style=""> </span>1) Are you open about your past?</b><span style=""><o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 1.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style=""><span style="">a)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="">Is he an open book, sharing uncomfortable details or stories that make no sense since the people involved are complete strangers to everyone else? Does she say as little as possible and divert the questions cleverly back, hording her secrets? Do you get angry when people ask those questions? Do you make it all up each time you’re asked (Want to know how I got these scars?). <o:p></o:p></span></p> <p class="MsoNormal" style="text-indent: 0.5in;"><span style=""><o:p> </o:p></span><br /><b> 2) Are you in a relationship?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style=""><span style="">a)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="">Is your character married, widowed, engaged or dating someone back home (or in the party)? Do you chase after wenches and elf princesses despite having promised to be true or are you a proud man-eater leaving a trail of broken hearts and crushed hopes in your wake? Does chastity make up a party of your religion or do you engage in life to the fullest each night you make it back to the inn? Are you looking for the love of your life or have they already passed you by? Are women just a distraction from your true love (battle/magic/money) or are men just dimwitted pigs and you find better companionship among other women? <o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in;"><span style=""><o:p> </o:p></span><b>3) What is your gretest merit?<o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style=""><span style="">a)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="">Are you courageous, loyal and true? Charitable and patient? Would you throw yourself into the mouth of Hell to save a friend? Nobodies asking you to be a saint, just a hero. <o:p></o:p></span></p> <p class="MsoNormal" style="margin-left: 0.5in;"><b><o:p> </o:p><br />4) What is your greatest flaw? <span style=""> </span><o:p></o:p></b></p> <p class="MsoNormal" style="margin-left: 1.5in; text-indent: -0.25in;"><!--[if !supportLists]--><span style=""><span style="">a)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></span><!--[endif]--><span style="">Are you greedy or vain? Vengeful or murderous. Would you endanger your entire party to accomplish you’re goals or hold debts over their heads to get your way? You’re still a hero but all the best heroes have flaws that humanize them. (Its why nobody likes Superman, and everyone loves Batman) <o:p></o:p></span></p> <p class="MsoNormal"><span style=""><span style=""> </span><span style=""> </span><b>5) Why do you keep going? <o:p></o:p></b></span></p> <p class="MsoNormal" style="margin-left: 1.5in; text-indent: -0.25in;"><!--[if !supportLists]--><b><span style="">a)<span style="font-family: "Times New Roman"; font-style: normal; font-variant: normal; font-weight: normal; font-size: 7pt; line-height: normal; font-size-adjust: none; font-stretch: normal;"> </span></span></b><!--[endif]--><span style="">When things get rough, when your friends die all around you, when demons pour out of gates to the abyss and nameless horrors scream across the sky… what keeps you going? Is it love? Duty? Vengeance? When you take a sword to the gut what makes you stand up again despite the pain? When its you and 4 others against the world what really goes through your head?</span><!--[if !supportLineBreakNewLine]--><!--[endif]--></p> <p class="MsoNormal"><o:p></o:p></p> <p class="MsoNormal">That’s all for now folks. Other articles, a primer on setting changes, new fiction and game announcements for this year are all coming soon.<br /><o:p> </o:p><br />Also I want to give out huge props to Andrew on his excellent fiction.</p> <p class="MsoNormal"><o:p> </o:p>-Sam <b style=""><o:p></o:p></b></p>GMSamhttp://www.blogger.com/profile/05093150627288488848noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-127497347623974682008-08-24T20:43:00.000-07:002008-08-24T19:41:38.265-07:00Cursed By the Corrigans: Part IThe following is some intro fiction for the Serpent War, in order to help people familiarize themselves with the setting (Otep looks very different in 190 GD than it did in 500 GD) and with some of the characters.<br /><br />This particular story takes place around the year 160 GD. This is roughly two generations after the Battle of Red Tide, the first uprising spearheaded by the Cult of the Twin Serpent. As retaliation for Red Tide, Gwideon I killed the dark god Dagon--who possessed the soul of a man named Simon Fischer. As a result, the endlessly reborn creature called Drowning Simon is now under Demogorgon's thrall--against his own wishes.<br /><br />Our story begins on a hot summer day in the south of Otep, in a place never known by winter.<br /><br /><span style="font-weight: bold;">Cursed By the Corrigans</span> <span style="font-weight: bold;"><br /><br />I. The Witch and the Waves</span><br /><br />Simon didn't care for the jungles. He was a man of the sea, a place of wind and sun and the smell of salt<span>. The jungles were another matter; constant, oppressive heat and endless shade from towering trees. Simon found the whole place unpleasant and alien; of course, there were those who would say the same of Simon himself, but that was neither here nor there.<br /><br />A wretch guarded the meeting room Simon had been directed toward. He bore a tattoo of a two-headed serpent on his forehead and a black halberd, probably forged from Cold Iron.<br /><br />"State your business." demanded the wretch.<br /><br />Simon's red eyes swept over the man's rust colored robes, shaved head, and sandals, then over his own attire; leather sea boots, seaman's jacket, and the bandanna tying down his pale hair under his captain's hat.<br /><br />"Well, I ain't here to relieve ya, so's ya best step aside, matey."<br /><br />At this, the wretch raised the halberd and sneered. "State your business, or I will strike you down in Lord Demogorgon's name!"<br /><br />"Keep yer voice down, ya damn zealot. I been called here. They call me Drownin' Simon. Now, if ya still want to try strikin' me down, I'd love to see ya try."<br /><br />The wretch stepped aside, his face blank once again. Simon's hand pulled back from the cutlass that hung from his waste. The temple's marble doors swung open and Simon sauntered in, seating himself on a bench and putting his feet upon on the table in front of him.<br /><br />"You wear your insolence like a badge of honor, Fischer." came a scathing yet lyrical voice from across the chamber.<br /><br />"Ay, well, we can't all be whores, Sapphire." said Simon, fishing around in his coat for his cigar case.<br /><br />Across the room, an achingly beautiful woman sneered at Simon. She wore little more than a corset and tight bodice, with her dark hair falling down to her waste, cropped short above her dark eyes. Most men found her irresistible; Simon knew better.<br /><br />A male voice spoke next, deep and velvety, the sort of voice that can make the most vulgar curses caress the ears like a sweet lullaby. "We are all in attendance, let us begin."<br /><br />The voice emanated from a man in a deep red robe with the serpent tattoo on his forehead and again on the back of each hand. Like the wretch outside, his head was shaved. His eyes were completely black, a mark of his station--a prophet of Demogorgon. Simon didn't want to think about what sort of bargain the bastard must have struck for such a position--or what the price had been. The room's only other occupant was a hunchbacked scarecrow of a creature wearing a mask with a long, hooked nose. The creature called the Fletcher of Souls was utterly silent--not even the sound of breathing came from his direction.<br /><br />"Shall we begin with a prayer of allegiance?" said the Prophet.<br /><br />Simon lit his cigar in one of the room's torches and took a drag. "We're all here. If we weren't loyal, we wouldn't-a showed up. Let's get this show on the road."<br /><br />Sapphire scoffed. "Simon, your petulance rivals treason. Men have been killed for less."<br /><br />"And I'll bet the fear of death was a mark stronger in 'em, wasn't it? Now are we gonna sit around and yammer all day, or are we gonna accomplish somethin'?"<br /><br />"We shall begin without the prayer." said the prophet. "You have been called here to continue preparations for the Lord's approaching plot. The Headless Witch has seen to it that the Underfolk populace is kept busy with the Grimstone Empire. The Fletcher has removed the chieftains of all the major Orc clans, pushing them into a leaderless frenzy in which they will not pose a significant threat. And Drowning Simon has put the Sea Bulls' flagship at the bottom of the ocean."<br /><br />"Didn't get that damned bullfish, though." muttered Simon.<br /><br />The prophet continued. "All commendable feats, and the Lord is pleased with your performance, but your tasks are not yet complete.