Author Topic: Jesters Realm  (Read 12872 times)

Offline bhu

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Re: Jesters Realm
« Reply #20 on: May 12, 2013, 03:24:15 AM »
I thought there would be too but i havent found any yet.

Offline Braininthejar

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Re: Jesters Realm
« Reply #21 on: May 13, 2013, 05:08:58 AM »
Try dragonlance. it has some spells for messing with time.

Offline bhu

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Re: Jesters Realm
« Reply #22 on: June 08, 2013, 01:30:49 AM »
Metacurse Feats are done, I just have a few things to fix on the witch doctor and then i can begin the muscle wizard (with massive apologies to sirpercival).

Offline bhu

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Re: Jesters Realm
« Reply #23 on: October 03, 2014, 08:54:47 PM »
BONUS EFFECTS (Biggify)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Acrobatic You gain a Climb speed equal to half your base land speed.

Airobic (Prerequisite: Must be at least 5th Level) You gain a Fly speed equal to half your base land speed.

Armored Your Damage Reduction increases by (Caster Level divided by 4).  If you have none, an Armored Elicitation gives it DR/Adamantine equal to this amount instead.

Alert You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

Fit Your base land speed increases by +10 feet.

Healing You heal a number of hit points equal to your Str Modifier.

Improved Healing  (Prerequisite: Must know Healing) You heal a number of hit points equal to your Str Score.

Marine You gain a Swim speed equal to half your base land speed.

More Alert  (Prerequisite: Alert)  You cannot be flanked.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).
« Last Edit: February 08, 2017, 08:37:26 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #24 on: October 03, 2014, 08:57:11 PM »
BONUS EFFECTS (Fist!)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

(Ability) Damage (Prerequisite: Must know Weakening and be at least 5th Level) If the victim fails a Willpower Save he takes 2 points of temporary Ability damage from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

Blinded (Prerequisite: Must know Weakening)  If the victim fails a Fortitude Save he is Blinded.

Checked If the victim fails a Fortitude Save he is Checked.

Confused (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he is Confused.

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed.

Deafened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Deafened.

Debilitating (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he takes a -2 Penalty to the Saving Throw chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 3 Saving Throws. 

Disabled (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Disabled, regardless of his current hit point level.  Unlike normal, the victim doesn't risk further damage unless he subsequently drops to 0 hp or less while Disabled.   

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted. 

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.

Flat-Footed (Prerequisite: Must know Immobilized) If the victim fails a Reflex Save he is Flat-footed.
 
Frightened (Prerequisite: Must know Shaken) If the victim fails a Willpower Save he is Frightened. 

Immobilized (Prerequisite: Must be at least 3rd Level) If the victim fails a Fortitude Save he is Immobilized.

Knockdown If the victim fails a Reflex Save he is Knocked Prone.
 
Nauseated (Prerequisite: Must know Sickened) If the victim fails a Fortitude Save he is Nauseated.

Panicked (Prerequisite: Must know Frightened) If the victim fails a Willpower Save he is Panicked. 

Paralyzed (Prerequisite: Must know Immobilized) If the victim fails a Willpower Save he is Paralyzed. 

Shaken (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he is Shaken.

Sickened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Sickened.

Stunned  (Prerequisite: Must know Dazed) If the victim fails a Fortitude Save he is Stunned. 

Weakening (Prerequisite: Must be at least 5th Level) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.
« Last Edit: February 08, 2017, 07:59:58 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #25 on: February 07, 2017, 09:32:46 PM »
BONUS EFFECTS (Pump Up)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Armored Your Damage Reduction increases by (Caster Level divided by 4).  If you have none, an Armored Elicitation gives it DR/Adamantine equal to this amount instead.

Fit Your base land speed increases by +10 feet.

Healing You heal a number of hit points equal to your Str Modifier.

Improved Healing (Prerequisite: Must know Healing) You heal a number of hit points equal to your Str Score.

Regeneration (Prerequisite: Must be at least 6th Level) The amount of your Fast Healing is halved, and becomes Regeneration instead (i.e. if this Elicitation grants you Fast Healing 2, you instead gain Regeneration 1).  Your Regeneration does not work against Fire or Acid damage, and damage left unhealed when this elicitation ends converts from non-lethal back to lethal damage.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).
« Last Edit: February 08, 2017, 08:43:18 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #26 on: February 07, 2017, 09:32:58 PM »
BONUS EFFECTS (Squeeze)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

(Ability) Damage (Prerequisite: Must know Weakening and be at least 5th Level) If the victim fails a Willpower Save he takes 2 points of temporary Ability damage from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

(Ability) Drain (Prerequisite: Must know Ability Damage) If the victim fails a Willpower Save he takes 2 points of Ability Drain from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

Blinded (Prerequisite: Must know Weakening)  If the victim fails a Fortitude Save he is Blinded.

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed.

Debilitating (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he takes a -2 Penalty to the Saving Throw chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 3 Saving Throws. 

Disabled (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Disabled, regardless of his current hit point level.  Unlike normal, the victim doesn't risk further damage unless he subsequently drops to 0 hp or less while Disabled.   

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted. 

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.

Immobilized (Prerequisite: Must be at least 3rd Level) If the victim fails a Fortitude Save he is Immobilized.

Knockdown If the victim fails a Reflex Save he is Knocked Prone.
 
Nauseated (Prerequisite: Must know Sickened) If the victim fails a Fortitude Save he is Nauseated.   

Sickened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Sickened. 

Weakening (Prerequisite: Must be at least 5th Level) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.
« Last Edit: February 08, 2017, 08:00:31 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #27 on: February 07, 2017, 09:33:07 PM »
BONUS EFFECTS (Stoicism)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

Armored Your Damage Reduction increases by (Caster Level divided by 4).  If you have none, an Armored Elicitation gives it DR/Adamantine equal to this amount instead.

Alert You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.

Healing You heal a number of hit points equal to your Str Modifier.

Improved Healing  (Prerequisite: Must know Healing) You heal a number of hit points equal to your Str Score.

More Alert  (Prerequisite: Alert)  You cannot be flanked.

Shared A Shared Elicitation may be cast on yourself, or one willing creature (range is touch).
« Last Edit: February 08, 2017, 08:38:49 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #28 on: February 07, 2017, 09:33:16 PM »
BONUS EFFECTS (Tossing)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw.

(Ability) Damage (Prerequisite: Must know Weakening and be at least 5th Level) If the victim fails a Willpower Save he takes 2 points of temporary Ability damage from the stat chosen when you originally receive this Bonus Effect.   This Bonus Effect may be taken multiple times, once for each of the 6 Ability scores. 

Blinded (Prerequisite: Must know Weakening)  If the victim fails a Fortitude Save he is Blinded.

Checked If the victim fails a Fortitude Save he is Checked.

Confused (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he is Confused.

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed.

Deafened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Deafened.

Disabled (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Disabled, regardless of his current hit point level.  Unlike normal, the victim doesn't risk further damage unless he subsequently drops to 0 hp or less while Disabled.   

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted. 

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.

Flat-Footed (Prerequisite: Must know Immobilized) If the victim fails a Reflex Save he is Flat-footed.
 
Nauseated (Prerequisite: Must know Sickened) If the victim fails a Fortitude Save he is Nauseated.

Paralyzed (Prerequisite: Must know Immobilized) If the victim fails a Willpower Save he is Paralyzed. 

Sickened (Prerequisite: Must know Weakening) If the victim fails a Fortitude Save he is Sickened.

Stunned  (Prerequisite: Must know Dazed) If the victim fails a Fortitude Save he is Stunned. 

Weakening (Prerequisite: Must be at least 5th Level) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.
« Last Edit: February 08, 2017, 08:01:00 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #29 on: February 07, 2017, 09:33:48 PM »
BONUS EFFECTS (Unstoppable Force)

Please note that the Save listed is only necessary if the Elicitation the Bonus Effect is applied to requires no Save.  If the Elicitation allows a Saving Throw for a partial effect (or negation), then the Bonus Effect uses that Saving Throw. 

Dazed (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Dazed. 

Disabled (Prerequisite: Must know Immobilized) If the victim fails a Fortitude Save he is Disabled, regardless of his current hit point level.  Unlike normal, the victim doesn't risk further damage unless he subsequently drops to 0 hp or less while Disabled.   

Exhausted (Prerequisite: Must know Fatigued) If the victim fails a Fortitude Save he is Exhausted. 

Fatigued (Prerequisite: Must know Ability Damage) If the victim fails a Fortitude Save he is Fatigued.

Flat-Footed (Prerequisite: Must know Immobilized) If the victim fails a Reflex Save he is Flat-footed.
 
Frightened (Prerequisite: Must know Shaken) If the victim fails a Willpower Save he is Frightened.  Prerequisites:

Knockdown If the victim fails a Reflex Save he is Knocked Prone.

Panicked (Prerequisite: Must know Frightened) If the victim fails a Willpower Save he is Panicked.   

Shaken (Prerequisite: Must be at least 5th Level) If the victim fails a Willpower Save he is Shaken.

Stunned  (Prerequisite: Must know Dazed) If the victim fails a Fortitude Save he is Stunned. 

Weakening (Prerequisite: Must be at least 5th Level) If the victim fails a Reflex Save he takes a -2 Penalty to one of the following: Attack rolls, Damage rolls, or Armor Class.  This Bonus Effect can be chosen multiple times.
« Last Edit: February 08, 2017, 08:01:20 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #30 on: February 07, 2017, 09:37:38 PM »
MODIFIERS

Bent You reduce all benefits from cover for creatures affected by one of your elicitationss. Target creatures gain no cover bonuses to Armor Class against a bent elicitation, and any saving throws made by creatures in its area of effect gain no cover bonuses. This feat does not allow your elicitation to affect any target that would not normally be affected (for example, a target with total cover still cannot be affected.)  Using the Bent Modifier reduces the elicitations effective caster level by 1.

