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Topics - FireInTheSky

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1
Off Topic Fun / Have I Got A Job For YOU! - IRL Job Opportunities
« on: July 28, 2017, 09:09:59 PM »
(Bringing this back from the Storm-Shelter board...)

Hey Gang,

This forum is filled with intelligent and technically savvy people, some of whom may be un- or under-employed. Some people may also know of job openings available near them. Use this thread to post your job openings!!

Rules:
  • Since this is an anonymous forum, you may want to keep specifics about the job out of the thread, though that's up to you.
  • Only post job openings here. If you're interested in a job that's been posted, PM the person who posted it - don't reply to this thread. This is to prevent too much clutter.
  • If you post a job, and the job is later filled, please remember to edit your post to reflect that.

2
General D&D Discussion / Myth Drannor Campaign Guide
« on: June 30, 2016, 12:45:14 AM »
Anybody happen to have a PDF of the 2nd Edition "Campaign Guide to Myth Drannor" they'd be willing to share? (Or a Scribd account from which they could download and then share it)?

I own a physical copy, but would love to have a digital copy.

3
Off Topic Fun / Browser Recommendation
« on: September 08, 2015, 09:56:37 PM »
I do software support, and there are 4 other people with me on the software support team. All of us are on Mac. (We do some stuff in Parallels as well, but that doesn't really matter for the purposes of this question.) We've been mostly using Chrome, but apparently Chrome just stopped supporting Java, and the Web-App we use needs Java for it's built-in screen recording function.

I've done a bit with Firefox, but it seems a little slower, and some of the shortcuts are weird. One of the people suggested Opera, but I've never used it before. Can anyone speak intelligently about Opera? Or are there other browsers you'd recommend?

4
Off Topic Fun / Forming an LLC
« on: June 11, 2014, 01:19:12 AM »
Anybody in the US have experience with forming an LLC? (Obviously, there are a few differences from state to state, but I'm pretty sure the general framework is the same.) Are there things you wish you'd known going in? What additional kinds of things do I need to keep track of for taxes? Are there other questions I should be asking?

5
Board Business / Question about the [glow] tag
« on: May 02, 2014, 09:23:40 AM »
Why are the numbers inside the tag needed? As far as I can tell, changing them doesn't actually do anything, except that if they aren't there the tag doesn't work.

[glow=red,2,300]
[glow=red,2,900]
[glow=red,9,300]
[glow=red,9,900]
[glow=red,1,300]
[glow=red,1,100]
[glow=red,300][glow=red,300][/glow]
[glow=red,1]
[glow=red][glow=red][/glow]


PSEUDO-EDIT: Well, it looks like only the first number is needed, but it still doesn't actually change anything about the appearance...

[glow=red,0]
[glow=red,2]
[glow=red,9]
[glow=red,10]
[glow=red,99]
[glow=red,100]
[glow=red,199]
[glow=red,200]
[glow=red,299]
[glow=red,300][glow=red,300][/glow]

6
Homebrew and House Rules (D&D) / Sound Shaper [3.5 PrC]
« on: February 01, 2014, 11:27:10 PM »
Sound Shaper


Image Credit: Veekie’s Dropbox + ex-astris1701 + editing


“Sound has a profound effect on the senses. It can be both heard and felt. It can even be seen with the mind’s eye. It can almost be tasted and smelled. Sound can evoke responses of the five senses. Sound can paint a picture, produce a mood, trigger the senses to remember another time and place. From infancy we hear sound with our entire bodies. When I hear my own name, I have as much a sense of it entering my body through my back or my hand or my chest as through my ears. Sound speaks to the sensorium; the entire system of nerves that stimulates sensual response.”
-Louis Colaianni, an early philosopher on the shaping of sound

The multiverse is made up of vibrations. Unimaginably small particles oscillating back and forth at incredible speeds. Infinitely vast planes of existence, each with its own specific resonance. Most creatures are unaware of all but the tiniest fraction of these fluctuations around them, living out their lives oblivious to the vibrations that permeate everything they do. A lucky few have their eyes opened to the wonder surrounding them. These fortunates dedicate their lives to the study of sound, using audible vibrations to influence their environment.

Prerequisites
Skills: Listen 6 ranks, Spellcraft 8 ranks
Spellcasting: Must be able to cast two of Ghost Sound, Sculpt Sound, Shatter, Silence, and Sound Burst.

Class Skills
The Sound Shaper's class skills are Craft (Int), Gather Information (Cha), Knowledge (Arcana, Architecture & Engineering)(Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Wis), Spellcraft (Int), Spot (Wis).
Skill Points: 2+Int

Table: The Sound ShaperHD: d4


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Audiophile, Blindsense, Golden-Eared
Acoustic Engineer, Sound Mind
High Fidelity, Sound Bubble
Sound Body
Ear-Splitting
Greater Acoustic Engineer
Blindsight
Amplifier
Perfect Acoustic Engineer
Sonic Boom


Spellcasting
-
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class
-
+1 level of existing class
+1 level of existing class
+1 level of existing class
+1 level of existing class

Weapon and Armor Proficiencies: A Sound Shaper gains no weapon or armor proficiencies.