<br /><br />"Headless Witch," said the prophet, turning his gaze to Sapphire. "You must tread carefully. Gladin the Blasphemer is rumored to be training recruits in his particular brand of mounted combat--the Lord is sure you recall his brutal efficiency, and wishes for you to prevent such tutelage. Stop him by any means you can--poison the steeds, turn the students against one another, the details mean little. However, the Lord states that Gladin himself must not be harmed in any way--his death would put the Empire on edge, a scenario we cannot afford at the moment. You are also instructed to keep your identity from him for the same reasons. It would be best if outside influence went entirely undetected."<br /><br />"The dwarf may have a strong arm, but he's always been slow. This shouldn't take long." said Sapphire, staring at her flawless fingernails.<br /><br />"Indeed. Fletcher, your assignment is the type you are suited to. There is rumor of a cult of devil worshippers outside the city of Ember. Locate them and eliminate them. They have the chance to complicate the Lord's plans."<br /><br />The hunchback leered forward, and the sound of claws rubbing against one another could be heard.<br /><br />"As for you, Drowning Simon, your assignment is more complex. There is a chain of islands to the Southeast called the Draelic isles. They swear fealty to Gwideo Empire, but the Imperial presence there is minimal. The entire chain of islands is considered to be an insignificant backwater."<br /><br />"I know, I been around that area before. Me pearl's a few weeks' sail from the isles." said Simon.<br /><br />"That is why you have been chosen for this assignment. There is word of nine powerful witches, one on each of the Draelic isles. They are sisters, and most assuredly Fae. They are called--"<br /><br />"The Corrigans." said Simon, blowing smoke out his nose. "I heard of 'em."<br /><br />"Yes, the Corrigans. They are powerful witches who, should they choose to take action against our Lord, could prove a sizeable threat. Our information reveals that the eldest sister, Celeidh Corrigan, is their leader and easily the most powerful of the family; without her guidance, the other eight sisters are easily cowed. You must go to the isle called Leinster and deal with Celeidh Corrigan."<br /><br />"Would that be dealing with words or irons?"<br /><br />"Whichever. The Lord wants you to bring back either an oath of fealty, or her head. He does not care which, so long as she is dealt with."<br /><br />"Killin' a witch." said Simon, eyeing Sapphire. "Shouldn't be too hard."<br /><br />"It wouldn't be, but there is another matter to be dealt with on Leinster. A cult of the Old God Vecna, God of Secrets. They call themselves Secretkeepers. Though Vecna has not been openly worshipped for generations, the Lord thinks that you would understand that living, vibrant gods are not the only ones who can pose threats, yes?"<br /><br />The image of his late Lord, Dagon, passed through Simon's mind. "And what shall I do with 'em?"<br /><br />"The Lord is, again, flexible. They must either swear subservience to Lord Demogorgon or have enough of their number killed that they will not be a threat. There is no preference as to which, but by their clandestine nature, they may prove difficult to eliminate with force."<br /><br />"Anything they do I should know about?"<br /><br />"They venerate Vecna, and have power over secrets. You can imagine the implications."<br /><br />"Aye." said Simon, snuffing his cigar out on the table in front of him. "Am I gettin' me new ship, then?"<br /><br />The prophet smiled. "Yes. In light of your success against the Sea Bulls, the Lord has thought it fit to reward you with the flagship you requested."<br /><br />"Haha, praise Dagon!"<br /><br />The prophet's smile vanished. "Praise Demogorgon, indeed."<br /><br />"Aye, as you like. Is there anythin' else we need to cover, or can we be about our errands?"<br /><br />"There is nothing more upon which the Lord wishes me to elaborate." said the prophet. "We will close with a prayer and offering to Lord Demogorgon."<br /><br />The prophet pulled a chain hanging from the ceiling. The great marble doors swung open and a pair of cultists pushed an iron cart through. A young man lay on the cart, chained down and screaming. The prophet withdrew a curved knife from his robe.<br /><br />Simon noticed that the prayer couldn't be properly heard over the screams of the offering.</span><span style="font-weight: bold;"><br /><br /></span><div style="text-align: center;">*<br /><br /><div style="text-align: left;">Simon stood on the dock with fifty odd men of a dozen odd shapes behind him, each of them with a trunk or bag in his possession.<br /><br />"And what in the name Dagon is that supposed ta be?" Simon growled at boatswain, pointing at the black shape amongst his flagship's masts.<br /><br />"That," said the boatswain, rubbing his hands, "is the Serpent's Talon! The Lord has recognized that the true strength of the Mobb is in infantry engagements, not prolonged sea battles! This great device must merely be unhooked from the crow's nest and will swing downward, impaling the enemy ship's decks, turning ship-to-ship combat into an infantry skirmish!"<br /><br />Simon's hand strayed to his sidearm. "<span style="font-style: italic;">It's a two-ton shaft of iron, you witless landlubber! There's nothin' worse to have in your damn sails durin' a storm! Now get it out of my damn ship before I make you a figurehead for me bow!"<br /><br /></span>"But the tactical advantages it facilitates--"<span style="font-style: italic;"><br /><br />"Ain't worth it if she's on the bottom of the deep! </span>You're damn cultists may not be able to handle 'emselves without the earth beneath they feet, but me boys and me sunk everything the Sea Bulls could make float--we don't need no lightnin' rod in order to make us unafeared to cross the ocean. Now get that damn thing down from there."<br /><br />"I think not." said a voice behind Simon that was all too familiar.<br /><br />Simon sneered over his shoulder at Sapphire's beautiful form as she waded through his men. She parted them like a prophet walking through a field of the faithful. Simon's blood boiled to see his men fawning over her--unconsciously, his pale skin shifted a shade towards orange, with spots becoming visible along his neck and ears.<br /><br />"And how the hell does the Headless Bitch think she has the right to tell Captain Fischer what goes in his ship?" growled Simon.<br /><br />Sapphire smiled triumphantly. "Because Captain Fishmonger agreed to take the ship as-is. Lord Demogorgon wants to see if the Talon is a viable weapon, and you and your crew are his test subjects. Speaking of which, I find it hard to believe that this paltry lot can crew a ship this size."<br /><br />Simon would begrudgling admit he'd made the same observation. His old ship, <span style="font-style: italic;">Scourge of Shoggoth</span>, had been barely half the size of the new flagship. His crew might be enough to sail her, but not to man her guns.<br /><br />Simon heard many of his crew murmuring agreement, enthralled by Sapphire's glamers. His hand twitched on the sidearm, while his right hand began to move instinctlively towards the cutlass.<br /><br />"Luckily for you, Simon, I care enough for the Lord's plans to have accounted for this problem. I have thirty men and women, hand picked and ready to serve."<br /><br />"And I'm sure every last one of them is ready to sink a dagger into me back as soon as it's to 'em. Get yer damn demon-worshippers out of me hair, Sapphire. I'll pick up some boys along the way. And besides."<br /><br />Simon spat on her boots. "It's bad luck to have a woman on a ship."<br /><br />Sapphire sneered and beckoned to one of Simon's men--Blackbeard Ironfist--and the dwarf undid his bandana and began wiping her shoe off. "We both know that killing you doesn't do any good. Let's just say it's in my best interests that your mission succeeds. Besides, if one of us doesn't do the other a good turn sooner or later, we're going to wind up turning our irons on each other instead of those filthy Imperials."<br /><br />"I don't trust you as far as I can spit, Sapphire. You ain't nothin' but a lyin' whore in me book, and ya know it. But I ain't got time to pick 'em over meself. You send yer boys along, and we'll see if that's worth changin', ya hear?"<br /><br />"Couldn't agree more." said Sapphire, a smug grin resting on her perfect features. She strode off through the crowd, which parted before her once again.<br /><br />Simon beckoned to his first mate, a half-breed of mixed human and elven stock who called himself Asrael hands. The aging sailor came over.<br /><br />"Get the men settled, I'll get the new lot aboard. Start takin' a look at that Talon, see if there's a way we can drop the cursed thing without tippin' the ship over."<br /><br />"Aye, cap'n." said Asrael. "But ya best get Eddy Brushes out on the side. This ship ain't got a name, and you know an unnamed ship's bad luck."