Showing posts with label Warmage sucks. Show all posts
Showing posts with label Warmage sucks. Show all posts

Monday, March 30, 2009

The Murkeye Games




The Premise
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.

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.

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.

Entry
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.

The Events
Round 1 – Man Versus Monster
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.
Round 2 – Team Battles
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.
Round 3 – Siege
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.

The Prize
• 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.
• 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.
• 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.

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).

Rules

Character Creation:
• 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.
• 3 bonus feats, gained at level 10
• 3.75 rules
• 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).
• 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.)
• 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.
• Players with a Level Adjustment of +2 or higher are stuck with their Adjustment.
• Players wishing to use the Necropolitan template from Libris Mortis must sacrifice 2 bonus feats and pay the gold cost for the ritual.
• The Leadership feat is allowed, but cohorts and followers can only enter the Arena if counted as a team member.
All Players Should Have:
• 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.
• 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.
• 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.
• 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.
• 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.

Material Allowed:
• Anything published by Wizards of the Coast, online or bound, except as noted below.
• 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/).
Material Banned:
• Magic of Incarnum. I have simply given up trying to understand this book.
• 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.
• 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.
• Third-party material that’s from a source other than the Blog of Otep.

NPCing:
• 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.
• 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.

Event Details:

Universal rules:
• All events are optional, but Victory Point accumulation is carried out across all events.
• 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.
• 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).
• 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.

• Man Versus Monster
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.
• Team Battles
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.
• Siege
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.
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.
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.
As always, any team slots left open will be filled by Silver Crow NPCs.

Monday, October 13, 2008

Snake Eyes: Race Updates


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.

Kobold (Monster Manual)
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.

Racial Abilities
Ability Scores: -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.
Reptilian: Kobolds are humanoids with the Reptilian subtype.
Small: 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.
Normal Speed: Though they are barely the size of Halflings, Kobolds move at speed normal for a human, 30 feet per round.
Darkvision: Kobolds have darkvision out to 60 feet.
Keen: Kobolds have a +2 racial bonus to Craft (Trapmaking) and Perception checks.
Thick Hide: Kobolds have a +1 natural armor bonus.
Languages: Kobolds speak Common and Draconic, and can learna any other language.
Favored Class: Sorceror or Rogue
Level Adjustment: +0




Goliath (Races of Stone)

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.

Racial Abilities

Ability Scores: +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.
Monstrous Humanoid: Goliaths are Monstrous Humanoids, and are thus inherently skilled with all simple weapons.
Darkvision: Like all Monstrous Humanoids, Goliaths have Darkvision out to 60 feet.
Powerful Build: 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 does not bestow any additional natural reach.
Long Stride: Goliath landspeed is40 feet, due to their long legs.
Momentum: 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.
Perceptive: Goliaths gain a +2 racial bonus to Sense Motive checks, due to their long experience dealing with others.
Languages: Goliaths speak Common and Giant. They can learn Dwarven, Elemental, and Gnoll.
Favored Class: Barbarian or Druid
Level Adjustment: +1




Dragonborn (Races of the Dragon)
Note: Dragonborn are not part of the main continent's inhabitants in 190 GD and are not actually playable in the Serpent War campaign.

Racial Abilities

Ability Scores: +2 Strength, -2 Dexterity, +2 Charisma. Dragonborn are large in body and spirit, but somewhat clumsy.
Dragonblood: Dragonborn are Humanoids with the Dragonblood subtype.
Normal Speed: Dragonborn land speed is 30 feet.
Breathe Weapon: 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 half damage.
Fury: 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.
Adaptive Flesh: 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.
Languages: Dragonborn speak Common and Draconic, and can learn any bonus language.
Favored Class: Paladin or Sorceror
Level Adjustment: +0

Tuesday, September 23, 2008

Snake Eyes: The Arcane Swordsage - The Most Powerful Class You Didn't Know Exists



This article is a write-up on a character class variant that is covered in Tome of Battle: The Book of Nine Swords 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.

