Thursday, March 26, 2009

3.75 Update: Variant Paladins


The alternate alignment Paladins, originally printed in Unearthed Arcana 3.5, 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.

Note that all class features written here are only those that deviate from the Paladin of Honor printed in the Pathfinder Player's Handbook.

Paladin of Freedom
CHAOTIC GOOD
3-Aura of Resolve: The Paladin of Freedom gains this ability at level 3 instead of level 8.
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.
8-Aura of Courage: The Paladin of Freedom gains this ability at level 8 instead of level 3.



Paladin of Tyranny
LAWFUL EVIL
1-Aura of Evil, Smite Good, Detect Good
Aura of Evil: A Paladin of Tyranny radiates an aura of Evil instead of one of good, as would an Evil Cleric.
Smite Good: As Smite Evil, except only effective against Good creatures.
Detect Good: A Paladin of Tyranny can cast Detect Good at will as a spell-like ability, using his Paladin level as his caster level.
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.
3-Aura of Despair (replaces Aura of Courage), Divine Carrier (Replaces Divine Health)
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.
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.
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.
Spellcasting: As written, but use the Blackguard spell list instead of the Paladin spell list.
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.
6-Contagion (Replaces Remove Disease): An evil Paladin can spend 2 uses of his Life Siphon ability to cast Contagion as a a spell-like ability with his caster level equal to half his Paladin level.
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.
9-Bestow Curse (replaces Remove Curse): An Evil Paladin can spend two uses of his Life Siphon Ability to cast Bestow Curse as a spell-like ability with his caster level equal to half his Paladin Level.
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.
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.
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.
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 Break Enchantment.
17-Aura of Domination (Replaces Aura of Righteousness): As Aura of Righteousness, except that it bestows DR 5/Good.
20-Profane Ascension (replaces Holy Champion): As Holy Champion, but affects DR/Good, Smite Good, and Good Outsiders.

Paladin of Slaughter
CHAOTIC EVIL
1-Aura of Evil, Smite Good, Detect Good
Aura of Evil: A Paladin of Slaughter radiates an aura of Evil instead of one of good, as would an Evil Cleric.
Smite Good: As Smite Evil, except only effective against Good creatures.
Detect Good: A Paladin of Slaughter can cast Detect Good at will as a spell-like ability, using his Paladin level as his caster level.
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.
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.
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.
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.
Spellcasting: As written, but use the Blackguard spell list instead of the Paladin spell list.
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.
6-Contagion (Replaces Remove Disease): An evil Paladin can spend 2 uses of his Life Siphon ability to cast Contagion as a a spell-like ability with his caster level equal to half his Paladin level.
8-Aura of Despair (replaces Aura of Resolve), Divine Carrier (Replaces Divine Health)
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.
9-Bestow Curse (replaces Remove Curse): An Evil Paladin can spend two uses of his Life Siphon Ability to cast Bestow Curse as a spell-like ability with his caster level equal to half his Paladin Level.
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.
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.
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.
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 Break Enchantment.
17-Aura of Domination (Replaces Aura of Righteousness): As Aura of Righteousness, except that it bestows DR 5/Good.
20-Profane Ascension (replaces Holy Champion): As Holy Champion, but affects DR/Good, Smite Good, and Good Outsiders.

Tuesday, October 28, 2008

Snake Eyes: Evil Prestige

The 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.

Imperial Outcast
"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."

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 Rusted Savant, it focuses around the traitor's inherent madness, and channeling that madness to useful ends.

Requirements:

Alignment: Chaotic Evil
Feats: Evil Brand, Thrall to Demon (Demogorgon)
Base Attack Bonus: +5
Skills: Knowledge (Religion) 2 ranks, Intimidate 8 ranks
Special: 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.

Hit Die: d10
Base Attack: Full
Good Save: Fortitude
Bad Saves: Reflex, Will
Skills: 4+INT/level
Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge (religion), Perception, Profession, Sleight of Hand, Stealth
Armor and Weapon Proficiencies: An Imperial Outcast is proficient with all martial weapons. He gains no new armor proficiencies.
Class Features:
1-Madness, Charity of Madness, Witchveil, Smite Infidel
-Madness: 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.
-Charity of Madness: 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.
-Witchveil: 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.
-Smite Infidel: 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.
2-Reaching Touch 1/day
-Reaching Touch: 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.
3-Blood Madness, Bonus Feat
-Blood Madness: 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.
-Bonus Feat: 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.
4-Suggestion, Reaching Touch 2/day
-Suggestion: At level 4, the Imperial Outcast gains the ability to use Suggestion 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.
5-Emulate Demogorgon
-Emulate Demogorgon: 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.