Chain (Prerequisites: Must know at least 1 other Modifier) Any elicitation that specifies a single target and has a range greater than touch can be chained so as to affect that primary target normally, then arc to a number of secondary targets equal to your caster level (maximum 20). Each arc affects one secondary target chosen by you, all of which must be within 30 feet of the primary target, and none of which can be affected more than once. You can choose to affect fewer secondary targets than the maximum. If the chained elicitation deals damage, the secondary targets each take half as much damage as the primary target (rounded down) and can attempt Reflex saving throws for half damage (whether the elicitation allows the original target a save or not). Using the Chain Modifier reduces the elicitations effective caster level by 3.

Delay (Prerequisites: Must know at least 1 other Modifier) When casting an elicitation, you set a delay of 1 to 5 rounds before it takes effect. The delay time cannot be changed once set; the elicitation activates just before your turn on the round you designate. Only area, personal, and touch elicitations can be affected by this Modifier. Any decisions you would make about the elicitation (including attack rolls, designating targets, or determining or shaping an area) are decided when the elicitation is cast, with any of its effects (including damage and saving throws) decided when the elicitation triggers. If conditions change during the delay period in ways that would make the elicitation impossible to cast (the target you designate moves beyond the elicitation's range, for example), the elicitation fails. During the delay period, a delayed elicitation can be dispelled normally, and it can be detected in the area or on the target (as applicable).  Using the Delay Modifier reduces the elicitations effective caster level by 3.

Empower All variable, numeric effects of an empowered elicitation are increased by one-half. An empowered elicitation deals half again as much damage as normal, affects half again as many targets, and so forth, as appropriate. For example, an empowered Blast deals 1-1/2 times its normal damage (roll the appropriate amount of d6 and multiply the result by 1-1/2). Saving throws and opposed rolls (such as the one you make when you cast dispel magic) are not affected, nor are elicitations without random variables.  Using the Empower Modifier reduces the elicitations effective caster level by 2.

Enlarge When you cast Fist!, it now has a range of 50 ft. + 5 ft./level. Using the Enlarge Modifier reduces the elicitations effective caster level by 1.

Explosive (Prerequisites: Must know Widen) On a failed Reflex save (Save DC is same as Elicitation), an Explosive elicitation ejects any creature caught in its area, sending it to a location outside the nearest edge of that area, dealing additional damage and further knocking creatures prone. For example, all creatures in the area of an Explosive Fist! that fail their saving throws not only take full damage but are pushed to the closest square outside the perimeter of the spell's area.  Any creature moved in this manner also takes an additional 1d6 points of damage per 10 feet moved (no additional damage if moved less than 10 feet by the effect) and is knocked prone. If some obstacle prevents a blasted creature from being moved to the edge of the effect, the creature is stopped and takes 1d6 points of damage from striking the barrier (in addition to any damage taken from the distance moved before then). In any event, this movement does not provoke attacks of opportunity. Explosive Spell can be applied only to the Fist! elicitation.  Using the Explosive Modifier reduces the elicitations effective caster level by 2.

Extend An extended elicitation lasts twice as long as normal. An elicitation with a duration of concentration, instantaneous, or permanent is not affected by this Modifier. Using the Extend Modifier reduces the elicitations effective caster level by 1.

Ghost Touch Ghost Touch elicitations affect incorporeal creatures normally.  Using the Extend Modifier reduces the elicitations effective caster level by 1.

Heighten You can weaken your Elicitation in various ways to increase it's effective caster Level.  Adding Verbal, Somatic, or Material components add +1 each to the elicitation's effective caster Level.  You may also slow the casting time to increase caster Level by 1 (Swift to Standard, Standard to Full Round).  Reducing an area of effect elcitiation to targeting a single opponent increases it's caster level by 2.

Maximize All variable, numeric effects of an elicitation modified by this feat are maximized. A maximized elicitation deals maximum damage, affects the maximum number of targets, etc., as appropriate. An empowered, maximized elicitation gains the separate benefits of each feat.  Using the Maximize Modifier reduces the elicitations effective caster level by 3.

Persistent (Prerequisites: Must know the Extend Modifier) Elicitations with a fixed or personal range can have their duration increased to 24 hours. Elicitations of instantaneous duration cannot be affected by this feat, nor can elicitations whose effects are discharged. Using the Persistent Modifier reduces the elicitations effective caster level by 6.

Quicken Casting a quickened elicitation is a free action. You can perform another action, even casting another elicitation, in the same round as you cast a quickened elicitation. You may cast only one quickened elicitation per round. An elicitation whose casting time is more than 1 full-round action cannot be quickened.  Casting a quickened elicitation doesn't provoke an attack of opportunity. Using the Quicken Modifier reduces the elicitations effective caster level by 4.

Retribution When you cast an elicitation with this modifier, the elicitation has no immediate effect. Any time you are dealt damage by a melee attack during the next 24 hours, you can choose to cast the elicitation on that attacker (or yourself) as an immediate action. Once activated, a Retribution elicitation disappears (assuming it has an instantaneous duration). You can apply this Modifier only to an elicitation that targets a creature or yourself. A Retribution elicitation can target only the attacker that triggered it, even if the elicitation would normally allow you to target multiple creatures (the exception being Transform Self or Transform Weapon). You can have only one Retribution elicitation cast at a time. Casting a second Retribution elicitation cancels the first (eliminating it with no effect).  Using the Retribution Modifier reduces the elicitations effective caster level by 1.

Selective (Prerequisites: Must know at least 1 other Modifier) You can modify an area of effect elicitation so that it does not affect Allies within it's area. All other creatures in the elicitation's area are affected normally.  Using the Selective Modifier reduces the elicitations effective caster level by 1, and unlike most Modifiers may be used with another Modifier (specifically Sculpt or Widen).  If used with the Sculpt or Widen Modifiers it reduces the elicitations effective caster level by an additional 1.

Transdimensional A transdimensional elicitation has its full normal effect on incorporeal creatures, creatures on the Ethereal Plane or the Plane of Shadow, and creatures within an extradimensional space in the elicitation's area. Such creatures include ethereal creatures, creatures that are blinking or shadow walking, manifested ghosts, and creatures within the extradimensional space of a rope trick, portable hole, or familiar pocket (see page 106). You must be able to perceive a creature to target it with a transdimensional elicitation, but you do not need to perceive a creature to catch it in the area of a burst, cone, emanation, or spread.  Using the Transdimensional Modifier reduces the elicitations effective caster level by 1.

Twin (Prerequisites: Must know at least 1 other Modifier) Casting a twinned elicitation causes the elicitation to take effect twice in the same area or on the same target simultaneously. Any variable characteristics (including attack rolls) or decisions you would make about the spell (including target and area), are applied to both elicitations, with affected creatures receiving all the effects of each elicitation individually (including getting two saving throws if applicable). An elicitation whose effects wouldn't stack if it was cast twice under normal circumstances will create redundant effects if successfully twinned (see Combining Magical Effects, page 171 of the Player's Handbook).  Using the Twin Modifier reduces the elicitations effective caster level by 4.


EPIC MODIFIERS

Enhanced (Prerequisite: Maximize) Enhanced Elicitations no longer have a damage cap, but their effective Caster Level is reduced by 4. 

Intense (Prerequisites: Empower, Maximize, Spellcraft 30 ranks, Must know 5 Elicitations) All variable, numeric effects of an intensified Elicitation are maximized, then doubled. An intensified Elicitation deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified Elicitation reduces the Elicitations effective caster level by seven. You can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of an Elicitation.

Tenacious (Prerequisite: Spellcraft 15 ranks) Choose one Elicitation you know. Whenever the chosen Elicitation would otherwise end due to a dispel effect, the Elicitation is instead only suppressed for 1d4 rounds. The Elicitation still ends when its duration expires, but the suppressed rounds do not count against its duration. You can dismiss your own Elicitation (if dismissible) normally.
« Last Edit: March 18, 2017, 07:05:33 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #31 on: February 08, 2017, 07:53:49 PM »
MUSCLE WIZARD FEATS

Greater Elicitation Focus
Prerequisites: Elicitation Focus
Benefits: Add +1 to the Save DC of a specific Elicitation you select.  This BOnus stacks with the Bonus from Elicitation Focus.  This may be taken multiple times, and is applied to a different Elicitation each time.

Elicitation Focus
Prerequisites: None
Benefits: Add +1 to the Save DC of a specific Elicitation you select.  This may be taken multiple times, and is applied to a different Elicitation each time.

New Technique
Prerequisites: Elicitation caster Level 6
Benefits:  You learn a new Elicitation, Modifier or Bonus Effect.  This Feat may be taken multiple times.

Improved Modifier
Prerequisites: Must know at least one Modifier that can be used with this Feat
Benefits: Choose one of the following Modifiers when taking this Feat: Empower, Extend, Maximize, Quicken, Silent, Still or Widen.  Once per day you  may cast an Elicitation with that Modifier without reducing it's Caster Level.  This may be taken multiple times, once for each Modifier.

Combo Effect
Prerequisites: Must know at least two Bonus Effects
Benefits: You may apply two Bonus Effects to one Elicitation, but the reduction in caster Level stacks.  For example if you cast an Eliciitation with Empower and Maximize, you reduce the caster level by 5.

I Cast Fist!
Prerequisites: Must know at least one Elicitation, Improved Unarmed Strike
Benefits: Your unarmed strike now becomes a 1d4 plus Str modifier Slam attack, and you get 2 Slams with a  Full Attack (damage listed assumes you are Medium, adjust for Size).