<br /><br />"Aye, so it is."<br /><br />"Any idea what you'll call her?" asked Asrael.<br /><br />"I think I got an idea." said Simon, looking at the Talon among the masts.<br /><br /><div style="text-align: center;">*<br /><br /><div style="text-align: left;">The <span style="font-style: italic;">Cursor </span>pulled up her anchor and set sail the next morning, as the sun rose. Simon stood at the front of the flagship, the twin serpent design flying beneath a larger flag bearing Dagon's symbol, a pair of black eyes beneath a finlike crest.<br /><br />Around one in the afternoon, Simon called the Chaplain Sapphire had installed into his cabin, where they had a serious discussion that lasted more than an hour. In it, the Chaplain, a man named Hayt, contradicted Simon and challenged his leadership no less than eleven times. At sunset, Simon forced Hayt down a plank of wooden built into the side of the <span style="font-style: italic;">Cursor </span>for just such a purpose, informing the crew that questioning his authority would not be tolerated.<br /><br />The rest of the journey to Leinster was uneventful.<br /></div></div></div></div>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-74096461991982702422008-08-24T15:18:00.001-07:002008-08-24T15:44:14.982-07:00Snake Eyes: Favored Class EquivalenciesMost races in the game use one of the 11 core classes for their favored class. This works fine in theory, but many non-core classes mesh together very well, prohibiting non-humans from making good use of certain builds. The following are equivalencies for non-core classes based on your race's favored class. In order to make this more open-ended, rather than less, if your favored class is any of the following, it's of its equivalent classes as well. I went from thematics over mechanics in assigning these, because I found that route more interesting. If your race already has a non-core class, just find what it equates to.<br /><br /><span style="font-weight: bold;">Barbarian<br />(<span style="font-style: italic;">Self-taught characters and untrained brawlers)<br /></span></span><span style="font-style: italic;">-</span>Wilder <span style="font-style: italic;">(Expanded Psionics Handbook)<br />-</span>Soulknife <span style="font-style: italic;">(Expanded Psionics Handbook)</span><span style="font-weight: bold;"><span style="font-style: italic;"><br /><br /></span>Bard<span style="font-style: italic;"><span style="font-style: italic;"><br />(Performers, motivators, and talkers)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Hexblade <span style="font-style: italic;"><span style="font-style: italic;">(Complete Warrior)<br />-</span></span>Beguiler <span style="font-style: italic;"><span style="font-style: italic;">(Player's Handbook II)<br />-</span></span>Marshal <span style="font-style: italic;"><span style="font-style: italic;">(Miniatures Handbook)<br /></span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br />Cleric<br />(Servants of a higher power)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Ardent <span style="font-style: italic;"><span style="font-style: italic;">(Complete Psionic)</span></span><br /><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Binder <span style="font-style: italic;"><span style="font-style: italic;">(Tome of Magic)<br />-</span></span>Dragonfire Adept <span style="font-style: italic;"><span style="font-style: italic;">(Dragon Magic)<br />-</span></span>Favored Soul <span style="font-style: italic;"><span style="font-style: italic;">(Complete Divine, Miniatures Handbook)<br /></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Warlock <span style="font-style: italic;"><span style="font-style: italic;">(Complete Arcane)</span></span><br /><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span>Druid<span style="font-style: italic;"><span style="font-style: italic;"><br />(Servants, but not of deities)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Dragon Shaman <span style="font-style: italic;"><span style="font-style: italic;">(Player's Handbook II)<br />-</span></span>Healer <span style="font-style: italic;"><span style="font-style: italic;">(Miniatures Handbook)<br />-</span></span>Spirit Shaman <span style="font-style: italic;"><span style="font-style: italic;">(Complete Divine)<br />-</span></span><span><span>Shugenja</span></span><span style="font-style: italic;"><span style="font-style: italic;"> (Complete Divine)<br /></span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span>Fighter<span style="font-style: italic;"><span style="font-style: italic;"><br />(Career warriors and the highly trained)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Samurai <span style="font-style: italic;"><span style="font-style: italic;">(Complete Warrior)<br />-</span></span>Warblade <span style="font-style: italic;"><span style="font-style: italic;">(Tome of Battle: The Book on Nine Swords)<br />-</span></span>Psychic Warrior <span style="font-style: italic;"><span style="font-style: italic;">(Expanded Psionics Handbook)<br />-</span></span>Duskblade <span style="font-style: italic;"><span style="font-style: italic;">(Player's Handbook II)</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span>Monk<span style="font-style: italic;"><span style="font-style: italic;"><br />(Wise warriors)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Ninja <span style="font-style: italic;"><span style="font-style: italic;">(Complete Adventurer)<br />-</span></span>Swordsage <span style="font-style: italic;"><span style="font-style: italic;">(Tome of Battle: The Book of Nine Swords)</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span>Paladin<span style="font-style: italic;"><span style="font-style: italic;"><br />(Champions of a cause and protectors of the weak)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Crusader <span style="font-style: italic;"><span style="font-style: italic;">(Tome of Battle: The Book of Nine Swords)<br />-</span></span>Divine Mind <span style="font-style: italic;"><span style="font-style: italic;">(Complete Psionic)<br />-</span></span>Knight <span style="font-style: italic;"><span style="font-style: italic;">(Players' Handbook II)</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span>Ranger<span style="font-style: italic;"><span style="font-style: italic;"><br />(Warriors comfortable in the woodlands)<br /></span></span></span><span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span></span>Scout <span><span style="font-style: italic;"><span style="font-style: italic;">(Complete Adventurer)</span></span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span>Rogue<span style="font-style: italic;"><span style="font-style: italic;"><br />(Sneaks, scoundrels, and thieves)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Factotum <span style="font-style: italic;"><span style="font-style: italic;">(Dungeonscape)<br />-</span></span>Lurk <span style="font-style: italic;"><span style="font-style: italic;">(Complete Psionic)<br />-</span></span>Spellthief <span style="font-style: italic;"><span style="font-style: italic;">(Complete Adventurer)</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span>Sorceror<span style="font-style: italic;"><span style="font-style: italic;"><br />(Specialized magicians with limited training)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Warmage <span style="font-style: italic;"><span style="font-style: italic;">(Complete Arcane, Miniatures Handbook)<br />-</span></span>Dread Necromancer <span style="font-style: italic;"><span style="font-style: italic;">(Heroes of Horror)<br /></span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span>Wizard<span style="font-style: italic;"><span style="font-style: italic;"><br />(Bookworms with power)<br /></span></span></span><span style="font-style: italic;"><span style="font-style: italic;">-</span></span>Archivist <span style="font-style: italic;"><span style="font-style: italic;">(Heroes of Horror)<br />-</span></span>Artificer <span style="font-style: italic;"><span style="font-style: italic;">(Eberron Campaign Setting)<br />-</span></span>Psion <span style="font-style: italic;"><span style="font-style: italic;">(Expanded Psionics Handbook)<br />-</span></span>Truenamer <span style="font-style: italic;"><span style="font-style: italic;">(Tome of Magic)<br />-</span></span>Wu Jen <span style="font-style: italic;"><span style="font-style: italic;">(Complete Arcane)</span></span><span style="font-weight: bold;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /><br /></span></span></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-68629361366993831232008-08-22T13:31:00.001-07:002008-08-22T14:14:10.184-07:00Snake Eyes: The Serpent War CampaignHey, all! Hope everyone enjoyed their summer, but as the summer burns itself out, many of us head back to school, and that means Otep gets runnin' again. One of these games will be mine, set in the year 190 GD, chronicling the Serpent War.<br /><br /><span style="font-weight: bold;">What is the Serpent War?