Rusted Savant
"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."

The Rusted 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.

Requirements:
Alignment: Chaotic Evil
Feats: Thrall to Demon (Demogorgon), Corrupt Spell, any other metamagic feat
Spell-like abilities/Spellcasting: Caster level 5th
Skills: Knowledge (Arcana) 8 ranks, Knowledge (Religion) 2 ranks
Special: 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.

Hit Die: d6
Base Attack: Half
Good Save: Will
Bad Saves: Fortitude, Reflex
Skills: 2+INT/level
Class Skills: Bluff, Craft, Disguise, Intimidate, Knowledge (Arcana), Knowledge (Planes), Knowledge (religion), Linguistics, Profession, Spellcraft
Armor and Weapon Proficiencies: A Rusted Savant gains proficiency with all simple weapons and one martial weapon of his choice. He gains no new armor proficiencies.
Class Features:
1-Madness, Charity of Madness, Witchveil, Madness Magic, Spellcasting
-Spellcasting:
At each level, a Rusted 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.
-Madness: 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.
-Charity of Madness: A Rusted 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. Rusted Savant heals 1 point of mental ability damage per hour, and 1 point of mental ability drain per day.
-Witchveil: The Headless Witch bestows her glamered blessing on the Rusted Savant, protecting him from Imperial Witchhunters. Any attempt to detect a Rusted Savant's alignment reports him to be Lawful Good, as well as concealing any Vile feats he possesses and evil items on his person
-Madness Magic: A Rusted Savant may consume his own sanity to improve the potency of his spells. A Rusted 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 Rusted Savant's class level, rounded up. For example, a Sorceror 5/Rusted 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/Rusted 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 Rusted Savant's Wisdom score returns to its normal value, any lasting effects of Madness Magic immediately dissipate, dispelling the entire effect.
2-Suffocating Madness (-1)
-Suffocating Madness:
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 Rusted 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.
3-Mind to Body, Bonus Feat
-Mind to Body:
At level 3, a Rusted Savant can transfer his madness into the flesh of a foe, ravaging it. The Savant gains Contagion 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.
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.
-Bonus Feat: At level 3, a Rusted Savant may choose a Metamagic, Vile, or Reserve feat as a bonus feat. He must still meet the prerequisites for that feat.
4-Suffocating Madness (-2)
5-Emulate Demogorgon
-Emulate Demogorgon: Upon achieving level 5, a Rusted 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. Beguiling Gaze acts as Charm Monster, while Insanity Gaze acts as Confusion. In addition, if two Savants work together, each foe affected by both gazes are instead affect by an effect similar to Hypnotism 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.

Tuesday, October 21, 2008

Complete Respec: The Complete Warrior Classes in 3.75

In November, 2003, Wizards of the Coast published one of the first D&D 3.5 supplements, Complete Warrior. 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 Complete Warrior base classes.

Witchknight (Formerly "Hexblade")


Probably the best loved class of from Complete Warrior, the Hexblade was a nongood, arcane Paladin. Unfortunately, he had some design flaws. The Hexblade lacked the protection of a real warrior, with only light armor and no shields, but never got enough casting to be a real spellcaster. 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.


The Witchknight is the classic Dark Knight, an antihero who wanders the land with a variety of motives. Witchknights tap into the dormant power of the slumbering Leviathan, utilizing small amounts of its power while it lies dreaming. 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. 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.

Abilities: Many of the Witchknight’s class features (including his spellcasting) are keyed to Charisma. 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.

Role: Depending on which options he chooses, a Witchknight can function well in a variety of ways. Those that favor Necromancy spells can prove to be durable melee combatants, while those favoring Enchantment can be frightful combat controllers. Furthermore, the Witchknight’s high Charisma combined with his social skills allow a Witchknight to function as a party “face.”

Alignment: Any nongood.