Double Fist!
Prerequisites: I Cast Fist!, Muscle Wizard Level 8
Benefits: You now get 2 Slam Attacks with a Full Attack. Only one Slam carries with it the effects of the Fist Elicitation, but it can be either Slam.  As long as one of them hits, the Fist Elicitations effects take affect.

Hard Fisted
Prerequisites: I Cast Fist!
Benefits: This improves the damage of your Slam attack by one step each time it is taken.  From 1d4 to 1d6 to 1d8 to 2d6 to a maximum of 3d6.

Magic Fist
Prerequisites: I Cast Fist!
Benefits: Your Slam attacks are now Magic for purposes of overcoming Damage Reduction.



EPIC FEATS

Epic Elicitation Focus
Prerequisites: Elicitation Focus, Greater Elicitation Focus
Benefits: Add +1 to the Save DC of a specific Elicitation you select.  This Bonus stacks with the Bonus from Elicitation Focus and Greater Elicitation Focus.  This may be taken multiple times, and is applied to a different Elicitation each time.

Permanent Buff
Prerequisites: Biggify, Spellcraft 25 ranks
Benefits: Your Biggify Elicitation now permanently protects you.  You may dismiss or restart it as a Free Action (you may change the benefits when restarting it).  Effects that would normally dispel this ability instead suppress it for 2d4 rounds.
« Last Edit: March 18, 2017, 07:12:57 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #32 on: February 10, 2017, 01:46:41 AM »
MINION


   
"Right.  That's it. Tell the Arch-Wizard he can shove...."

 Minions are servants.  Most of their power comes from someone else (unless they can afford items), and this is by design.  No one wants  them getting thoughts of independence.  In reality, they can work for any caster and have the same benefits.  If it weren't for societal bigotry you would have free reign on choosing a partner, but people don't always see you as an equal.

MAKING A MINION
 Minions are often the first in line to be revolutionaries when the time comes due to poor treatment.  This has led to a perception that he who controls the Minions, controls the state of affairs, and consequently there are many laws regulating them.  Which angers them into rebelling.  Which leads to more  push back against them.  It's a vicious cycle.
 Abilities: Your physical Ability Scores should take precedence, and Cha if you intend to use magic items a lot.
 Races: Minions are common among races subject to prejudice, or who have large populations of poor.
 Alignment: Any.  Neutral is generally a good idea, because the Gawds only know what will be employing you.
 Starting Gold: Same as Fighter
 Starting Age: Same as Fighter

Class Skills
 The Minion's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Knowledge (Arcana or Psionics)(Int), Ride (Dex), and Swim (Str).
Skills Per Day at 1st Level : (2 + int)x4
Skills Per Day at Each Additional Level : 2 + int

Hit Dice: d10

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +1    +2     +0     +0    Uncanny Dodge, Deceive Item
2. +2    +3     +0     +0    Favored School
3. +3    +3     +1     +1    Metamagic
4. +4    +4     +1     +1    Spelltouched Feat
5. +5    +4     +1     +1    Spell Boost/Bane+1/-1
6. +6    +5     +2     +2    Mettle, Magic Battery
7. +7    +5     +2     +2    Favored School
8. +8    +6     +2     +2    Metamagic
9. +9    +6     +3     +3    Spelltouched Feat
10.+10   +7     +3     +3    Spell Boost/Bane+2/-2
11.+11   +7     +3     +3    Improved Uncanny Dodge, Magic Battery
12.+12   +8     +4     +4    Favored School
13.+13   +8     +4     +4    Metamagic
14.+14   +9     +4     +4    Spelltouched Feat
15.+15   +9     +5     +5    Spell Boost/Bane+3/-3
16.+16   +10    +5     +5   Improved Mettle, Magic Battery
17.+17   +10    +5     +5    Favored School
18.+18   +11    +6     +6    Metamagic
19.+19   +11    +6     +6    Spelltouched Feat
20.+20   +12    +6     +6   Spell Boost/Bane+4/-4

Weapon Proficiencies: A Minion is proficient with all simple and martial weapons and with all armor (heavy, medium, and light) and shields (including tower shields).

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name (see PHB).

Deceive Item (Ex): At 1st level and higher, a Minion has the ability to more easily commandeer magic items made for the use of other characters. When making a Use Magic Device check, a Minion can take 10 even if distracted or threatened.

Favored School (Su): At Levels 2, 7, 12, and 17 you may choose one spell school or psionic discipline.  That school has been used on you so often you gain excess benefits when it is used upon you now.  This is any spell, spell-like ability, psilike ability, supernatural ability or psionic power of the appropriate school or discipline cast or manifested on you by an Ally, or that you access yourself via magic or psionic items.  You may also gain it if you cast or manifest on yourself if you have access to spells or powers via multiclassing. Choose from the following:

Abjuration: When exposed to a spell, ability or power from the Abjuration school, you gain a Natural Armor Bonus to AC equal to your Constitution Modifier for the duration of the spell/ability/power. This stacks with any Natural Armor Bonus you may have from any other source.

Conjuration (Armor): When exposed to a spell, ability or power from the Conjuration school that provides an Armor Bonus to AC, you have a 25% chance to change a critical hit into a normal hit for the duration of the spell/ability/power.

Conjuration (Healing)/Psychometabolism (Healing): When exposed to a spell, ability or power from the Conjuration/Psychometabolism from the Healing subschool, you can remove one negative status condition from the following list: Blinded, Dazed, Dazzled, Exhausted, Fatigued, Nauseated, Paralyzed, Sickened, Stunned or Unconscious.

Conjuration (Teleportation)/Psychoportation (Teleportation): When exposed to a spell, ability or power from the Conjuration/Psychoportation from the Teleportation subschool, you and your possessions do not count towards the weight limit imposed by the ability.

Divination/Clairsentience: When exposed to a spell, ability or power from the Divination/Clairsentience school, Allies who are casters do not need to be able to see you or have line of effect to cast more spells on you as long as they have a beneficial effect.

Enchantment/Telepathy: When exposed to a spell, ability or power from the Enchantment/Telepathy school, you become immune to Morale Penalties to attack rolls and ability or skill checks for the duration.

Illusion: When exposed to a spell, ability or power from the Illusion school, you gain Spell Resistance equal to your Minion Level plus your Constitution Modifier.  This SR only applies to Divination spells/Clairsentience Powers cast/manifested by Opponents.

Transmutation/Psychometabolism (except Healing) When exposed to a spell, ability or power from the Transmutation/Psychometabolism school that isn't from the Healing subschool, you gain a +2 Bonus to your Constitution Score for the duration.  This stacks with spells/abilities/powers that already boost your Con.

Metamagic (Su): At Levels 3, 8, 13 and 18 you may choose one manner of boosting the spells, abiliteis or powers of your Allies only.  You may only use one of these abilities per round, and must announce you are using it when someone has announced they are casting a spell on you.  These abilities do not stack with Feats that have the same effects.  Choose an ability from the following list:

Anarchic: Spells, abilities or powers used on you by Allies have the Chaos descriptor.  Your Alignment must be Chaotic to choose this ability.

Axiomatic: Spells, abilities or powers used on you by Allies have the Law descriptor.  Your Alignment must be Lawful to choose this ability.

Cheap: Spells cast on you by Allies do not require material components, and Psionic Powers manifested on you have no material Display.

Consecrated: Spells, abilities or powers used on you by Allies have the Good descriptor.  Your Alignment must be Good to choose this ability.

Corrupted: Spells, abilities or powers used on you by Allies have the Evil descriptor.  Your Alignment must be Evil to choose this ability.

Empowered: Spells, Abilities or Power that are cast/manifested upon you by Allies have their numerical values increased by 50% (typically healing dice or bonuses).

Extended: Spells, abilities or powers used on you by Allies can be cast at twice their normal range.  Touch spells/abilities/powers can now be cast at close range (25 ft. + 5 ft./2 levels).

Gifted: Spells, abilities or powers with a range of Personal, may now be cast or manifested on you.  Their range becomes Touch.

Maximized: Spells, abilities or powers used on you by Allies that have variable numeric values (using healing dice) automatically roll their maximum value.

Motionless: Spells cast on you by Allies have no somatic component, and Psionic Powers have no visual display.

Quickened: Spells, abilities or powers used on you by Allies can be cast or manifested quicker than normal.  If it was a Swift Action, it is now a free one.  If it was a Standard Action, it is now a Swift One.  If it was a Full Round Action, it is now a Standard one.  Only one spell per round may be enhanced by this ability. 

Persistent: (Prerequisite: Extended) One spell, ability or power per day that is cast or manifested on you by an Ally lasts for 24 hours.

Silenced: Spells cast on you by Allies have no Verbal component, and Psionic Powers have no auditory display.

Transdimensional: Spells, abilities or powers can be cast or manifested on you by Allies if you are Incorporeal or Ethereal.

Unconditional: Spells, Abilities or Powers cast or Manifested on you by Allies may be cast even if they are Dazed, Confused, Nauseated or Stunned.  If they choose to do so, they may not use your Spell Boost ability to enhance their Level.

Spelltouched Feat: At Levels 4, 9, 14 and 19 you may choose a Spelltouched Feat you qualify for. 

Spell Boost/Bane (Ex): Abilities have a greater than usual effect on you.  At 5th Level, Allies with Spells, Spell-Like Abilities, Supernatural Abilities, Psilike Abilities or Psionic Powers are one level higher when using them on you in a beneficial way.  This includes magic or psionic items as well.  For example they would be +1 Caster/Manifester Level if a casting or manifesting class.  Dragon Shamans would count as one level higher for determining the effects provided by their Draconic Auras.  If you have access to spells, abilities or powers via multiclassing, this bonus applies to them as well.  Perversely due to your being saturated in magic you gain some defense against the spells, powers and abilities of opponents, and they are cast/manifested at -1 Caster Level upon you.