<br /><span style="font-weight: bold;">The Serpent War</span></span> broke out in 190 GD and was Demogorgon's biggest attempt to dominate the entire continent of Otep. His generals launched attacks on multiple Imperial strongholds while Drowning Simon ravaged the seas and Serpent cult assassins killed every member of the royal family (with one minor exception). Gerkos the poet lay dead at a crossroads, leaving the Empire to fend for itself against the rising tide of madness and depravity flowing steadily out of the south.<br /><br /><span style="font-weight: bold;">What are the game mechanics?</span><br />Well, I initially announced Dungeons and Dragons 3.5. I know there's bound to be some folks out there demanding 4th Edition, and they're out of luck in this case; I personally believe that 4th Edition is very good at representing iconic fantasy concepts like the sneaky halfling rogue, the eccentric elven wizard, and the crusading human paladin, but rather lackluster for anything else.<br /><br />However, this will not be a straight 3.5 game. Over the summer, myself and some others were introduced to <span style="font-style: italic;">Pathfinder</span>, a third-party suppliment for 3.5 dubbed "D&D 3.75." Essentially, it's a retrospective rewrite of the <span style="font-style: italic;">Player's Handbook</span> and <span style="font-style: italic;">Dungeon Master's Guide</span> in which the core classes are worth taking from 1 to 20, rather than grabbing the 1 to 6 level dip before prestige classes. The <span style="font-style: italic;">Pathfinder </span>book can be downloaded from paizo.net after creating a free account, or you can drop me an email and I'll send it along as a .pdf. ARGO will also be buying a physical copy of the book soon. Please note that nothing has been removed (well, maybe a few Druid class features, but it was unbalanced anyway), so all your favorite classes should still do what they used to and more. Also, it's completely compatible with all the other books.<br /><br />There will most assuredly be some people who either can't get the <span style="font-style: italic;">Pathfinder </span>.pdf or simply don't want to use it. That's fine, you don't have to. Feel free to use the regular old PG if you prefer, you can still play.<br /><br />To represent Otep's steady descent down the power curve to Epic Level 6, this game will be Epic Level 10. You can find the capstones below. You don't gain a feat immediately upon reaching level 10, but most games will be with level 10 characters anyway. Theoretically, I should have people start at level 5 or so and build their way up, but Otep has never been a setting about tasteful restraint, so the hell with it.<br /><br /><span style="font-weight: bold;">Creating Characters</span><br />Character creation will be via the standard method. That is, roll 4d6, reroll a 1 if you rolled any, then keep the highest three. Do this six times, decide you don't have enough 16s, and reroll the whole set two more times. Speaking seriously, I won't be too strict on stats; I don't expect anyone to come in with all stats below a 16 or to have more than one negative modifier, but don't get flustered if I take issue when you show up with a character that has a minimum +2 modifier for everything, including 3 18s.<br /><br />First level hitpoints will be the maximum for your class plus your CON mod, as normal (<span style="font-style: italic;">Pathfinder </span>suggests other methods, but I find this one to be the most flexible). Roll all other hit dice normally. If your rolls are in the 40th percentile or lower you can reroll, but please don't keep rolling until all your d10s are at least an 8; be reasonable.<br /><br />Build your character to level ten, then roll 1d3 (or a d4, and reroll on a 4). You get that many bonus feats to start. <span style="font-weight: bold;">If you roll a one and reroll it, I will find you and punish you for your lies.</span> You'll gain one bonus feat for every session you complete, up to ten. Although if everyone who shows up just happened to roll a 3 for their initial feats, you might not. I can do that, I'm the GM.<br /><br />You can use any 3.5 book you want, including <span style="font-style: italic;">Expanded Psionics Handbook </span>and <span style="font-style: italic;">Tome of Battle: The Book of Nine Swords.</span> You can even use stuff from settings, like <span style="font-style: italic;">Eberron Campaign Setting </span>and <span style="font-style: italic;">Underdark, </span>but keep in mind that you'll always have 0 action points and aren't from any region of Faerun.<br />Just some quick rules reminders on the more powerful stuff:<br />-Any one character cannot have more than 2 Devotion feats, and that character must actively promote the objects of his devotion somehow. You can't take alignment based devotions unless you're of that alignment, and I want to know why you can suddenly sprout ape-like muscles and get a better response than "I needed a way to boost my strength as a swift action."<br />-Each character is limited to 2 character flaws. Contact me if you want to have a different flaw than the ones printed.<br />-Each character can have only one Trait (from <span style="font-style: italic;">Unearthed Arcana</span>)<br /><br />Also, if you want to use a race that's not in <span style="font-style: italic;">Pathfinder</span>, let me know; we can bring it up to speed. I'm warning everyone right now, though, I will not touch Spellscales or Whisper Gnomes, I think they're pretty good as is. Also, there are still no Thri-Kreen on Otep.<br /><br /><span style="font-weight: bold;">Campaign Structure</span><br />This won't be a formal campaign. Instead, it will be a series of one-shots conducted once a month, maybe twice if I'm bored and there's nothing to do at home. Anyone can play, regardless of if they've played in previous sessions. Players can contact me the night before a session if they want to reserve a slot, otherwise it will be the first 8 to arrive. If 3 or fewer people show up to a session, I'll scuttle it and write a fiction to replace it in the storyline.<br /><br /><span style="font-weight: bold;">The Big Prize</span><br />This wasn't part of my initial draft, but I think this is the most amusing way to execute it. The Serpent War has been organized by a single individual. What and who he/she is, as well what side he/she represents, will be kept secret until this individual, who I'm calling The Mastermind, arrives. I will not plan what session the Mastermind appears in; rather, his/her appearance will be determined by a die roll. I'll roll a d20, and if the result is above a certain threshold, the Mastermind will appear that session and challenge the party; however, each previous session adds a cumulative +1 bonus to the roll, so the Mastermind is 5% more likely to appear each session. The Mastermind will be an incredibly difficult, perhaps impossible fight, but defeating him/her will entitle everyone in the party to 10 bonus feats that do not count against the normal limit. In addition, you'll gain his/her inventory, some of which is artifact quality.<br /><br /><span style="font-weight: bold;">Level Adjustment/Racial Hit Die Feats</span><br />Races with level adjustments and racial hit dice really get the short end of the stick. I liked Sam's feat tree in the first round of Otep games, but Epic Level 10 has a higher power curve, so I'm adjusting the details a bit.<br /><br /><span style="font-style: italic;">Superior Training<br />Requires: ECL 10, 1 or more racial hit dice<br /></span>While other members of your race usually experience a plateau in learning ability at your stage of life, you press on with extreme effort.<span style="font-style: italic;"><br />Benefit: </span>You permanently lose 1 racial hit die and gain a class level in its place. Reroll your hit points for that level and recalculate saves, base attack, and skill points.<span style="font-style: italic;"><br /><br /><span style="font-style: italic;">Unusual Skill<br />Requires: ECL 10, Level Adjustment +1 or higher<br /></span></span>You've hit the wall all members of your experience, but you won't let it stop you.<span style="font-style: italic;"><span style="font-style: italic;"><br />Benefit:</span></span> Choose a class level for which you qualify (base or Prestige). You gain skill points as if you'd taken a level of that class, and can spend them as if you had one additional hit die. Use that class' skill list to determind what skills are in-class and cross-class.<span style="font-style: italic;"><span style="font-style: italic;"><br /><br />Unusual Toughness<br />Requires: ECL 10, Level Adjustment +1 or higher, Unusual Skill<br /></span></span>You're already smarter than most of your race. That's just the beginning.<span style="font-style: italic;"><span style="font-style: italic;"><br />Benefit: </span></span>You gain one hit die. Roll the die used by the class you selected for Unusual Skill to determine how many hit points you gain; your CON modifier applies as normal. Your base attack bonus, skill points, and saves do not improve.