Arcane Swordsage
All Class Features are identical to those presented for the normal Swordsage on Page 16 of Tome of Battle: The Book of Nines Swords except the following:
Hit Die: d6 (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)
Weapon and Armor Proficiency: 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.
AC Bonus: 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.
Maneuvers and Spells: 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.
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.
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.
An Arcane Swordsage's caster level is equal to his Arcane Swordsage level. Unlike his Initiator level, his caster level does not 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:
Spell Level/Class Level
1/1-2
2/3-4
3/5-6
4/7-8
5/9-10
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.
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.
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 Complete Arcane).
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:
Abjuration: Setting Sun, Shadow Hand
Evocation: Desert Wind, Tiger Claw
Transmutation: Diamond Mind, Stone Dragon
Feats that affect maneuvers of the Sublime school do not effect spells of the corresponding school of magic.

And that about covers it. Use it wisely.

Thursday, September 11, 2008

Snake Eyes: New Races

While 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.

Dwarf, Highland
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.

Racial Abilities:
Ability Scores: +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.
Medium: Highland dwarves are shorter than humans, but stocky and are therefore medium size.
Slow and Steady: Highland Dwarves have a base land speed of 20 feet, but are unhindered by armor or loads.
Darkvision: Since they have only been above ground for a generation, Highland dwarves retain Darkvision out to 60 feet.
Highland Song: 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.
Keen Senses: Highland Dwarves get a +2 bonus on taste and touch-based Perception checks.
Greed: Highland Dwarves treat Appraise as a class skill to determine the value of precious metals, gemstones, or any nonmagical item that includes them.
Hearty: 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.
Weapon Familiarity: 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.
Hatred: Since Highland Dwarves have been busy with the horrors above ground rather than below, they recieve +1 bonus on attack rolls against evil outsiders.
Defensive Training: Highland Dwarves receive a +4 dodge bonus against giants.
Stability: Highland Dwarves receive a +4 bonus to resist trip or bull rush attempts while standing on the ground.
Favored Class: Fighter or Wizard
Languages: Highland Dwarves speak common and dwarven, and can learn Elemental, Giant, Gnome, Goblin, Orc, and Undercommon.
Level Adjustment: +0

Tiefling
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.

Ability Scores: +2 Dexterity, +2 Intelligence, -2 Charisma. Tieflings are quick in body and mind, but those that are not sociopathic still seem a bit "off."
Medium Size: Tieflings are the standard size for humans, though individual heights may vary.
Outsider: Tieflings are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Fiendish Quickness: 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.
Unholy Vision: 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).
Inborn Training: As Outsiders, Tieflings are automatically proficient with all simple and martial weapons.
Quick Witted: 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.
Demonic Vestiges: 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:
-Claws. 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.
-Fangs. 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.
-Horns. 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.
-Tail. 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.
Spell-like abilities: A Tiefling can cast Darkness once per day, using his character level as his caster level. Starting at level 6, a Tiefling can cast Darkness one additional time per day. At level 10, a Tiefling can cast his Darkness spell-like ability as a Swift action instead of a standard action.
Favored Class: Rogue or Fighter
Languages: Tieflings speak Common and either Infernal or Abyssal and can choose any bonus language, provided they have a high enough intelligence.
Level Adjustment: +1

Aasimar
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.

Ability Scores: +2 Wisdom, +2 Charisma. Aasimar are calm and beautiful.
Medium Size: Aasimar recieve no bonuses or penalties for their size.
Normal Speed: Aasimar have a base land speed of 30 feet.
Outsider: Aasimar are Outsiders with the Native subtype. They can be resurrected as if they were humans.
Darkvision: Aasimar have Darkvision out to 60 feet.
Natural Champion: As Outsiders, Aasimar are automatically proficient with all simple and martial weapons.
Celestial Hide: Aasimar have resistance 5 to acid, cold, and electricity.
Radiance: 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.
Keen: Aasimar get a +2 racial bonus to Perception and Diplomacy checks because they are perceptive and charitable.
Spell-like abilities: An Aasimar can cast Daylight once per day, using his character level as his caster level. Starting at level 6, an Aasimar can cast Daylight one additional time per day. At level 10, an Aasimar can cast his Daylight spell-like ability as a Swift action instead of a standard action.
Favored Class: Paladin or Bard
Languages: Aasimar speak Common and Celestial, and can choose any language, assuming they have a high enough Intelligence.
Level Adjustment: +1

Monday, September 1, 2008

Snake Eyes: New Base Class - Spellwarrior

Spellwarrior

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.

Abilities: 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.