This increases to +2/-2 Levels at Level 10, +3/-3 Levels at Level 15, and +4-4 Levels at Level 20.
 
Mettle (Ex): This is identical to the Hexblade ability of the same name (see Complete Warrior).

Improved Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name (see PHB).

Magic Battery (Su): Beginning at 6th Level you generate a number of magic "charges" per day equal to your Con Modifier.  When using a magic item with charges (Staffs, Wands, etc) you may use these charges instead of charges from the item you are wielding (you may give one or more to another Ally by touching his item as a Move Action instead).  This does not apply to one use items like Potions and Scrolls. 

At 11th Level you may use these charges to replenish an Allies abilities.  Each charge can restore one of the following: 1 daily use of a Spell-Like/Psilike or Supernatural Ability, allow a caster to recast a spell he had memorized (or a spell slot for spontaneous casters), or enough power points to manifest a psionic power.  What you can give depends on your level.  A Minion can restore spells equal to a caster of it's Level.  For example, a Minion of 11th Level could restore a spell of 6th Level or lower to a Wizard, or 5th Level or lower to a Sorcerer with a charge.  He would give the power points necessary to manifest a psionic power equal to a Manifester of his Level.  For example a Psion would get 11 pp (enough for a 6th Level power), while a Psychic Warrior would get 7 (enough for a 4th Level power).  For Spell-Like/Psilike or Supernatural Abilities that mimic spells or powers default to the spell or power list they come from (if they come from multiple spell lists, use the higher Level).  To restore daily uses of a Supernatural Ability that does not mimic a spell you must be the same level as the class that gave it.  For example you could give a Druid an extra daily use of Wild Shape, but he would be limited to a use of Wild Shape he could use as a Druid of your Level.  As an example if you were an 11th Level Minion, and he were a 16th Level Druid, you could give him Wild Shape, but he couldn't use it to become an Elemental.  You may grant 1 "charge" per round as a Move Action by touching an Ally.

At 16th Level you may use one or more of these charges to recharge an item or Allies abilities as a Swift Action once per round as long as they are within 30 feet.  The number of charges you get per day is now double your Con Modifier.

Improved Mettle (Ex): Now you negate partial effects on a failed save, as well as a successful one.

PLAYING A MINION
 You are basically a Fighter without the advanced training without a casting partner or magic items.  Deceive Item will have to be a crutch for you at lower levels.
 Religion: Officially you worship the same God as your master.  Unofficially you worship Gods who represent freedom.
 Other Classes: You have a love/hate relationship with casters and manfesters.  Traditional warriors tend to look down on you, due to your perceived lack of skill.  Rogue-ish classes who tend towards being opponents of tyranny love you.
 Combat: Combat varies wildly depending on what spell effects you can enhance, and what is available to be cast on you.
 Advancement: Advancement also varies quite a bit, but you should try for several popular schools of magic so as to always have abilities available.

MINIONS IN THE WORLD
"Learn your place."
 Despite the prejudice you face, you fight fr equality for all.  In many ways you are a better person than the people society sees as superior to you, as you tend to be accepting of everyone.
 Daily Life: In theory you are guards, special forces and elite problem solvers.  In reality, you are treated like gofers.
 Notables: Bob (Neutral Male Human Minion 6) is a depressed, balding man who feels the world has passed him by.  Nevertheless he strives to be Good.  Tatianna (Neutral Evil Female Human Minion 5/Factotum 1) is a mercenary who is tired of she and her fellow mercs being seen as expendable.
 Organizations: Virtually every organization that has casters and money will hire Minions.

NPC Reaction .
 NPC reaction to you depend n what side of the current fight or issue you're on.  You're either a freedom fighter or a godless terrorist, with no in-between.

MINIONS IN THE GAME
 This class assumes the PC is the subject of prejudice.  Depending on the needs of your campaign you may need to change that, or make sure players are okay with it..
 Adaptation: This is meant for magic heavy campaigns.  The class doesn't work otherwise.
 Encounters: Minions are found anywhere there is conflict.



EPIC MINION

Hit Die: d10
Skills Points at Each  Level : 2 + int
Favored School At Level 22 and every 5 Levels thereafter you may choose an additional school.
Metamagic At Level 23 and every 5 Levels thereafter you may choose an additional Metamagic ability, including new Epic ones:

Efficient: Metapsionic powers manifested on you cost 2 power points less than normal (to a minimum of 1 power point).
You can gain this feat multiple times. The effects stack, though you can’t lower the cost of any metapsionic power to less than 1 power point.

Intensified: (Prerequisites: Empowered, Maximized) Spells, abilities or powers used on you by Allies that have variable numeric values (using healing dice) automatically roll double their maximum value.

Spelltouched Feat At Level 24 and every 5 Levels thereafter you may choose an additional Spelltouched Feat.
Spell Boost/Bane At Level 25 and every 5 Levels thereafter, the caster/manifester levels of spells/powers/abilities from Allies that target you increase an additional +1, and those of opponents decrease an additional -1.
Bonus Feats: The Epic Minion gains a Bonus Feat every 5 levels higher than 20th
« Last Edit: March 03, 2021, 11:59:00 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #33 on: February 17, 2017, 08:32:46 PM »
SPELLTOUCHED FEATS

Accurate Jaunt
Prerequisites: Minion, Level 4
Benefits: When targeted by any Teleportation effect, you choose which square you will land in, not your opponent (you are still restricted by the spells range).  If you have no choice but to enter an occupied space, you take no damage and are instead sent to the nearest open space.  If targeted by spells like Teleport that require a roll, roll twice and take the best result.

Improved Accurate Jaunt
Prerequisites: Accurate Jaunt
Benefits: You always arrive precisely where you want to with Teleport and similar spells.

Acrid Pool
Prerequisites: Minion, Level 4
Benefits: If you take Acid damage, a pool of Acid temporarily forms in your square and all adjacent squares for a number of rounds equal to your Con Modifier.  Anything entering one of these squares takes the same Acid damage you did (you are immune to the damage of the pool).

Improved Acrid Pool
Prerequisites: Acrid Pool
Benefits: You are now immune to Acid, but opponents still roll damage for purposes of forming the pool.

Bladeproof Skin 
Prerequisites: Minion, Level 4
Benefits: When a spell/ability/power is cast/manifested on you that grants you Damage Reduction, it is three higher than normal.  For example if a spell grants you DR 10, it now grants you DR 13. 

Improved Bladeproof Skin
Prerequisites: Bladeproof Skin
Benefits: You permanently gain DR 3/-

Breath of Knowledge
Prerequisites: Minion, Level 4
Benefits: Allies who cast Divination spells that ask about you, such as Vision or Legend Lore, it has better effects.  Casting Legend Lore no  you is only a 1 Minute casting time.  If they cast vision on you, they gain a +5 Insight Bonus on the required caster level check.  Discern Location will find you, even if you are subject to a Mind Blank spell.  Augury and Divination have their percentile chances increased by +5% (to a maximum of (95%)

Improved Breath of Knowledge
Prerequisites: Breath of Knowledge
Benefits: All Knowledge Skills are Class Skills for you.

Bruising Offense
Prerequisites: Minion, Level 4
Benefits: When a spell/ability/power is cast/manifested on you that provides a Bonus to damage rolls, that Bonus increase by 2 (i.e. if it was a +2 it is now a +4).

Improved Bruising Offense
Prerequisites: Bruising Offense
Benefits: You now do maximum damage on any successful critical hit.

Conductivity
Prerequisites: Minion, Level 4
Benefits: If you take electricity damage, anything touching you before the end of your next turn takes the same damage.

Improved Conductivity
Prerequisites: Conductivity
Benefits: You are immune to electricity, and it passes through you harmlessly.  Opponents using range electricity attacks must make attack rolls on anything behind you from their perspective.

Consecrated Aura
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a spell, ability or power with the Good descriptor, you gain a +2 Bonus on all Saving Throws against Evil opponents.

Improved Consecrated Aura
Prerequisites: Consecrated Aura
Benefits: Your +2 Bonus to Saving Throws is now permanent, instead of activating with spells or power.  Additionally it is not limited to Evil opponents only.

Defensive Veil
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a spell, ability or power that grants you a percentile chance to avoid attacks (such as Blur or Displacement), the percentile chance of them missing you increases by 10%.

Improved Defensive Veil
Prerequisites: Defensive Veil
Benefits: You permanently gain a +2 Deflection Bonus to AC.

Eyes to the Sky
Prerequisites: Minion, Level 4
Benefits: You automatically spot the magical sensor created by a spell/power of the scrying subtype (arcane eye, clairaudience/clairvoyance, greater scrying, or scrying, etc.) if it's within 40 feet of you.  You also know the location of the caster/manifester of the spell/ability/power, and who it is if you have met them.

Improved Eyes to the Sky
Prerequisites: Eyes to the Sky
Benefits: You are invisible to scrying sensors, and can dispel them with an opposed check (10 plus 1/2 HD plus your Con Modifier versus 10 plus 1/2 your opponents HD plus his key casting ability modifier).

False Pretenses
Prerequisites: Minion, Level 4
Benefits: Whenever you successfully Save against a Charm or Compulsion effect, the opponent subjecting you to it believes you have failed your save, and you gain a +4 Circumstance Bonus on Bluff Checks to pretend to go along with what they want (you automatically know what the intended effect was).  If the effect included telepathic commands, you still receive them but are under no compulsion to obey.

Improved False Pretenses
Prerequisites: False Pretenses
Benefits: You gain a +2 Bonus on Saving Throws against Charm or Compulsion effects.   Your Bonus on Bluff Checks to pretend to be under the effects of the Charm/Compulsion rise to +6.