Hit Die: d10

Good Save: Will

Bad Saves: Fortitude, Reflex

Base Attack Bonus: Full (as Fighter)

Skill Points Per Level: 2+INT (X4 at level 1)

Class Skills: Acrobatics, Bluff, Craft, Diplomacy, Disguise, Intimidate, Knowledge (Arcana and Local only), Profession, Spellcraft

Weapons and Armor Proficiency: A Witchknight is proficient with all simple and martial weapons and with light armor. Using heavier armor or a shield may cause his spells to fail.

Class Features:

1-Bewitch, Armored Mage, Cantrips, Spells

-Bewitch: A Witchknight can give a visible foe within 60 feet the Evil Eye as a swift action. 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. This penalty lasts for one hour per Witchknight level; however, if a Witchknight dies, any Bewitchments he has inflicted fade within an hour. A Witchknight may use this ability once per day for every two class levels he possesses, rounded down (minimum 1).

-Armored Mage: Witchknight spells are not as varied as those cast by other Arcane casting classes, giving a Witchknight room to make allowances for armor. 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.

-Cantrips: A Witchknight may use any Cantrip he knows as a spell-like ability at will.

-Spells: 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 Pathfinder RPG) A Witchknight needs a Charisma score of at least 10 plus the spell level to learn a spell. 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.

2-Supernatural Resistance

-Supernatural Resistance: A Witchknight knows more about magic than most, including its weaknesses. He adds his Charisma modifier to any saving throw made against a Spell, Spell-Like Ability, or Supernatural Ability.

3-Mettle, Advanced Learning

-Mettle: The eldritch secrets Witchknights are privy to fortify both mind and body. 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 3rd level Witchknight who succeeded on his save against Inflict Light Wounds would take no damage instead of half damage).

-Advanced Learning: A Witchknight’s comprehension of the world and the secret powers underlying it never ceases. 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. 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.

4-

5-Witchcraft

-Witchcraft: 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. This manifestation takes one of two forms.

The first is that the Witchknight gains control of his shadow and can control it as a separate entity. His shadow cannot attack or interact with the world at large in any way, and it does not provide flanking bonuses to attack rolls. The Witchknight may direct his shadow to move up to his land speed as a free action once each turn. 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. 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). 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).
At first, the Witchknight can command only his own shadow. He may summon forth an additional shadow at ninth level, and a third shadow at fourteenth level. At nineteenth level, the penalties inflicted by his shadow increase to -4.

Alternately, the Witchknight may choose to call down an aura of power upon himself. The Witchknight may activate any aura he knows as a swift action. 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). Auras normally have a range of 10 feet, and the Witchknight chooses one aura known at level 4.

At levels 9 and 14, the Witchknight may choose an additional Aura known. At level 19, all the Witchknight’s auras’ effects increase by one-half and have their range extended to twenty feet. A Witchknight can have only one aura active at a time.

Aura choices:

-Clumsiness: All foes within the aura have all movement speeds reduced by 10 feet and take a -4 to Climb, Swim, and Fly checks.
-Despair: All foes within the aura take a -2 penalty to all saving throws.

-Dread: All foes within the aura take a -2 penalty to attack rolls and weapon damage rolls.

-Incompetence: All foes within the aura take a -2 penalty to all skill checks and ability checks.

-Unease: All foes within the aura take a -2 penalty to AC.

-Terror: All foes within the Aura take a -4 penalty to saves and checks made to resist Fear effects. In addition, any foe immune to fear instead receives a +4 bonus on his saving throws (after the effects of the aura).

6-Witch’s Shield 1/day

-Witch’s Shield: Beginning at level six, a Witchknight can make subtle alterations to fate itself. As a free action, he can invoke a field around himself that promotes bad luck in aggressive actions directed at him. 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. The shield can sustain a number of attacks equal to the Witchknight’s Charisma modifier (regardless of the roll’s result) before it dissipates. This ability functions once per day at level six, an additional time at level twelve, and a third time at level eighteen.

7-Advanced Learning

8-Greater Bewitching

-Greater Bewitching: At level 8, the penalties inflicted by Bewitching a target increase to -4.