Alignment: Most Spellwarriors are lawful, due to the rigors that advancement as a Spellwarrior requires, but Spellwarriors can be of any alignment.

Hit Die: d8

Class Skills: Balance, Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Jump, Knowledge (Arcana, History, The Planes), Profession, Spellcraft

Skill Points: 2+INT (X4 at first level)

Base Attack: Average (as Rogue)

Good Save: Will

Bad Saves: Fortitude, Reflex

Weapons and Armor Proficiencies: 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.

    Class Features:
    Spellcasting:
    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.
    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 1st 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.
    Like all Arcane spellcasters, a Spellwarrior needs 8 hours of uninterrupted rest in order to regain expended spells.

  1. Armored Mage (light armor), Granted School (X2), Basic Arcane Combat.
    Armored Mage: 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.
    Granted Schools: 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.
    Basic Arcane Combat: 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.
  2. Armored Mage (buckler)
  3. -
  4. Combat Casting
    Combat Casting:
    At level 4, the Spellwarrior gains Combat Casting as a bonus feat.
  5. Granted School
  6. Intermediate Arcane Combat
    Intermediate Arcane Combat:
    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.
  7. Armored Mage (Medium Armor)
  8. Somatic Weaponry
    Somatic Weaponry:
    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.
  9. –
  10. Granted School

Capstone Feat

Advanced Pupil [Capstone]
Requires: Spellwarrior 10, Spellcraft 13 ranks

Benefit: You may select an Advanced Arcane Combat Maneuver from any of your granted schools.



Arcane Combat

Basic

  • Abjuration: 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.
  • Conjuration: Whenever you and a summoned creature are flanking a foe, you may add your Intelligence bonus to your weapon damage rolls.
  • Divination: 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.
  • Enchantment: 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.
  • Evocation: 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.
  • Illusion: You may use image spells to flank with foes.
  • Necromancy: 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).
  • Transmutation: 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).

Intermediate

  • Abjuration: 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.
  • Conjuration: 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.
  • Divination: 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.
  • Enchantment: 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.
  • Evocation: 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.
  • Illusion: 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 Invisibility using this ability, you would gain total concealment, but the enemy still knows what square you occupy).
  • Necromancy: When an opponent hits you with an attack or spell, you may cast a Necromancy spell targeting that opponent as an immediate action.
  • Transmutation: When an attack or spell you control drops a foe, you may cast a Transmutation spell as an immediate action.

Advanced

  • Abjuration: 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.
  • Conjuration: 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.
  • Divination: 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.
  • Enchantment: 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 5th level spell slot could deal 5 Charisma damage, but not 3 Intelligence and 2 Charisma). This ability cannot lower an ability score below 1.
  • Evocation: 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.
  • Illusion: 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.
  • Necromancy: 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.
  • Transmutation: 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.

Sunday, August 24, 2008

Snake Eyes: Favored Class Equivalencies

Most 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.

Barbarian
(Self-taught characters and untrained brawlers)
-Wilder (Expanded Psionics Handbook)
-
Soulknife (Expanded Psionics Handbook)

Bard
(Performers, motivators, and talkers)
-Hexblade (Complete Warrior)
-
Beguiler (Player's Handbook II)
-
Marshal (Miniatures Handbook)

Cleric
(Servants of a higher power)
-Ardent (Complete Psionic)
-Binder (Tome of Magic)
-
Dragonfire Adept (Dragon Magic)
-
Favored Soul (Complete Divine, Miniatures Handbook)
-Warlock (Complete Arcane)

Druid
(Servants, but not of deities)
-Dragon Shaman (Player's Handbook II)
-
Healer (Miniatures Handbook)
-
Spirit Shaman (Complete Divine)
-
Shugenja (Complete Divine)

Fighter
(Career warriors and the highly trained)
-Samurai (Complete Warrior)
-
Warblade (Tome of Battle: The Book on Nine Swords)
-
Psychic Warrior (Expanded Psionics Handbook)
-
Duskblade (Player's Handbook II)

Monk
(Wise warriors)
-Ninja (Complete Adventurer)
-
Swordsage (Tome of Battle: The Book of Nine Swords)

Paladin
(Champions of a cause and protectors of the weak)
-Crusader (Tome of Battle: The Book of Nine Swords)
-
Divine Mind (Complete Psionic)
-
Knight (Players' Handbook II)