Fortified Health
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a spell, ability or power that grants you temporary hit points, damage comes from those hit points first.  When the effect ends if you have not exceeded the temporary hit points your hit point total does not fall.

Improved Fortified Health
Prerequisites: Fortified Health
Benefits: Gain extra hit points equal to your Con score permanently.  If your Con score permanently improves (such as from a Manual of Bodily Health, for example), so do your hit points.

Giant's Build
Prerequisites: Minion, Level 4
Benefits: When targeted by a spell, ability or power that increases your Size, you gain an additional +2 to Str and Con fro the duration.

Improved Giant's Build
Prerequisites: Giant's Build
Benefits: You permanently gain the Powerful Build ability (see Expanded Psionics Handbook).

Improvised Chaos
Prerequisites: Minion, Level 4
Benefits: When a spell, ability or power with the Chaos/Chaotic descriptor is cast/manifested on you, you gain a random untyped bonus for the duration of the spell.  Roll 1d6: 1)+2 Bonus to Saving Throws, 2)+2 Bonus to AC, 3)+2 Bonus to attack rolls, 4)+2 Bonus to damage rolls, 5)+2 Bonus to Initiative Checks and 6)+2 Bonus to Skill Checks.

Improved Improvised Chaos
Prerequisites: Improvised Chaos
Benefits: You now gain the Improved Chaos Bonus when targetd by any spell, ability or Power (even Lawful ones).

Ineluctable Echo
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a Power Word spell, or any spell/ability/power with the Sonic descriptor, the caster/manifester suffers the effects as well.

Improved Ineluctable Echo
Prerequisites: Ineluctable Echo
Benefits: Your opponent takes a -2 Penalty on Saving Throws against his own spell/ability/power.

Inherent Ability
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a spell, ability or power that increases an ability scores, that score increases by an additional +2.  If it improves multiple ability scores, you must chose one to gain this increase.

Improved Inherent Ability
Prerequisites: Inherent Ability
Benefits: Your Con Score permanently improves by +2.

Inspired Offense
Prerequisites: Minion, Level 4
Benefits: When a spell/ability/power is cast/manifested on you that provides a Bonus to attack rolls, that Bonus increase by 2 (i.e. if it was a +2 it is now a +4).

Improved Inspired Offense
Prerequisites: Inspired Offense
Benefits: You gain an Insight Bonus to critical confirmation rolls equal to your Con Modifier.

Life Leech
Prerequisites: Minion, Level 4
Benefits: When you are exposed to a Death Effect, you can avoid death, but all living creatures within 30 feet take damage equal to your maximum hit points divided among the total number of individuals in range.

Improved Life Leech
Prerequisites: Life Leech
Benefits: When you are exposed to a death effect, your opponent is as well.  If he fails his Save and takes damage or dies, you do not.

Live My Nightmare
Prerequisites: Minion, Level 4
Benefits: Whenever you are targeted by a spell, ability or power with the Phantasm descriptor,  so is the opponent who targeted you with it.

Improved Live My Nightmare
Prerequisites: Live My Nightmare
Benefits: Your opponent takes a -2 Penalty on Saving Throws against his own spell/ability/power.

Lurking Evil
Prerequisites: Minion, Level 4
Benefits: When targeted by a spell, power or ability with the Evil descriptor, you also become Invisible (as per the spell) for the duration.

Improved Lurking Evil
Prerequisites: Lurking Evil
Benefits: You now gain Greater Invisibility when targeted by an Evil spell, ability or power.

Momentary Alteration
Prerequisites: Minion, Level 4
Benefits: When Alter Self is cast on you, the maximum HD of the form you can assume increases to 10 HD.

Improved Momentary Alteration
Prerequisites: Momentary Alteration
Benefits: You can cast Alter Self on yourself 1/day as a Spell-like Ability (Caster Level is equal to Minion Level).

Mystic Protection
Prerequisites: Minion, Level 4
Benefits:  When any spell/ability/power is cast/manifested on you that provides a Bonus to Saving Throws of any sort, that Bonus increases by +2.

Improved Mystic Protection
Prerequisites: Mystic Protection
Benefits: Choose one Saving Throw (Fortitude, Reflex or Willpower).  You may now always Take 10 on Saving Throws of that type.

Native
Prerequisites: Minion, Level 4
Benefits: You are never treated as an extraplanar creature (and you lose the extraplanar subtype). Thus, you can't be affected by a banishment or dismissal spell or similar effects that send extraplanar creatures back to their home planes. You are also unharmed by the negative effects of planar traits as if you were a native. eg. the Elemental Plane of Fire does not burn you, and in the Elemental Plane of Water you can breathe water.

Improved Native
Prerequisites: Native
Benefits: When you are one of the participants in a Plane Shift spell/power, you all arrive in the exact location you want if you have been there before.  If you are a participant in a Greater Plane Shift spell, you all arrive in the correct location whether you have been there or not.

Omniscient Whispers
Prerequisites: Minion, Level 4
Benefits: You gain a +1 Insight Bonus to AC and Reflex Saves.

Improved Omniscient Whispers
Prerequisites: Omniscient Whispers
Benefits: Your Insight Bonus is now equal to your Con Modifier.

Polar Chill
Prerequisites: Minion, Level 4
Benefits: You gain Cold Resistance 5, and when targeted by a spell doing Cold damage, you do not take any additional effects of the spell beyond the damage if you fail the Saving Throw.

Improved Polar Chill
Prerequisites: Polar Chill
Benefits: You are now immune to Cold damage, and no longer need to make balance checks to move on snow and ice.

Protected Flesh
Prerequisites: Minion, Level 4
Benefits: When any spell/ability/power is cast/manifested on you that provides a Bonus to Armor Class of any sort, that Bonus increases by +2.

Improved Protected Flesh
Prerequisites: Protected Flesh
Benefits: Your Natural Armor Bonus to AC permanently improves by an amount equal to your Con Modifier.

Quiet Stealth
Prerequisites: Minion, Level 4
Benefits: You may always Take 20 on Move Silently rolls when Invisible. 

Improved Quiet Stealth
Prerequisites: Quiet Stealth
Benefits: When making Move Silently Checks you may roll twice and take the better result.

Removed from Nature
Prerequisites: Minion, Level 4
Benefits: Whenever you are targeted by a spell, power or ability that grants Energy Resistance, that Resistance is now 3 points higher (i.e. if it grants Fire Resistance 10, it's now Fire Resistance 13).

Improved Removed from Nature
Prerequisites: Removed from Nature
Benefits: You permanently gain a +2 Bonus on Saves against Acid, Cold, Electricity, Fire or Sonic damage.

Residual Rebound
Prerequisites: Minion, Level 4
Benefits: If you succeed by 5 or more on a save against a targeted spell, it turns back on the caster as if affected by a spell turning spell. Unlike spell turning, however, the Residual Rebound feat potentially functions against touch range spells as well.

Improved Residual Rebound
Prerequisites: Residual Rebound
Benefits: Your ability now works on non-targeted area effect spells as well.  If you succeed on your Saving Throw by 5 or more, your opponent is now exposed to it as well as others within the area of effect.

Stable Health
Prerequisites: Minion, Level 4
Benefits: When any spell, ability or power from the Healing subschool is cast/manifested on you, and damage it heals in excess of your maximum normal hit points is gained as temporary hit points lasting 1 Minute.

Improved Stable Health
Prerequisites: Stable Health
Benefits: You are no longer Disabled at 0 hp, and no longer Dying at -1 or lower hp.  You can fight and move normally.

Steadfast Law
Prerequisites: Minion, Level 4
Benefits: When targeted by a spell, ability or power with the Law/Lawful descriptor, you may choose to Take 10 on all attack rolls or skill checks for the duration of the spell.

Improved Steadfast Law
Prerequisites: Steadfast Law
Benefits: You may now permanently Take 10 on attack rolls.           

Stench of Death
Prerequisites: Minion, Level 4
Benefits: You are now healed by negative energy, and harmed by positive energy in a manner similar to being Undead.

Improved Stench of Death
Prerequisites: Stench of Death
Benefits: You are now immune to Ability Drain and Energy Drain.

Supernatural Proficiency
Prerequisites: Minon, Level 4
Benefits: Whenever you are the target of a spell, ability or power that gives a Bonus to skill checks, that bonus increases by +2

Improved Supernatural Proficiency
Prerequisites: Supernatural Proficiency
Benefits:  Choose three skills.  You may always Take 10 with those skills.

Swift Legs
Prerequisites: Minion, Level 4
Benefits: Whenever you are targeted by a spell, ability or power that increases a movement speed you possess, it increases it an additional +10 feet.

Improved Swift Legs
Prerequisites: Swift Legs
Benefits: You can now move through difficult terrain without penalty.

Uncontrolled Immolation
Prerequisites: Minion, Level 4
Benefits: You gain Fire Resistance 5.  If you catch fire due to a spell, ability or power you also spread that fire.  It spreads to one random adjacent square each round at the beginning of your turn, as well as to any opponent who grapples you or attacks you in melee.

Improved Uncontrolled Immolation
Prerequisites: Uncontrolled Immolation
Benefits: You are now immune to fire, but still catch fire normally (you just do so without taking damage).  Anything catching fire due to you or passing through a square you set fire to takes extra damage equal to your Con Modifier.

Undue Haste
Prerequisites: Minion, Level 4
Benefits: When you are targeted by a spell, ability or power that gives you extra attacks (such as Haste), you gain an extra attack at your full BAB even if you are not taking a Full Attack Action.