9-Witchcraft (+1 Shadow/Aura Known)

10-

11-Advanced Learning

12-Witch’s Shield 2/day

13-

14-Witchcraft (+1 Shadow/Aura Known)

15-Dire Bewitching, Advanced Learning

-Dire Bewitching: At level 15, the penalties inflicted by Bewitching a target increase to -6

16-

17-

18-Witch’s Shield 3/day

19-Witchcraft (Increased penalties), Advanced Learning

20-Frightful Presence

-Frightful Presence: At level 20, the Witchknight gains Frightful Presence, effective against any non-ally with hit dice less than or equal to the Witchknight’s. 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. 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.


Witchknight Spell List

*= New Spell

0-(Cantrips):

Arcane Mark, Bleed, Daze, Detect Magic, Lullaby, Message, Prestidigitation, Read Magic, Touch of Fatigue

1-

Cause Fear, Charm Person, Disguise Self, Erase, Expeditious Retreat, Hideous Laughter, Hypnotism, Lesser Confusion, Prey on the Weak*, Seek Blood*, Sleep, Undetectable Alignment

2-

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

3-

Bestow Curse, Charm Monster, Confusion, Crushing Despair, Deep Slumber, Dispel Magic, Fear, Glibness, Locate Creature, Slow, Stupify*

4-

Devour the Weak*, Dominate Person, Feeblemind, Foul Curse*, Freedom of Movement, Hold Monster, Modify Memory, Telepathic Bond

5-

Greater Dispel Magic, Mass Suggestion, Mind Fog, Nightmare, Seeming, Shadow Walk, Symbol of Fear, Song of Discord, True Seeing

6-

Demand, Discern Location, Finger of Death, Horrid Wilting, Irresistible Dance, Slay the Weak*, Power Word Stun, Symbol of Insanity

New Spells:

Devour the Weak

Level: Witchknight 4

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round

Description: Every sharp point along your blade turns into a gnashing mouth.

For one round, your weapon deals 2d6 extra damage. 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. 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).

Foul Curse

Level: Witchknight 4

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round/Hour/level

Description: A crackling, purplish corona of darkness swathes your weapon. You can’t help but grin.

For one round, any enemy damaged by your weapon receives a negative level. These negative levels last for a number of hours equal to your caster level and cannot cause actual level loss.

Prey on the Weak

Level: Witchknight 1

School: Divination

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Duration: 1 round

Description: With a muttered curse, spectral blood drips across the edge of your blade. It’s ready to seek out prey.

Prey on the Weak adds 1d4 damage to the melee weapon you hold until the end of the round. 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.

Seek Blood

Level: Witchknight 1

School: Divination

Casting Time: 1 Swift Action

Components: V, S

Range: Personal

Target: Self

Duration: 1 round or until discharged.

Description: You concentrate, and the weaknesses in your foe’s defenses are illustrated as if lit up.

You gain a +10 bonus on your next attack roll. If you do not use this bonus before the start or your next turn, the spell dissipates with no effect.

Slay the Weak

Level: Witchknight 6

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Touch

Target: Melee Weapon Touched

Save: Fortitude partial (see text)

Duration: 1 round

Description: Your weapon turns inky black and drips ethereal blood.

For one round, your weapon deals 3d6 extra damage. 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. In addition, any Bewitched foe struck by your blade must make a Fortitude save or drop dead.

Stupify

Level: Witchknight 3. Sorceror/Wizard 4

School: Necromancy

Casting Time: 1 Standard Action

Components: V, S

Range: Personal

Target: 40 foot burst, centered on you

Duration: 1 round

Saving Throw: Will Negates

Description: With a menacing pose, your enemies realize just how bad an idea challenging you is.

When you cast this spell, an almost palpable aura of dread emanates from you for twenty feet in every direction. Any foe that fails its save cowers in terror for one round and takes 1d6 Intelligence, Wisdom, and Charisma damage.

Terrify

Level: Witchknight 2, Sorceror/Wizard 3

School: Necromancy

Casting Time: 1 Swift Action

Components: V, S

Range: Personal/Close (25 feet+5 feet/2 levels)

Target: Self/One Creature

Duration: 1 round/level

Description: You narrow your eyes at your target, and show them why you are a denizen of nightmares.

You gain a bonus to your Intimidate checks equal to your caster level. In addition, when you cast this spell, you may immediately attempt to Demoralize a single opponent.





Thursday, October 16, 2008

Setharah Otepth


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.


Apologies for the quality of the image- its much nicer than the upload will allow.

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