Ranger
(Warriors comfortable in the woodlands)
-Scout (Complete Adventurer)

Rogue
(Sneaks, scoundrels, and thieves)
-Factotum (Dungeonscape)
-
Lurk (Complete Psionic)
-
Spellthief (Complete Adventurer)

Sorceror
(Specialized magicians with limited training)
-Warmage (Complete Arcane, Miniatures Handbook)
-
Dread Necromancer (Heroes of Horror)

Wizard
(Bookworms with power)
-Archivist (Heroes of Horror)
-
Artificer (Eberron Campaign Setting)
-
Psion (Expanded Psionics Handbook)
-
Truenamer (Tome of Magic)
-
Wu Jen (Complete Arcane)


Friday, August 22, 2008

Snake Eyes: The Serpent War Campaign

Hey, 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.

What is the Serpent War?
The Serpent War
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.

What are the game mechanics?
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.

However, this will not be a straight 3.5 game. Over the summer, myself and some others were introduced to Pathfinder, a third-party suppliment for 3.5 dubbed "D&D 3.75." Essentially, it's a retrospective rewrite of the Player's Handbook and Dungeon Master's Guide 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 Pathfinder 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.

There will most assuredly be some people who either can't get the Pathfinder .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.

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.

Creating Characters
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.

First level hitpoints will be the maximum for your class plus your CON mod, as normal (Pathfinder 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.

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. If you roll a one and reroll it, I will find you and punish you for your lies. 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.

You can use any 3.5 book you want, including Expanded Psionics Handbook and Tome of Battle: The Book of Nine Swords. You can even use stuff from settings, like Eberron Campaign Setting and Underdark, but keep in mind that you'll always have 0 action points and aren't from any region of Faerun.
Just some quick rules reminders on the more powerful stuff:
-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."
-Each character is limited to 2 character flaws. Contact me if you want to have a different flaw than the ones printed.
-Each character can have only one Trait (from Unearthed Arcana)

Also, if you want to use a race that's not in Pathfinder, 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.

Campaign Structure
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.

The Big Prize
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.

Level Adjustment/Racial Hit Die Feats
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.

Superior Training
Requires: ECL 10, 1 or more racial hit dice
While other members of your race usually experience a plateau in learning ability at your stage of life, you press on with extreme effort.
Benefit:
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.

Unusual Skill
Requires: ECL 10, Level Adjustment +1 or higher
You've hit the wall all members of your experience, but you won't let it stop you.
Benefit:
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.

Unusual Toughness
Requires: ECL 10, Level Adjustment +1 or higher, Unusual Skill
You're already smarter than most of your race. That's just the beginning.
Benefit:
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.

Break the Plateau
Requires: ECL 10, Level Adjustment +1 or higher, Unusual Skill, Unusual Toughness
You can throw down with the best of them.
Benefit:
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.
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.

Thursday, August 21, 2008

Snake Eyes: Behind the Curtain - The Drowned One Template

One 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.

"Drowned One"

The Drowned One template can be applied to any living, corporeal creature with an Intelligence of at least 3 that meets the following criteria:
Alignment: Any evil
Deity: Must worship an Evil deity with access to the Water or Ocean Domains.
Spellcasting: Able to cast 1st-level spells.
Special: 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.
Additional Requirements: A Drowned One must meet any two of the following prerequisites in addition to the above:
-Caster level 10
-Base Attack Bonus +10
-Intimidate 13 ranks
-Bluff 13 ranks
-Swim 13 ranks
-Owns a sailing ship crewed by at least 40 people

Template Benefits

Size and Type: 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.
Armor Class: A Drowned One’s natural armor bonus increases by +1d6. This bonus is rerolled whenever he reconstitutes, discarding the old value.
Special Abilities: Each Drowned One has 1d4 of the following abilities, chosen at random whenever he reconstitutes (see below).
Tentacles (Ex): 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).
Shark Teeth (Ex): 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.
Gas Bladder (Ex): 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.
Fins (Ex): 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.
Ink Jet (Ex): 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).
Electrical Discharge (Su): 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.
Stinger (Ex): 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).

Special Qualities:
Damage Reduction: 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.
Immunities: 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.
Sonar: 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.
Memories of Mortality: 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.
Amphibious: Drowned Ones can breathe air and water (fresh or salt) with equal ease.
Strength of the Sea: 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.
Reconstitution: 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.
Drowned Shape: 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.