Improved Undue Haste
Prerequisites: Undue Haste
Benefits: The pnealty you take for making iterative attacks is reduced by 2.  For example a 15th Level Minion gains 3 attacks on a Full Attack Action at +15, +10 and +5.  With this Feat they are +15, +12 and +7.



 
« Last Edit: February 26, 2017, 10:35:28 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #34 on: February 24, 2017, 01:00:15 AM »
EPIC SPELLTOUCHED FEATS

Epic Accurate Jaunt
Prerequisites: Improved Accurate Jaunt
Benefits: Whenever someone casts/manifests a spell, ability or power of the Teleportation school, you can tag along for free.  You don't count towards their weight limit or the limit of beings they can take with them.  If the spell, ability or power requires they be touching you, you can still gain it's benefits if you are within 60 feet.  You do not need to travel to the same location as the rest of the spells/powers participants, but you are still limited by the range of the spell, ability or power.  This includes spells, abilities or powers used by opponents within 60 feet.  If an enemy casts Dimension Door, you can use the same spell to travel the same distance as a caster of his Level.

Epic Acrid Pool
Prerequisites: Improved Acrid Pool
Benefits: Your Acrid Pool now lasts a number of rounds equal to your Character Level, and does 1.5 times the normal damage.

Epic Bladeproof Skin 
Prerequisites: Improved Bladeproof Skin
Benefits: You now permanently gain DR equal to your Con score (i.e. if you have a Con of 18, you get DR 18/-).  This rises or lowers with your Con score.

Epic Breath of Knowledge
Prerequisites: Improved Breath of Knowledge
Benefits: All Skills are now Clas Skills for you, and you gain a Bonus on Knowledge Skills equal to your Con Modifier.

Epic Bruising Offense
Prerequisites: Improved Bruising Offense
Benefits: The Bonus you gain to damage rolls is equal to half your Minion Level.

Epic Conductivity
Prerequisites: Improved Conductivity
Benefits: Opponents gain a Bonus on their attack and damage rolls with electricity attacks against targets you have redirected their attack to.

Epic Consecrated Aura
Prerequisites: Improved Consecrated Aura
Benefits: Your Bonus to Saving Throws is now equal to your Con Modifier.

Epic Defensive Veil
Prerequisites: Improved Defensive Veil
Benefits: Your Deflection Bonus to AC is now equal to your Con Modifier.

Epic Eyes to the Sky
Prerequisites: Improved Eyes to the Sky
Benefits: Everyone within 30 feet of you is now invisible to scrying sensors.

Epic False Pretenses
Prerequisites: Improved False Pretenses
Benefits: You are now immune to Charms and Compulsions.

Epic Fortified Health
Prerequisites: Improved Fortified Health
Benefits: You gain a permanent +2 Inherent Bonus to your Constitution Score.

Epic Giant's Build
Prerequisites: Improved Giant's Build
Benefits: You permanently increase one Size Category.

Epic Improvised Chaos
Prerequisites: Improved Improvised Chaos
Benefits: The Bonus you gain is now equal to your Con Modifier.

Epic Ineluctable Echo
Prerequisites: Improved Ineluctable Echo
Benefits: You now gain a Bonus equal to your Con Modifier on Saves against Power Word spells, or any spell/ability/power with the Sonic descriptor.

Epic Inherent Ability
Prerequisites: Improved Inherent Ability
Benefits: When targeted by a spell, power or ability that increases multiple ability scores, yhey now all increase by +2, not just one.

Epic Inspired Offense
Prerequisites: Improved Inspired Offense
Benefits: The Bonus you gain to attack rolls is equal to half your Minion Level.

Epic Life Leech
Prerequisites: Improved Life Leech
Benefits: When you avoid a Death effect, other nearby creatures no longer take damage, other than the opponent who cast/manifest it.  He is -2 on Saving Throws against his own spell, power or ability.

Epic Live My Nightmare
Prerequisites: Improved Live My Nightmare
Benefits: Your opponent no longer gains Spell Resistance against his own Phantasms.

Epic Lurking Evil
Prerequisites: Improved Lurking Evil
Benefits: You now gain Superior Invisibility as per the spell when targeted by an Evil spell, power or ability.

Epic Momentary Alteration
Prerequisites: You can cast Shapechange on yourself 1/day as a Spell-like Ability (Caster Level is equal to Minion Level).  The maximum Hit Dice of the form you can assume is increased to 30 HD.

Epic Mystic Protection
Prerequisites: Improved Mystic Protection
Benefits:  You can now Take 10 on all Saving Throws.

Epic Native
Prerequisites: Improved Native
Benefits: You gain a +4 Enhancement Bonus on all Charisma based Skills against any creature with the Extraplanar Subtype, as well as Outsiders.

Epic Omniscient Whispers
Prerequisites: Improved Omniscient Whispers
Benefits: Your Insight Bonus now applies to all your rolls.

Epic Polar Chill
Prerequisites: Improved Polar Chill
Benefits: You no longer bleed, and are now immune to attacks based on blood loss such as a Vampires Blood Drain or the Wounding Weapon Property.

Epic Protected Flesh
Prerequisites: Improved Protected Flesh
Benefits: Your permanent AC Bonus is now equal to your Con Score.

Epic Quiet Stealth
Prerequisites: Improved Quiet Stealth
Benefits: You now always Take 20 on Move Silently Checks.

Epic Removed from Nature
Prerequisites: Improved Removed from Nature
Benefits: Your Bonus to Saving Throws is now equal to your Con Modifier.

Epic Residual Rebound
Prerequisites: Improved Residual Rebound
Benefits: To use your Rebound Feat, your Save now just needs to succeed at all, as opposed to succeeding by 5.

Epic Stable Health
Prerequisites: Improved Stable Health
Benefits: You no longer die at -10 hit points, instead dying at -(Con Score).  For example if you have an 18 Con, you die at -18 hp.

Epic Steadfast Law
Prerequisites: Improved Steadfast Law
Benefits: When targeted by a spell, ability or power with the Law/Lawful descriptor, you may choose to Take 10 on all Saving Throws for the duration of the spell.
         
Epic Stench of Death
Prerequisites: Improved Stench of Death
Benefits: You are now immune to critical hits and ability drain.

Epic Supernatural Proficiency
Prerequisites: Improved Supernatural Proficiency
Benefits: Your Bonus to Skill Checks is now increased to your Con Modifier.

Epic Swift Legs
Prerequisites: Improved Swift Legs
Benefits: You no longer need to move in a straight line when making a Charge attack, and your movement no longer provokes Attacks of Opportunity.

Epic Uncontrolled Immolation
Prerequisites: Improved Uncontrolled Immolation
Benefits: If you catch fire, it now lasts twice as long.

Epic Undue Haste
Prerequisites: Improved Undue Haste
Benefits: The penalty you take for making iterative attacks is reduced by an additional 2.  For example a 20th Level Minion gains 4 attacks on a Full Attack Action at +20, +15, +10 and +5.  With this Feat they are +20, +19, +14 and +9.



 
« Last Edit: March 18, 2017, 08:56:58 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #35 on: March 19, 2017, 12:44:08 AM »
MINION FEATS

Martial Boost (with much thanks to Stratovarius)
Prerequisites: Minion, Level 3
Benefits: Whenever the Minion is the target of a spell, ability or power, he may choose to siphon off some of the magical energy that targets him. He can choose to improve your weapon, armour, or shield by either increasing its enhancement bonus by +1, or by applying a property that costs +1 enhancement bonus such as Frost. Reduce the spell or effect's caster level by 1. The improvements last for one round.

Improved Martial Boost
Prerequisites: Martial Boost
Benefits: You may now increase your weapon, armour or shields Enhancement Bonus by +2, or apply a property that costs the same as a +2 Enhancement Bonus, such as Icy Burst.  The improvement now lasts a number of rounds equal to your Con Modifier.

Greater Martial Boost
Prerequisites: Improved Martial Boost
Benefits: You may now increase your weapon, armour or shields Enhancement Bonus by +3, or apply a property that costs the same as a +3 Enhancement Bonus, such as Speed.  Optionally you may gain a combination of properties so long as they don't exceed +3 (for example a Frost, Icy Burst Weapon).

Improved Mage Slayer
Prerequisites: Mage Slayer
Benefits: Your caster level (if any) is no longer reduced by having the Mage-Slayer Feat.  Your ability to prevent opponents from casting defensively also extends to Spell-like Abilities, and manifesting Psilike Abilities/Psionic Powers.
« Last Edit: March 19, 2017, 01:13:36 AM by bhu »

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Re: Jesters Realm
« Reply #36 on: July 14, 2017, 12:28:14 AM »
Guild Familiar
Prerequisites: Arcane Caster Level 6, Familiar
Benefits: You contract with the Guild of Familiars and go through a ritual designed to make your Familiar more of a sidekick than a lackey (or provide a Familiar if you have none).  For donating 1% of your yearly income to the Guild, you get a Familiar of varying power.  This works like the Leadership Feat, but instead of the usual you get a single Cohort that replaces your Familiar whose Effective Character Level is equal to your (Arcane Caster Level plus your Key casting Modifier minus 6).  Your Key Casting Modifier is the Ability Score Modifier that determines the Save DC of your spells. A Familiar you are contractually forbidden to harm, allow to come to harm, or use for spell components or an emergency food source.