<span style="font-style: italic;"><span style="font-style: italic;"><br /><br />Break the Plateau<br />Requires: ECL 10, Level Adjustment +1 or higher, Unusual Skill, Unusual Toughness<br /></span></span>You can throw down with the best of them.<span style="font-style: italic;"><span style="font-style: italic;"><br />Benefit: </span></span>You Level Adjustment decreases by 1. You gain the class features of the class level you selected with Unusual Skill, and your base attack bonus and saves increase as provided by the class level. <span style="font-style: italic;"><span style="font-style: italic;"><br />Special: Each time you select this feat, you may take Unusual Skill, Unusual Toughness, and Break the Plateau one additional time, if you still meet the prerequisites. You must take them in order.<br /></span></span><span style="font-weight: bold;"></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-80817631361282986492008-08-21T14:01:00.000-07:002008-08-21T18:41:21.041-07:00Snake Eyes: Behind the Curtain - The Drowned One TemplateOne of the villains in the Serpent War will be using the following template, see if you can tell who (it's not difficult). If you want to build a character using it, talk to me about it, it might be doable, but the requirements are pretty tough.<br /><br />"Drowned One"<br /><br />The Drowned One template can be applied to any living, corporeal creature with an Intelligence of at least 3 that meets the following criteria:<br /><span style="font-weight: bold;">Alignment</span>: Any evil<br /><span style="font-weight: bold;">Deity</span>: Must worship an Evil deity with access to the Water or Ocean Domains.<br /><span style="font-weight: bold;">Spellcasting</span>: Able to cast 1st-level spells.<br /><span style="font-weight: bold;">Special</span>: Must have sworn his or her soul to the Deity in question in return for receiving this template. Cannot have sworn allegiance or sold his or her soul to any other power.<br /><span style="font-weight: bold;">Additional Requirements</span>: A Drowned One must meet any two of the following prerequisites in addition to the above:<br />-Caster level 10<br />-Base Attack Bonus +10<br />-Intimidate 13 ranks<br />-Bluff 13 ranks<br />-Swim 13 ranks<br />-Owns a sailing ship crewed by at least 40 people<br /><br /><span style="font-weight: bold;">Template Benefits</span><br /><br /><span style="font-weight: bold;">Size and Type</span>: The creature’s size does not change. The creature’s type changes to Aberration; reroll Racial Hit dice as necessary, recalculate base attack and saves derived from racial hit dice, do not recalculate skills.<br /><span style="font-weight: bold;">Armor Class</span>: A Drowned One’s natural armor bonus increases by +1d6. This bonus is rerolled whenever he reconstitutes, discarding the old value.<br /><span style="font-weight: bold;">Special Abilities</span>: Each Drowned One has 1d4 of the following abilities, chosen at random whenever he reconstitutes (see below).<br /><span style="font-style: italic;">Tentacles (Ex)</span>: The Drowned One gains a 1d6 tentacles that deals 1d4 bludgeoning damage each. If he has 2 or fewer tentacles, these tentacles (but not his other limbs) have an extra 5 feet of reach. He may use these tentacles as natural secondary attacks (with all of the usual drawbacks) or may full attack with them as primary weapons. The tentacles are too slimy to hold onto weapons, but can be used to deliver an Electrical Discharge touch attack if he has the Electrical Discharge special ability (see below).<br /><span style="font-style: italic;">Shark Teeth (Ex)</span>: The Drowned One gains a bite attack that does 1d8 piercing damage and has Improved Grab. In addition, any creature the Drowned One grapples with his bite attack takes 1d8 acid damage each round the grapple is maintained.<br /><span style="font-style: italic;">Gas Bladder (Ex)</span>: The Drowned One gains a gas bladder on his back. The gas bladder requires a swift action to inflate, and becomes available for use the following turn. The gas bladder gives the Drowned One a Fly speed equal to his base land speed (good maneuverability). A Drowned One can fly while wearing Medium or Heavy armor, but not while carrying a medium or heavy load. If a Drowned One is rendered unconscious, the gas bladder deflates and he falls, but spells that simply immobilize (such as Hold Person) will not deflate the gas bladder.<br /><span style="font-style: italic;">Fins (Ex)</span>: The Drowned One gains a Swim speed equal to twice his base land speed. This incurs a +8 racial bonus on Swim checks and the ability to take 10 on Swim checks regardless of distractions.<br /><span style="font-style: italic;">Ink Jet (Ex)</span>: The Drowned One can spray ink at foes. In water, this ability creates total concealment in a ten radius around the Drowned One. Above water, the ink blinds a single target until that target takes a full-round action to clear the ink from its eyes. The Drowned One cannot see through his own ink (but see Sonar, below).<br /><span style="font-style: italic;">Electrical Discharge (Su)</span>: The Drowned One’s skin holds an electrical charge that can be discharged into foes, much like an electric eel. The Drowned One gains a touch attack that deals 4d6 lightning damage. This touch attack can be used at will, but no more than once per round. If the Drowned One is wielding a metal weapon, he can add 2d6 lightning damage to one attack with that weapon instead of using his touch attack that round.<br /><span style="font-style: italic;">Stinger (Ex)</span>: The Drowned One gains a tail attack similar to that of a Jellyfish’s stinger. The tail attack deals 1d6 piercing damage and can be used as primary or natural secondary weapon (with all the normal drawbacks). Furthermore, the Drowned One can inject a foe he hits with his tail attack with poison (Primary damage paralysis for 1 minute per Drowned One hit die, secondary damage 1d6 CON, Fortitude DC=10+1/2 the Drowned One’s Hit Dice+Drowned One’s CON modifier). The Drowned One’s body produces enough poison to be used a number of times per day equal to the Drowned One’s Constitution modifier plus one (minimum once per day).<br /><br /><span style="font-weight: bold;">Special Qualities:</span><br /><span style="font-weight: bold;">Damage Reduction: </span>Whenever a Drowned One reconstitutes (see below), roll a d4. The Drowned One receives 5 times the die roll in Damage Reduction/Magic until it next reconstitutes.<br /><span style="font-weight: bold;">Immunities: </span>Denizens of the sea, Drowned Ones are immune to Cold and to crushing pressure caused by ocean depth. Drowned Ones have no other specific immunities, although their Aberration type makes them immune to spells restricted to Humanoids.<br /><span style="font-weight: bold;">Sonar:</span> A Drowned One has blindsight out to 30 feet as long as he is underwater and is able to both make sound and hear (for example, a deafened Drowned One loses this ability, as does one within the effect of Silence). This blindsight does not extend above the water’s surface.<br /><span style="font-weight: bold;">Memories of Mortality:</span> A Drowned One may choose to count himself as an Aberration or a member of his original race whenever an effect would reference his type.<br /><span style="font-weight: bold;">Amphibious:</span> Drowned Ones can breathe air and water (fresh or salt) with equal ease.<br /><span style="font-weight: bold;">Strength of the Sea:</span> While at least 50% of a Drowned One is immersed in salt water, the Drowned One gains Fast Healing 2. In fresh water, the Drowned One instead gains Fast Healing 1.<br /><span style="font-weight: bold;">Reconstitution:</span> A Drowned One keeps his soul at the bottom of a body of water in a physical object, usually a pearl or piece of coral. When the Drowning One’s physical body is destroyed, he will reconstitute at the position of his soulbound item in 1d10 days. Any items that have been in his possession since the last Solstice will teleport to his position, including (but not limited to) clothing and weaponry. When a Drowned One reconstitutes, he takes in sea life around him, resulting in a variable amount of damage reduction, natural armor, and special attacks. If the soulbound item is above water, the Drowned One cannot reconstitute until it is submerged.<br /><span style="font-weight: bold;">Drowned Shape: </span>If a slain Drowned One is returned to life by any means other than Reconstitution, keep all variable aspects of this template from the last time he reconstituted.<br /><br /><span style="font-weight: bold;">Abilities:</span><br />STR +2, CON +2, CHA +4<br /><span style="font-weight: bold;">CR:</span> +1 to +4, depending on abilities rolled.<br /><span style="font-weight: bold;">Level Adjustment:</span> +2 to +5, depending on abilities rolled.Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-65881082252328998842008-07-16T23:27:00.001-07:002008-07-16T23:38:21.721-07:00Coming Soon...Hey everyone.