Abilities:
STR +2, CON +2, CHA +4
CR: +1 to +4, depending on abilities rolled.
Level Adjustment: +2 to +5, depending on abilities rolled.

Wednesday, July 16, 2008

Snake Eyes: Epic Level 10 Capstones

Since 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.

Archivist Heroes of Horror
Dread Secret
Requires: Archivist 10, any Knowledge skill 13 ranks.
You gain the Dread Secret ability of your Dark Knowledge class feature (Heroes of Horror page 83).

Artificer Eberron Campaign Setting
Technical Expertise
Requires: Artificer 10, Craft (any) 13 ranks, Use Magic Device 13 ranks, any metamagic feat
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.
Additionally, you gain a +1 bonus on Use Magic Device checks made to use this ability.


Barbarian Player's Handbook
Ferocious Combatant
Requires: Barbarian 10
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.

Bard Player's Handbook
Liberating Melody
Requires: Bard 10, Perform (any) 13 ranks
You gain the Song of Freedom class feature, except that it requires only 13 ranks of Perform to use.

Beguiler Player's Handbook II
Studied Scoundrel
Requires: Beguiler 10, Spell Focus (Illusion or Enchantment)
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.

Binder Tome of Magic
Strength From Beyond
Requires: Binder 10
As long as you are bound to a vestige, you are immune to energy drain and negative levels.

Crusader Tome of Battle: The Book of Nine Swords
Legendary Resolve
Requires: Crusader 10, CON 13
The maximum capacity of your delayed damage pool increases to 20.

Divine Mind Complete Psionic
Mental Outreach
Requires: Divine Mind 10
The reach of your Psionic Aura increases to 30 feet. You gain 2 additional power points.

Dragon Shaman Player's Handbook II
Hands of a Healer
Requires: Dragon Shaman 10
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.
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.
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.
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.
In addition, you gain a number of points of Touch of Vitality equal to twice your Charisma modifier (minimum 2).


Dragonfire Adept
Dragon Magic
Blazing Gullet
Requires: Dragonfire Adept 10
Your breath weapon's damage increases to 6d6.

Servant of the Scale
Requires: Dragonfire Adept 10, Blazing Gullet
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.

Dread Necromancer Heroes of Horror
One Foot in the Grave
Requires: Dread Necromancer 10
Your Damage Reduction overcome by Magic and Bludgeoning increases by 2. You may use your Charnel Touch ability one additional time per day.
Special:
This feat may be taken only once.

Druid Player's Handbook
As the Mouse
Requires: Druid 10, Natural Spell
Choose a single Tiny animal. You can wild shape into that animal.

One with the Forest
Requires: Druid 10, Natural Spell, As the Mouse
Choose a single Plant creature. You can wild shape into that plant.

Duskblade Player's Handbook II
Arcane Fury
Requires: Duskblade 10
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.
In addition, you gain one additional 1st or 2nd level spell slot.


Factotum Dungeonscape
Smart Guy
Requires: Factotum 10, any skill 13 ranks
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.

Favored Soul Complete Divine, Miniature's Handbook
Deific Champion

Requires: Favored Soul 10, Weapon Focus (deity's favored weapon)
You gain a +2 bonus on damage rolls with your deity's favored weapon.
Special: This feat counts as Weapon Specialization for any feat or ability that requires Weapon Specialization.

Fighter Player's Handbook
Practiced Veteran
Requires: Fighter 10
You may select feats as though you were a 12 level fighter and had a base attack bonus of +12. Your actual base attack bonus and level-dependent effects are not affected.

Healer Miniatures Handbook
Faithful Companion
Requires: Healer 10, CHA 13+
Your Unicorn Companion improves as if you were a Healer of level 14. See Miniatures Handbook page 10 for more details.

Cleanse
Requires: Healer 10, Faithful Companion
You gain Stone to Flesh as a Spell-like ability, usable once per day.

Hexblade Complete Warrior
Evil Eye
Requires: Hexblade 10, Intimidate 13 ranks
You gain the Aura of Unluck class feature, usable once per day.