Guild of Familiars
Symbol: Stylized toad face
Background, Goals and Dreams: Technically speaking the Guild came about because of Familiar abuse but there are hints of darker things.  But hey, everyone assumes every Guild wants to rule the world.  If someone wants a more intelligent, versatile Familiar, they contract with the Guild.  The Guild provides the young Familiar with training and legal assistance, and represents them in Contract negotiations.  Supposedly they ensure fair treatment as well, but in practice that's determined by how important someone is.  Think of them as The Guild of Calamitous Intent, but for Familiars.
Type: Cabal (Racial)
Scale: 17 (Global)
Affiliation Score Criteria:

Criterion
Character Level
Levels in Guild Familiar
Can cast 3rd or 4th Level spells
Can cast 5th Level spells
Defeats Guild Enemy
Saves the life of a Guild Member
Support an abusive Master who is important to the Guild
Fulfills a Guild Contract
Fulfills a Guild Contract under great personal duress
Participates in a non-guild job
Disobeys a Master (and is caught by them)
Disobeys the Guild
Steals from the Guild
Scuppers a Guild Contract or cause your Master's death without permission
Affiliation Score Modifier
+1/2 Character Level
+1
+2
+3
+1/4 the opponents CR
+2
+1
+2
+10
-10
-2
-10
-10
-20, and possible expulsion

Titles, Benefits and Duties:

Affiliation Score
3 or lower
4-10
11-15
16-22
23-29
30+
Title: Benefits and Duties
Enlistee with no benefits.
Associate: You can get permission to do non-guild jobs without penalty, but the Guild still comes first.
Guild Officer: You gain an income of 200 GP/month.
Guild Representative: You have diplomatic immunity while on Guild Business.
Guild Secretary: Communications network lets you use the Gather Information skill across the world, without having to leave your home.
Council Member: Personal Honor Guard of 4-12 appropriate creatures (EL12)

Executive Powers: Assassinate, Pariah, Research

GUILD FAMILIAR


   
"I am so tired of this shit..."

 You are a supernatural being created as a servant by a Guild of weird old fuckers, for some other weird old fucker.  Now your life's well being depends on whether you or the weird old fucker understand the contract binding the two of you together.  So your life could be cushy, or absolute hell, it really depends on who ends up your contractee.  You could end up living the good life, or spend your days on the ass end of some godforsaken Plane in the middle of nowhere.  Of course if he dies you can always join the Guild as a free man.



MAKING A GUILD FAMILIAR
 You're more of a generalist than a filler of any party role.  But you're contractee can boost you up, so try to remain on his good side or at least have blackmail material handy.  You'll also wanna be damn sneaky.  Never know when fading into the background might come in handy. 
 Abilities: Your highest ability score should be the key casting stat of your 'master'.  After that it depends on what you want to focus on, but good Con and Dex are a start.
 Races: See Below.
 Alignment: Guild Familiars are generally True Neutral, as it's not advantageous to really be ideological.
 Starting Gold: As Sorcerer
 Starting Age: Not applicable (see below)

Class Skills
 The Guild Familiar's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Gather Information (Cha), Hide (Dex), Knowledge (Arcana, Local) (Int), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), and Use Magic Device (Cha).
Skills Per Day at 1st Level : (4 + int)x4
Skills Per Day at Each Additional Level : 4 + int

Hit Dice: d6

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2    Guild Contract, Arcane Dilletante, Telepathic Link
2. +1    +0     +0     +3    Evasion
3. +2    +1     +1     +3    Specialty
4. +3    +1     +1     +4    Arcane Dilletante, Deliver Touch Spells
5. +3    +1     +1     +4    Uncanny Dodge
6. +4    +2     +2     +5    Specialty
7. +5    +2     +2     +5    Arcane Dilletante, Share Spells
8. +6    +2     +2     +6    Improved Uncanny Dodge
9. +6    +3     +3     +6    Specialty
10.+7    +3     +3     +7    Arcane Dilletante, Spell Link
11.+8    +3     +3     +7    Improved Evasion
12.+9    +4     +4     +8    Specialty
13.+9    +4     +4     +8    Arcane Dilletante, Spell Resistance
14.+10   +4     +4     +9    Arcane Flexibility
15.+11   +5     +5     +9    Specialty
16.+12   +5     +5     +10   Arcane Dilletante, Scry on Familiar
17.+12   +5     +5     +10    Retain Knowledge
18.+13   +6     +6     +11    Specialty
19.+14   +6     +6     +11    Arcane Dilletante, Teleport Familiar
20.+15   +6     +6     +12    Free Familiar

Weapon Proficiencies: Guild Familiars are proficient with all Simple Weapons, but no Armor or Shields.
 
Guild Contract (Ex): You are contractually bound to the Guild of Familiars to serve an Arcane Caster (see above).  This has benefits and drawbacks.  First off, you're basically an indentured servant to a caster, who may or may not consider you a person.  You cannot disobey them openly, and must do your best to support them, regardless of your personal feelings.  In return, they are required to provide you with room and board, travel expenses, and any basic equipment the Guild doesn't provide.  They're also not allowed to harm you, kill you or use you for spell components unless they want to face the Guilds wrath.  They're also technically required to rescue you, if able, which isn't always  honored.

Arcane Dilletante (Sp): At Levels 1, 4, 7, 10, 13, 16 and 19 you may choose any one spell from your Masters spell list that he knows.  This must be a spell you could cast if you were the same class as your Master, and cannot initially be changed once chosen.  For example at 4th Level, if your  Master is a Beguiler choose any one spell from the Beguiler spell list available to a 4th Level Beguiler.  You may cast this spell once per day as a Spell-Like Ability (Caster Level is equal to your Guild Familiar Level, which stacks with any Levels you take in an Arcane casting class).  Whenever you choose a new Spell-Like Ability, the previous one can be used one more time per day, to a maximum of 3 times per day.  For example at 7th Level the spell you chose at 4th Level can now be used 2/day.  At 10th Level, the spell you chose at 7th can be used 2/day, and the spell you chose at 4th 3/day.  You cannot choose Universal spells that are 5th Level or higher via this ability.

Telepathic Link (Su): You and your Master share a Telepathic link with a range of 1 mile.  You can communicate freely via this link, even if you share no common language.

Specialty: At Levels 3, 6, 9, 12, 15 and 18 you may choose a Feat from the following: Cooperative Spell (must be 6th Level or higher), Energy Substitution (must be 6th Level or higher), Enlarge Spell, Extend Spell, Rapid Spell, Sculpt Spell, Empower Spell (must be 6th Level or higher), Explosive Spell (must be 6th Level or higher), Reach Spell (must be 6th Level or higher), Split Ray (must be 6th Level or higher), Chain Spell (must be 9th Level or higher), Delay Spell (must be 9th Level or higher), Maximize Spell (must be 9th Level or higher), Widen Spell (must be 9th Level or higher), Energy Admixture (must be 12th Level or higher), Quicken Spell (must be 12th Level or higher) or Persistent Spell (must be 12th Level or higher).  When you cast spell-like abilities via Arcane Dilletante, you may now choose to cast it as though it were a spell that could be modified by one of the above Feats.  This does not increase the Spell Level.  You must choose which of your Spell-Like Abilities the Feat applies to at the beginning of the day in a method similar to a caster choosing spells for the day.

Evasion (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.

Deliver Touch Spells (Su): You can deliver touch spells for your master.  If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the "toucher." The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. The Familiar can otherwise 'hold' the touch spell for up to 1 Minute.

Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.

Share Spells (Su):   At the master’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his familiar. The familiar must be within 5 feet at the time of casting to receive the benefit.  If the spell or effect has a duration other than instantaneous, it stops affecting the familiar if it moves farther than 5 feet away and will not affect the familiar again even if it returns to the master before the duration expires. Additionally, the master may cast a spell with a target of "You" on his familiar (as a touch range spell) instead of on himself.  A master and his familiar can share spells even if the spells normally do not affect creatures of the familiar’s type.

Improved Uncanny Dodge (Ex): This is identical to the Rogue ability of the same name listed on page 50 of the PHB.

Spell Link (Su): When casting a spell the Master can choose to channel it through you, making it originate from your location instead of his own.

Improved Evasion (Ex): This is identical to the Rogue ability of the same name listed on page 51 of the PHB.

Spell Resistance (Su): You gain spell resistance equal to the master’s level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar’s spell resistance. 

Arcane Flexibility: At 14th Level you can choose a different spell to cast as a spell-like ability when using Arcane Dilletante.  For example, lets say your Master is a Wizard.  At 4th Level you could choose a spell of 2nd Level or lower to cast once per day as a spell-like ability, and you're stuck with that spell.  At 14th Level you may now choose to instead cast any spell of 2nd Level or lower from the Wizard list for that slot (your Master doesn't necessarily need to know it), except Universal spells of 5th Level or higher.  If you have multiple daily uses they must all be the same spell.  For example if you have three daily uses, and you chose Magic Missile, all three daily uses have to be Magic Missile.

Scry on Familiar (Sp): Both you and your Master may Scry (as per the spell) on the others location 1/day as a Spell-Like Ability.

Retain Knowledge: Normally if your Master dies, your abilities switch depending on what your new Master is.  For example, if your Wizard Master dies, and your new Master is a Sorcerer, the spell list you can choose spells from for Arcane Dilletante now come from the Sorcerer list, and your Ability Score may change.  At 17th Level, you can choose to retain your ability scores, and may choose from the spell lists of your current and former Masters.

Teleport Familiar (Su): When your master casts a spell from the Conjuration (Teleportation) subschool, you do not count toward the weight limit or number of creatures he is allowed to take with him/her.

Free Familiar: At 20th Level you have sway in the Guild, and can reject unfit Masters or bad assignments. You may now choose high level spells from the Universal school with Arcane Dilletante (you must still pay the xp cost if any).  Both of your potential Racial Ability Scores are now +2.  For example, an Albatross normally receives +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.  At 20th Level it gets +2 to Con AND the Ability Score that determines the Save DC for the Masters spellcasting.