<br /><br />If i have time I'll finish the Warlord Article and post it this week. In the meantime i want to tell you all that i am <span style="font-style: italic;">very very very</span> excited about several things going on in Otep.<br /><br />What are they?<br /><br />Well let me tell you.<br /><br />A) Thom and I have worked out some really good scenario stuff for a 30 year time jump. Much of this was something i couldn't come up with on my own, and thanks to his (And Kat's) input i feel that a 30 year Jump is becoming more and more possible, more and more exciting, and can still be managed within continuity.<br /><br />B) After hearing from nobody in quite some time, i have now heard that two of you are hard at work doing Cartography for our world. This is happiness, because pretty maps are much better than the ones i toss together in MS Paint.<br /><br />C) With Andrew's help i'm working on fleshing out a few 'new' Villains that i feel will be a wonderful challenge for everyone to face.<br /><br /><br />In regards to the time jump...<br /><br /> a) Yes you can still play games set right after the crusade/ before the time jump. In fact i encourage it since i'll make it no secret... the Time Jump is going to introduce a lot of political infighting, moral and philosophical questions, and place the Empire in the Crosshairs for new adventure. But if you want to play a game in these relatively peaceful years it will always be open to you... just as much as the past is available.<br /><br /> b) If, after you see some of the timejump stuff, you want to run a campaign set in 530 and you don't want to run it at level 1, my recommendation (and one of my highest recommendations) is for you to run a prelude set before the time jump using these characters. Besides giving your campaign characters a wonderful back story tied to one another, besides giving them a viable reason for being above level 1, besides letting them get their ticks and tricks and personality quirks set up before really truly starting up a serious campaign... its just good fun in a lighter time.<br /><br />Ok, thats it for now. The Time Jump stuff will probably be released at the end of August (after Andrew, Myself, Thom and Kat have an executive meeting in Indianapolis... come to Gencon if you want in *grin* ).GMSamhttp://www.blogger.com/profile/05093150627288488848noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-10433025481620016632008-07-16T14:09:00.000-07:002008-08-13T13:04:00.373-07:00Snake Eyes: Epic Level 10 CapstonesSince the Serpent Wars game will be Epic Level Ten, I'll be revamping the things you can capstone for. These are all feats you can take after you've reached level 10 of a given class, sorted alphabetically by class. Feats that are not class-specific are found at the bottm. In addition, any class that receives a bonus feat chosen from at least 2 choices as a level 10 class feature may select the corresponding capstone instead. All feats listed here can be taken only once, unless otherwise noted.<br /><br /><span style="font-weight: bold;">Archivist </span><span style="font-style: italic;">Heroes of Horror<br />Dread Secret<br />Requires: Archivist 10, any Knowledge skill 13 ranks.<br /></span>You gain the Dread Secret ability of your Dark Knowledge class feature (<span style="font-style: italic;">Heroes of Horror</span> page 83).<span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Artificer </span></span><span style="font-style: italic;">Eberron Campaign Setting<br />Technical Expertise<br />Requires: Artificer 10, Craft (any) 13 ranks, Use Magic Device 13 ranks, any metamagic feat<br /></span><span>You can apply a metamagic feat you know to a spell completion item (generally, but not limited to, a scroll). The Use Magic Device check to apply a metamagic feat is 20 + (3x the spell level adjustment of the feat) (for example, to Empower a scroll, normal a +2 spell level adjustment, would require a DC of 26). This ability functions three times per day, plus a number of additional times equal to your INT modifier, and can only be used on items for which you possess the Item Creation feat required to make.<br />Additionally, you gain a +1 bonus on Use Magic Device checks made to use this ability.</span><span style="font-style: italic;"><br /></span><br /><span style="font-weight: bold;">Barbarian </span><span style="font-style: italic;">Player's Handbook<br />Ferocious Combatant<br />Requires: Barbarian 10<br /></span>The bonuses of your Rage ability increases as if you had the Greater Rage class feature; your STR and CON bonus increase to +6 each and your Will Save bonus increases to +3. Your AC penalty remains at -2.<span style="font-style: italic;"><br /></span><br /><span style="font-weight: bold;">Bard </span><span style="font-style: italic;">Player's Handbook<br />Liberating Melody<br />Requires: Bard 10, Perform (any) 13 ranks<br /></span>You gain the <span style="font-style: italic;">Song of Freedom </span>class feature, except that it requires only 13 ranks of Perform to use.<span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Beguiler</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Player's Handbook II<br />Studied Scoundrel<br />Requires: Beguiler 10, Spell Focus (Illusion or Enchantment)<br /></span><span>You gain a new spell known of a level you can cast. This spell must be chosen from the Sorceror/Wizard spell list and be of the Illusion or Enchantment schools.</span><span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Binder</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Tome of Magic<br />Strength From Beyond<br />Requires: Binder 10<br /></span><span>As long as you are bound to a vestige, you are immune to energy drain and negative levels.</span><span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Crusader </span></span><span style="font-style: italic;">Tome of Battle: The Book of Nine Swords<br />Legendary Resolve<br />Requires: Crusader 10, CON 13<br /></span><span>The maximum capacity of your delayed damage pool increases to 20.</span><span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Divine Mind</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span><span style="font-style: italic;">Complete Psionic<br />Mental Outreach<br />Requires: Divine Mind 10<br /></span></span><span>The reach of your Psionic Aura increases to 30 feet. You gain 2 additional power points.</span><span style="font-style: italic;"><span style="font-style: italic;"><br /></span><br /></span><span><span style="font-weight: bold;">Dragon Shaman</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Player's Handbook II<br />Hands of a Healer<br />Requires: Dragon Shaman 10<br /></span><span>You can spend 5 points of your Touch of Vitality to remove 1 point of ability damage, or the dazed, fatigued, or sickened condition from one target.<br />You can spend 10 points of your Touch of Vitality to remove the exhausted, nauseated, or stunned conditions or to end the effects of a poison from one target.<br />You can spend 20 points of your Touch of Vitality to remove a single negative level, the blinded or deafened condition, or to cure a disease on one target.<br />Any of these abilities are a standard action that require a touch. Any of these abilities can be combined in a single touch, and the normal use of Touch of Vitality can be used, as well.<br />In addition, you gain a number of points of Touch of Vitality equal to twice your Charisma modifier (minimum 2).</span><span style="font-style: italic;"><br /></span><span><br /><span style="font-weight: bold;">Dragonfire Adept</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Dragon Magic<br />Blazing Gullet<br />Requires: Dragonfire Adept 10<br /></span><span>Your breath weapon's damage increases to 6d6.</span><span style="font-style: italic;"><br /><br />Servant of the Scale<br />Requires: Dragonfire Adept 10, Blazing Gullet<br /></span><span>You gain a single Greater Invocation. Unlike your other Invocations, this invocation can only be used a number of times per day equal to 3+your CHA modifier.</span><span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Dread Necromancer</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Heroes of Horror<br />One Foot in the Grave<br />Requires: Dread Necromancer 10<br /></span><span>Your Damage Reduction overcome by Magic and Bludgeoning increases by 2. You may use your Charnel Touch ability one additional time per day.</span><span style="font-style: italic;"><br />Special: </span><span>This feat may be taken only once.</span><span style="font-style: italic;"><br /><br /></span><span style="font-weight: bold;">Druid</span><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"> </span></span><span style="font-style: italic;">Player's Handbook<br />As the Mouse<br />Requires: Druid 10, Natural Spell<br /></span></span>Choose a single Tiny animal. You can wild shape into that animal.<span style="font-style: italic;"><span style="font-style: italic;"><br /><span style="font-style: italic;"><br />One with the Forest<br /></span></span>Requires: Druid 10, Natural Spell, As the Mouse<br /></span>Choose a single Plant creature. You can wild shape into that plant.