Knight Player's Handbook II
Personal Fortress
Requires: Knight 10
When you use your Shield Block class feature, increase the shield bonus by 2 instead of 1.
In addition, you gain 1 additional use of your Knight's Challenge ability.


Holy Terror
Requires: Knight 10, Personal Fortress
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.

Lurk Complete Psionic
Right Between the Eyes
Requires: Lurk 10, Bluff 13 ranks or Hide 13 ranks
You gain one extra d6 of Psionic Sneak Attack and 2 additional power points.

Marshal Miniatures Handbook
Motivational Speech
Requires: Marshal 10, Grant Move Action class feature
You can use your Grant Move Action ability one additional time per day.
In addition, you learn one additional Minor Aura.


Don't You Die On Me, Dammit
Requires: Marshal 10, Adrenaline Rush class feature
(Player's Handbook II)
You can use your Adrenaline Rush ability one additional time per day.
In addition, you learn one additional Minor Aura.


Monk Player's Handbook
Avalanche of Blows
Requires: Monk 10
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.

Ninja Complete Adventurer
Fortuitous Dodge
Requires: Ninja 10
You gain the Evasion special ability (see the Rogue class feature).

Paladin Player's Handbook
Mighty Steed
Requires: Paladin 10, special mount class feature
Your special mount improves as if you were a Paladin of level 14. See PH page 45 for more details.

Psychic Warrior
Expanded Psionics Handbook
Martial Training
Requires: Psychic Warrior 10
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.

Ranger Player's Handbook
Go Unseen
Requires: Ranger 10, Hide 13 Ranks
You gain the Camouflage class feature.

Rogue Player's Handbook
Hit Where It Hurts
Requires: Rogue 10, 13 ranks Hide or 13 ranks Bluff
Your Sneak attack damage increases by 1d6.

Scout Complete Adventurer
Fleet of Foot
Requires: Scout 10
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.

Defensive Slide
Requires: Scout 10, Fleet of Foot, Improved Skirmish
You may add an additional +1 to your armor class after moving 10 feet or more.

Soulknife Expanded Psionics Handbook
Bladed Mind
Requires: Soulknife 10
When you use your Psychic Strike ability, you may add 3d8 of damage instead of 2d8.

Adamantine Brain
Requires: Soulknife 10, Bladed Mind
Any mindblade you create has a +3 bonus instead of a +2. This does not affect your mindblade enhancement ability.

Spellthief Complete Adventurer
A Thief Knows Best
Requires: Spellthief 10, Spellcraft 13 ranks
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.

Spirit Shaman Complete Divine
Draw the Veil
Requires: Spirit Shaman 10
You gain Revivify (Spell Compendium page 176) as a spell-like ability usable once per week. You do not need to provide the material component.

Swashbuckler Complete Warrior
Mr. Ren's Legacy
Requires: Swashbuckler 10, any Luck feat
You may spend one luck reroll to reroll any failed attack roll, skill check, ability check, or save. You gain one additional luck reroll.
In addition, your bonuses from Grace increase by 1.


Swordsage Tome of Battle: The Book of Nine Swords
Kung Fu Master
Requires: Swordsage 10, WIS 13
You may apply your Insightful Strike class feature to a second school.

Truenamer Tome of Magic
Speech Lessons
Requires: Truenamer 10, True Speech 13 ranks.
You get a +3 bonus on True Speech checks. This bonus stacks with skill focus.

Warblade Tome of Battle: The Book of Nine Swords
Never Outdone
Requires: Warblade 10, INT 13
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.

Warlock Complete Arcane
Otherworldly Endurance
Requires: Warlock 10, Fiendish Resilience Class Feature
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.

Walking Inferno
Requires: Warlock 10, Fiendish Flamewreath Class Feature (Player's Handbook II)
Your damage reduction overcome by Cold Iron increases by one. Whenever you use your Fiendish Flamewreath class feature, it deals 1d6 extra damage.

Dire Pact
Requires: Warlock 10, Otherworldly Endurance OR Walking Inferno
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.

Wilder Expanded Psionics Handbook
Beta-Plus Signature
Requires: Wilder 10, Psionic Meditation
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.

Wu Jen Complete Arcane
Practiced Magician
Requires: Ability to cast 5th level Wu Jen spells, caster level 10, Watchful Spirit class feature.
You gain one additional Spell Secret. You do not gain a new Taboo for this secret.