PLAYING A GUILD FAMILIAR
 You sometimes walk a fine line.  A lot of your power comes from your Master, who may or may not like you.  The only protection you have is the Guild, who will sometimes want you to do side jobs without your Masters knowledge or permission.  Anger both of them, and you're truly alone in the world.
 Religion: Familiars worship Croak, the Gawd of Familiars.  The other Gawds priests tend to be too snooty and condescending.
 Other Classes: Most people view you through the lens of your master.  If he isn't liked, you won't be.  If people view servants as less than human, they'll look down on you.
 Combat: Unless trained for it, you're more of an assistant or valet than caster.  You definitely aren't front line material.
 Advancement: Advancement will depend on the demands of your master, assuming you have one.  If not the Guild likely guides your path.

GUILD FAMILIARS IN THE WORLD
"I don't trust them short people.  No sir. 
 Life isn't kind to you.  That's why you have an ironclad contract and Guild Lawyers.  Anyone who hurts or kills you is hamburger meat.  They are allowed to humiliate and demean you though, which you find infinitely worse.  Good thing none of them realize you're slowly collecting information on them to wreak a very thorough revenge.
 Daily Life: This will depend on your Master if you have one.  You could be doing anything from scrubbing toilets to arcane research.
 Notables: Squidge (CE Male Familiar/Weasel) is an engine of Chaos.  Even his master doesn't keep full control of his shenanigans.  Squeakers (N Male Familiar/Mouse) on the other hand prefers to remain invisible and unnoticed. 
 Organizations: You belong to your Master and the Guild, and no one else.  Any other connections you'll have to keep quiet.

NPC Reaction
 NPC's treat you the way they would any other servant.

GUILD FAMILIARS IN THE GAME
 This class assumes the PC is a servant, and possibly not a well treated one.  This may not be for every one.
 Adaptation: This is meant for goofier campaigns.
 Encounters: Guild Familiars are encountered where ever Arcane Casters can be found, as they are forced to tag along.



EPIC GUILD FAMILIAR

Hit Die: d6
Skills Points at Each  Level : 4 + int
Specialty At Level 21
Arcane Dilletante At Level 22, and every three Levels thereafter, you may choose an additional spell of any Level your current or former Masters knew to cast 1/day via this ability.  Caster Level continues to improve with Epic Levels.  You cannot choose Epic Spells for this.
Bonus Feats: The Epic Guild Familiar gains a Bonus Feat every 4 levels higher than 20th




GUILD FAMILIAR


   
"I am NOT spell components! NOT!  BAD WIZARD!!"

 Guild Familiars are animals enchanted via ritual.  They are now short humanoids with animal heads, and some features of the critter they used to be.  Bound by legal contract to be a servant their life can be frustrating.  Fortunately the Guild Contract is fairly Draconian, so if you master your knowledge of it you can potentially blackmail your 'master' into doing your bidding.  And depending on your contractee's alignment you may need to.

GUILD FAMILIAR RACIAL TRAITS
· Varies by type, see chart below.  Note that if you choose your Masters key casting stat to receive your Racial Ability Score bonus, and then change Masters, that stat changes as well.  If your Master dies, it remains the same until you take a new Master.
· Size Class: Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 Bonus on Hide checks, -4 Penalty on bull rush/grapple/overrun/trip checks, lifting and carrying limits are 3/4 those of Medium characters.
· Monstrous Humanoid, giving them 60 ft. Darkvision
· Base land speed 20 ft.
· Newborn: The Guild Familiar is created via a contract between the Guild and it's Master.  It does not suffer age related effects, and does not die, remaining immortal and becoming free once it's Master has died (unless it wishes to pursue a new contract).
· Animal Nature: The Guild Familiar gains a natural attack or ability and Racial Skill Bonus depending on it's type (see chart below).
· Automatic Languages: Common. Bonus Languages: Any known by Master.
· Level Adjustment: +0
· Favored Class: Guild Familiar

HEIGHT AND WEIGHT
 Base Height: Male: 3'0"  Female: 2'10"
 Height Modifier: x2d4
 Base Weight: Male: 40 lbs.   Female: 35 lbs.
 Weight Modifier: x1 lb.

Familiar Types (wip)
Albatross: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spot Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.
Arctic Fox or Compsognathus: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Hide Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Bat, Jankx, Owl or Snowy Owl: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Listen Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Cat, Mouse or Screech Owl: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Move Silently Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Chameleon: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Disguise Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Critic Lizard, Ferret, Mink or Weasel: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Reflex Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Eel: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Escape Artist Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Floater: Tentacle doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Sense Motive Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Fly: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Gather Information Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Fox: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Willpower Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Gyrfalcon, Hawk or Ramphor: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spot Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hairy Spider: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Jump Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hedgehog: Headbutt doing 1d3 plus Str Modifier damage, +2 Natural Armor Bonus, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Horned Lizard: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Willpower Saves, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Huitzil: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Sleight of Hand Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Hummingbird or Rhamphorhynchus: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Initiative Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Lemming: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Listen and Spot Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Kes'trekel, Rat or Vulture: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Fortitude Saves, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Lizard: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Climb Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Moth: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Spellcraft Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Mulworm or Toad: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Caster Level Checks, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Octopus: Doesn't take a Size Penalty to Grapple Checks, +4 Racial Bonus to Grapple Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Parrot: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Gather Information Checks, +2 to Cha OR the Ability Score that determines the Save DC for the Masters spellcasting.
Penguin: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Fortitude Saves, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Puffin: Bite doing 1d3 plus Str Modifier damage, +2 Racial Bonus to Survival and Swim Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Raven: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Knowledge (Arcana) Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Snake or Sea Snake: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Bluff Checks, +2 to Dex OR the Ability Score that determines the Save DC for the Masters spellcasting.
Speckled Hurrum: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Diplomacy Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.
Turtle: Bite doing 1d3 plus Str Modifier damage, +2 Natural Armor Bonus, +2 to Wis OR the Ability Score that determines the Save DC for the Masters spellcasting.
Weasel: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Diplomacy Checks, +2 to Int OR the Ability Score that determines the Save DC for the Masters spellcasting.
Z'Tal: Bite doing 1d3 plus Str Modifier damage, +4 Racial Bonus to Intimidate Checks, +2 to Con OR the Ability Score that determines the Save DC for the Masters spellcasting.

« Last Edit: March 30, 2021, 09:21:20 PM by bhu »

Offline bhu

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Re: Jesters Realm
« Reply #37 on: March 09, 2021, 09:14:17 PM »
JUICER


   
Quote of Some Kind by a member of the class!

 Juicers are Minions who specialize in getting their boosts from potions.

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2   
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Jesters Realm
« Reply #38 on: March 09, 2021, 09:15:39 PM »
GARGANT


   
Quote of Some Kind by a member of the class!

 Gargants are Minions who specialize in being biggified.

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2   
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th

Offline bhu

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Re: Jesters Realm
« Reply #39 on: March 09, 2021, 09:17:22 PM »
JUGGERNAUT


   
Quote of Some Kind by a member of the class!

 Juggernauts are Minions that specialize in magic that boosts their attacks, durability and physical ability scores.

BECOMING A CLASS NAME
How you would normally become a member of this prestige class.

 ENTRY REQUIREMENTS
   
   
   
   
   


Class Skills
 The Class Name's class skills (and the key ability for each skill) are....
Skills Points at Each  Level : x + int

Hit Dice: dx

Code: [Select]
[b]   BAB  Fort    Ref    Will  Abilities[/b]
1. +0    +0     +0     +2   
2. +1    +0     +0     +3   
3. +1    +1     +1     +3   
4. +2    +1     +1     +4   
5. +2    +1     +1     +4   
6. +3    +2     +2     +5   
7. +3    +2     +2     +5   
8. +4    +2     +2     +6   
9. +4    +3     +3     +6   
10.+5    +3     +3     +7   

Weapon Proficiencies: A place to put the different proficiencies.
 Put all the different class abilities in here!
 
PLAYING A CLASS NAME
 Brief description on how to play the class you are designing.
 Combat: Here's a section where you will describe common combat methods for your class. Remember to include information on how your class will use his powers in combat.
 Advancement: This is a section on different options and paths that the class can go down when they advance in power.
Resources: What resources might a member of this PrC be able to draw on..

CLASS NAME IN THE WORLD
A quote of somebody else talking about your class!
 A brief description of how your class is persevered in the world and how he interacts with the world.
 Daily Life: Some general information about the typical day in the life of your class.
 Notables: Make up some cool information about notable figures in the history of your class. It's best to give a little information from one of the good alignment and evil alignment (unless it's a good or evil only class).
 Organizations: Some information about organizations dedicated to the practice of your class and other organizations which members of your class will be attracted towards.

NPC Reaction
 This is an in detail description of how NPC's would perceive your class and the immediate generalization that people would give of your class.

CLASS NAME IN THE GAME
 This is a good place to provide a quick note on how your class will effect game play statistically.
 Adaptation: This is a place where you put in detail how people can adapt your class into their campaign setting.
 Encounters: This is a place to describe what sort of encounters PC's will have with NPC versions of your class.

Sample Encounter
Give an example of how one might encounter a member of this PrC.
EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


Name
alignment/Gender/Race/Levels
Init +0, Senses: Listen +, Spot +,
Languages
------------------------------------------------
AC , touch , flat-footed   ()
hp  ( HD)
Fort +, Ref +, Will
------------------------------------------------
Speed   ft. ( squares)
Melee
Base Atk +, Grp +
Atk Options
Combat Gear
Spells Prepared
Supernatural Abilities
-----------------------------------------------
Abilities Str , Dex , Con , Int , Wis , Cha
SQ
Feats
Skills
Possessions



EPIC CLASS NAME

Hit Die: dx
Skills Points at Each  Level : x + int
Class Ability
Class Ability
Bonus Feats: The Epic Class Name gains a Bonus Feat every x levels higher than 20th