<span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Duskblade </span></span><span style="font-style: italic;">Player's Handbook II<br />Arcane Fury<br />Requires: Duskblade 10<br /></span><span>Whenever you hit any enemy with a melee attack, you gain a +3 bonus on caster level checks to defeat that opponent's spell resistance for the duration of the encounter. This ability overlaps (does not stack with) the Duskblade's 6th level Spell Power class feature.<br />In addition, you gain one additional 1st or 2nd level spell slot.</span><span style="font-style: italic;"><br /></span><br /><span style="font-weight: bold;">Factotum </span><span style="font-style: italic;">Dungeonscape<br />Smart Guy<br />Requires: Factotum 10, any skill 13 ranks<br /></span>You can spend 2 Inspiration points as a free action against a single target. For one round, your attacks overcome all damage reduction that target possesses and that target fails any spell resistance checks to avoid your spell. This ability does not overcome magic immunity.<span style="font-style: italic;"><br /></span><br /><span style="font-weight: bold;">Favored Soul </span><span style="font-style: italic;">C</span><span style="font-style: italic;">omplete Divine, Miniature's Handbook<br />Deific Champion</span><span style="font-weight: bold;"><br /></span><span style="font-style: italic;">Requires:</span><span style="font-weight: bold;"><span style="font-style: italic;"> </span></span><span style="font-style: italic;">Favored Soul 10, Weapon Focus (deity's favored weapon)<br /></span>You gain a +2 bonus on damage rolls with your deity's favored weapon.<span style="font-weight: bold;"><br /></span><span style="font-style: italic;">Special: </span>This feat counts as Weapon Specialization for any feat or ability that requires Weapon Specialization.<br /><br /><span style="font-weight: bold;">Fighter </span><span style="font-style: italic;">Player's Handbook</span><br /><span style="font-style: italic;">Practiced Veteran</span><br /><span style="font-style: italic;">Requires: Fighter 10<br /></span>You may select feats as though you were a 12 level fighter and had a base attack bonus of +12.<span style="font-style: italic;"> </span>Your actual base attack bonus and level-dependent effects are not affected.<span style="font-style: italic;"><br /></span><span style="font-style: italic;"><br /></span><span><span style="font-weight: bold;">Healer</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Miniatures Handbook<br />Faithful Companion<br />Requires: Healer 10, CHA 13+<br /></span><span>Your Unicorn Companion improves as if you were a Healer of level 14. See <span style="font-style: italic;">Miniatures Handbook</span> page 10 for more details.</span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><br /><br /></span></span></span></span><span style="font-style: italic;">Cleanse</span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><br /></span></span>Requires: Healer 10, Faithful Companion<br /></span></span><span>You gain </span><span style="font-style: italic;"><span style="font-style: italic;">Stone to Flesh </span></span><span>as a Spell-like ability, usable once per day.</span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-weight: bold;"><br /></span></span></span><br /></span><span><span style="font-weight: bold;">Hexblade </span></span><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"> </span></span><span style="font-style: italic;">Complete Warrior<br />Evil Eye<br />Requires: Hexblade 10, Intimidate 13 ranks<br /></span></span><span>You gain the Aura of Unluck class feature, usable once per day.</span><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span><span style="font-style: italic;"><br /></span><span><span style="font-weight: bold;">Knight </span></span><span style="font-style: italic;">Player's Handbook II<br />Personal Fortress<br />Requires: Knight 10<br /></span><span>When you use your Shield Block class feature, increase the shield bonus by 2 instead of 1.<br />In addition, you gain 1 additional use of your Knight's Challenge ability.</span><span style="font-style: italic;"><br /><br />Holy Terror<br />Requires: Knight 10, Personal Fortress<br /></span><span>As a Swift action, you may spend one use of your Knight's Challenge. All foes with hit dice less than or equal to your hit dice minus 2 and an intelligence score of 3 or more must immediately make a Will save (DC 15+your CHA modifier) or become shaken for the duration of the encounter. Once an individual makes a saving throw agains this ability (succeed or fail), that individual becomes immune to your use of this ability for the duration of the encounter.</span><span style="font-style: italic;"><br /></span><br /><span><span><span style="font-weight: bold;">Lurk</span> </span></span><span style="font-style: italic;"><span style="font-style: italic;">Complete Psionic<br />Right Between the Eyes<br />Requires: Lurk 10, Bluff 13 ranks or Hide 13 ranks<br /></span></span><span><span>You gain one extra d6 of Psionic Sneak Attack and 2 additional power points.</span></span><span style="font-style: italic;"><span style="font-style: italic;"><br /></span><br /></span><span><span style="font-weight: bold;">Marshal</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Miniatures Handbook<br />Motivational Speech<br />Requires: Marshal 10, Grant Move Action class feature<br /></span><span>You can use your Grant Move Action ability one additional time per day.<br />In addition, you learn one additional Minor Aura.</span><span style="font-style: italic;"><br /><br /><span style="font-style: italic;">Don't You Die On Me, Dammit<br />Requires: Marshal 10, Adrenaline Rush class feature </span></span><span>(</span><span>Player's Handbook II)<br />You can use your Adrenaline Rush ability one additional time per day.<br />In addition, you learn one additional Minor Aura.</span><span style="font-style: italic;"><span style="font-style: italic;"><br /></span><br /></span><span style="font-weight: bold;">Monk<span style="font-style: italic;"> </span></span><span style="font-style: italic;">Player's Handbook<br />Avalanche of Blows<br />Requires: Monk 10<br /></span>You may use your Flurry of Blows ability without a penalty to attack rolls. In addition, you may make one additional attack when you flurry.<span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Ninja</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Complete Adventurer<br />Fortuitous Dodge<br />Requires: Ninja 10<br /></span><span>You gain the Evasion special ability (see the Rogue class feature).</span><span style="font-style: italic;"><br /><br /></span><span style="font-weight: bold;">Paladin</span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Player's Handbook<br />Mighty Steed<br />Requires: Paladin 10, special mount class feature<br /></span>Your special mount improves as if you were a Paladin of level 14. See <span style="font-style: italic;">PH </span>page 45 for more details.<span style="font-style: italic;"><br /></span><span><br /><span style="font-weight: bold;">Psychic Warrior</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Expanded Psionics Handbook<br />Martial Training<br />Requires: Psychic Warrior 10<br /></span><span>You can qualify for feats as though your base attack attack bonus or manifester level were 2 higher than they actually are. Your actual base attack bonus and manifester level are unaffected.</span><span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;">Ranger </span></span><span style="font-style: italic;">Player's Handbook<br />Go Unseen<br />Requires: Ranger 10, Hide 13 Ranks<br /></span>You gain the Camouflage class feature.<span style="font-style: italic;"><br /><span style="font-weight: bold;"><br /></span></span><span><span style="font-weight: bold;">Rogue</span></span><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Player's Handbook<br />Hit Where It Hurts<br /></span><span style="font-style: italic;">Requires: Rogue 10, 13 ranks Hide or 13 ranks Bluff</span><br />Your Sneak attack damage increases by 1d6.<span style="font-style: italic;"><br /><br /></span><span><span style="font-weight: bold;"><span>Scout</span></span></span><span style="font-style: italic;"><span style="font-weight: bold;"><span style="font-style: italic;"> </span></span><span style="font-style: italic;">Complete Adventurer<br /><span style="font-style: italic;">Fleet of Foot<br />Requires: Scout 10<br /></span></span></span><span>Your Battle Fortitude bonuses each increase by 1. Your fast movement ability increases your landspeed by an additional 10 feet, with all of the normal restrictions.</span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br />Defensive Slide<br />Requires: Scout 10, Fleet of Foot, Improved Skirmish<br /></span></span></span><span>You may add an additional +1 to your armor class after moving 10 feet or more.</span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span></span><span><span><span><span style="font-weight: bold;">Soulknife </span></span></span></span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;">Expanded Psionics Handbook<br />Bladed Mind<br />Requires: Soulknife 10<br /></span></span></span><span><span><span>When you use your Psychic Strike ability, you may add 3d8 of damage instead of 2d8.</span></span></span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span><span style="font-weight: bold;"><br /><span style="font-style: italic;"><span style="font-weight: bold;"></span></span></span></span><span style="font-style: italic;"><span>Adamantine Brain</span></span><span style="font-style: italic;"><span style="font-weight: bold;"><br /></span><span>Requires: Soulknife 10, Bladed Mind<br /></span></span><span><span>Any mindblade you create has a +3 bonus instead of a +2. This does not affect your mindblade enhancement ability.</span></span><span style="font-style: italic;"><span style="font-weight: bold;"><br /><br /></span></span><span><span style="font-weight: bold;"><span><span style="font-weight: bold;">Spellthief </span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;">Complete Adventurer<br />A Thief Knows Best<br />Requires: Spellthief 10, Spellcraft 13 ranks<br /></span></span></span><span><span>Your save bonuses from your Spellgrace class feature each improve by 1 (to +2 total). You gain the ability to steal up to 20 points of Energy resistance instead of only 10.</span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><br /><br /></span></span></span><span><span><span><span><span style="font-weight: bold;">Spirit Shaman</span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Complete Divine<br />Draw the Veil<br />Requires: Spirit Shaman 10<br /></span></span></span></span><span><span>You gain <span style="font-style: italic;">Revivify (Spell Compendium</span> page 176) as a spell-like ability usable once per week. You do not need to provide the material component.</span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br /></span><br /></span></span></span><span><span style="font-weight: bold;"><span style="font-weight: bold;"><span>Swashbuckler </span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;">Complete Warrior<br />Mr. Ren's Legacy<br />Requires: Swashbuckler 10, any Luck feat<br /></span></span></span><span><span>You may spend one luck reroll to reroll any failed attack roll, skill check, ability check, or save. You gain one additional luck reroll.<br />In addition, your bonuses from Grace increase by 1.</span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span></span></span><span><span><span><span><span style="font-weight: bold;">Swordsage </span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;">Tome of Battle: The Book of Nine Swords<br />Kung Fu Master<br />Requires: Swordsage 10, WIS 13<br /></span></span></span></span><span><span><span><span>You may apply your Insightful Strike class feature to a second school.</span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span></span></span><span><span><span><span><span style="font-weight: bold;">Truenamer </span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;">Tome of Magic<br />Speech Lessons<br />Requires: Truenamer 10, True Speech 13 ranks.<br /></span></span></span></span><span><span><span><span>You get a +3 bonus on True Speech checks. This bonus stacks with skill focus.</span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span></span></span><span><span><span><span><span style="font-weight: bold;">Warblade </span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;">Tome of Battle: The Book of Nine Swords<br /></span></span></span></span><span style="font-style: italic;"><span><span><span>Never Outdone</span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br />Requires: Warblade 10, INT 13<br /></span></span></span></span><span><span><span><span>You may add your Intelligence modifier to any opposed bull rush, disarm, overrun, sunder, or trip attempt. You may add your Intelligence modifier to Sense Motive checks to avoid a feint in combat.</span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><br /><br /></span></span></span></span><span><span><span><span><span style="font-weight: bold;"><span>Warlock </span></span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;">Complete Arcane<br />Otherworldly Endurance<br />Requires: Warlock 10, Fiendish Resilience Class Feature<br /></span></span></span></span></span><span><span>Your damage reduction overcome by Cold Iron increases by one. Whenever you use your Fiendish Resilience class feature, you gain Fast Healing 2 for the duration of the effect instead of Fast Healing 1.</span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /><br />Walking Inferno<br />Requires: Warlock 10, Fiendish Flamewreath Class Feature (Player's Handbook II)<br /></span></span></span></span></span><span><span><span><span><span>Your damage reduction overcome by Cold Iron increases by one. Whenever you use your Fiendish Flamewreath class feature, it deals 1d6 extra damage.<br /></span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br />Dire Pact<br />Requires: Warlock 10, Otherworldly Endurance OR Walking Inferno<br /></span></span></span></span></span><span>You gain a single Greater Invocation. Unlike your other Invocations, this invocation can only be used a number of times per day equal to 3+your CHA modifier.</span><br /><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span></span></span></span><span><span><span><span><span><span><span style="font-weight: bold;">Wilder </span></span></span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;">Expanded Psionics Handbook<br />Beta-Plus Signature<br />Requires: Wilder 10, Psionic Meditation<br /></span></span></span></span></span></span><span><span><span><span><span>Through time and study, you have become able to control the swirling psionic energy within your own mind--up to a point. You can activate your Wild Surge to gain up to a +4 bonus, with all the normal drawbacks.</span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span><br /></span></span></span></span></span><span><span><span><span><span><span style="font-weight: bold;">Wu Jen</span></span></span></span></span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-weight: bold;"> </span>Complete Arcane<br />Practiced Magician<br />Requires: Ability to cast 5th level Wu Jen spells, caster level 10, Watchful Spirit class feature.<br /></span></span></span></span></span><span><span>You gain one additional Spell Secret. You do not gain a new Taboo for this secret.</span></span><span style="font-style: italic;"><span><span style="font-style: italic;"><span style="font-style: italic;"><span style="font-style: italic;"><br /></span></span></span></span><span style="font-weight: bold;"><span style="font-weight: bold;"><span style="font-style: italic;"></span></span><br /><br /></span></span><span style="font-style: italic;"></span>Andrew Michaelhttp://www.blogger.com/profile/13799489281700154199noreply@blogger.com0tag:blogger.com,1999:blog-6275134859700911580.post-64138320773531262552008-07-14T15:06:00.000-07:002008-07-14T15:09:38.765-07:00Starting Gold Table for 4th!<p class="MsoNormal">I noticed that Wizards conveniently left a starting gold table out of the core books, in order, I can only guess, to prevent rapid level jumps, like in the game that defined Otep. But anyway, I made this starting gold table based on what a 5 man party would be receiving between each level and adding it all together and dividing by 5, at each level. If you have any questions or concerns or comments, go ahead.<br /><br /></p> <p class="MsoNormal">Level 1 = 100</p> <p class="MsoNormal">Level 2 = 772</p> <p class="MsoNormal">Level 3 = 1,844</p> <p class="MsoNormal">Level 4 = 3,363</p> <p class="MsoNormal">Level 5 = 5,459</p> <p class="MsoNormal">Level 6 = 8,259</p> <p class="MsoNormal">Level 7 = 12,019</p> <p class="MsoNormal">Level 8 = 17,379</p> <p class="MsoNormal">Level 9 = 24,979</p> <p class="MsoNormal">Level 10 = 35,459</p> <p class="MsoNormal">Level 11 = 49,459</p> <p class="MsoNormal">Level 12 = 68,259</p> <p class="MsoNormal">Level 13 = 95,059</p> <p class="MsoNormal">Level 14 = 133,059</p> <p class="MsoNormal">Level 15 = 185,459</p> <p class="MsoNormal">Level 16 = 255,459</p> <p class="MsoNormal">Level 17 = 349,459</p> <p class="MsoNormal">Level 18 = 483,459</p> <p class="MsoNormal">Level 19 = 673,459</p> <p class="MsoNormal">Level 20 = 935,459</p> <p class="MsoNormal">Level 21 = 1,285,459</p> <p class="MsoNormal">Level 22 = 1,755,459</p> <p class="MsoNormal">Level 23 = 2,425,459</p> <p class="MsoNormal">Level 24 = 3,375,459</p> <p class="MsoNormal">Level 25 = 4,684,459</p> <p class="MsoNormal">Level 26 = 6,435,459</p> <p class="MsoNormal">Level 27 = 8,785,459</p> <p class="MsoNormal">Level 28 = 11,635,459</p> <p class="MsoNormal">Level 29 = 14,885,459</p> <p class="MsoNormal">Level 30 = 18,435,459</p> <p class="MsoNormal">Level 30+ = 22,810,459</p>SpaceMonkeyhttp://www.blogger.com/profile/06098036814961336695noreply@blogger.com2