Spellcasting:  At each level except 1st and 6th, a Sound Shaper gains new spells per day and an increase in caster level (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the Sound Shaper level.  He does not, however, gain any other benefit a character of that class would have gained. If he had more than one spellcasting class before becoming a Sound Shaper, he must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.

As a Sound Shaper’s knowledge of, and experience with sound grows, his selection of spells follows suit. The list of additions to the Sound Shaper’s spell list can be found below. These spells are added to his class list to be learned or prepared as normal. If he had more than one spellcasting class before becoming a Sound Shaper, he must decide to which class to add his spell list.

Audiophile: A Sound Shaper believes that sound is the purest and most powerful force in the multiverse, and thus does more extensive study of spells manipulating it. All spells with the [sonic] descriptor cast by the Sound Shaper have their caster level increased by 1. In addition, Spell Shapers gain Energy Substitution (Sonic) as a bonus feat. However, any spells modified by this feat do not have their caster level increased by this ability.

Blindsense (Ex): Sound Shapers are incredibly experienced at knowing how sound interacts with, and moves around, the world around them. This knowledge gives the Sound Shaper blindsense, with a range equal to 30’+5’/sound shaper level. This ability does not work if the Sound Shaper cannot hear (e.g. he is deafened or within the area of a silence spell). At 7th level, this improves to blindsight, and the range increases to 30’+10’/sound shaper level.

Golden-Eared: Sound Shapers are extremely adept at noticing even the quietest of sounds. They gain a bonus on Listen checks equal to their Sound Shaper level.

Acoustic Engineer (Su): A Sound Shaper of 2nd level has learned to manipulate and alter existing sounds. As a standard action at will, he can target one sound whose source is within 10’ per Sound Shaper level, such as a person speaking or singing, or a group of related sounds, such as the patter of many raindrops or the tramp of soldiers passing by. A sound as quiet as a snapping finger can be controlled. He can substitute any sound he has heard for the target sound. The substitution lasts as long as the Sound Shaper concentrates on it. If attempting to exactly duplicate the voice of a specific individual, or an inherently terrifying sound (such as a dragon’s roar), he must succeed on a Bluff check with a +5 circumstance bonus opposed by the intended listener’s Sense Motive check to avoid arousing suspicion.

The Sound Shaper can entirely muffle a noise or magnify a sound to such loudness that it drowns out all other conversation in the immediate area. In this way, he can provide himself or an ally with a +4 circumstance bonus on Move Silently and Listen checks.

Sound Mind (Ex): By 2nd level, Sound Shapers have become discerning enough to tell the difference between real and imaginary sounds. They are automatically successful on saves against illusions with auditory components. In addition, they gain a bonus to saves against spells with the [Sonic] descriptor equal to half their Sound Shaper level.

High Fidelity: Beginning at 3rd level, Sound Shapers no longer rely on fictitious sounds for their illusions, instead creating the real thing. Illusion [figment/glamer] spells cast by a Sound Shaper with only an auditory component have their school changed to Evocation, lose the [mind-affecting] descriptor (if they have it), and cannot be disbelieved. Illusion [figment/glamer] spells with multiple components including auditory become dual-school spells (as described in the Players Handbook II), gaining the Evocation school, and interaction with the auditory component of such a spell cannot cause disbelief.

Break the Silence (Su): Sound Shapers quickly come to the realization that silence is not a barrier to sound, but simply an absence of it. While in an area of silence, Sound Shapers or 3rd level or higher can speak normally (and thus may still cast spells with verbal components), and can be heard normally by others, if the Sound Shaper so chooses. In addition, any spells cast by a Sound Shaper which would not normally work in an area of silence now work as normal. Finally, a Sound Shaper’s blindsense (or blindsight) work normally inside the area of a silence.
 
Sound Body (Su): At 4th level, a Sound Shaper’s work with sonic energy has acclimated his body to its forces, granting him Sonic Resistance equal to twice his Sound Shaper level. In addition, he can no longer be deafened.

Ear-Splitting: By 5th level, Sound Shapers have become so knowledgeable within their area of expertise that they have learned how to affect even those creatures who would normally be resistant to spells cast by anyone else. Spells which deal sonic damage ignore one point of sonic resistance per Sound Shaper level. If an opponent is normally immune to sonic damage or effects with the [sonic] descriptor, they instead take half damage and gain a +5 bonus to relevant saving throws.

Greater Acoustic Engineer (Su): At 6th level, a Sound Shaper has become increasingly proficient in working with pure sound. He can use Ghost Sound, Sculpt Sound, and Silence at will as supernatural abilities. This ability can be used to counter the Ghost Sound, Sculpt Sound, and Silence effects of others.

Amplifier: By 8th level, the Sound Shaper has put extraordinary effort into the study of sonic energy, and how best to call it into being. Any Evocation spells cast by the Sound Shaper which normally deal sonic damage deal force damage instead, but still maintain the [sonic] descriptor. The original energy type must have been sonic, and cannot have been modified by Energy Substitution or similar means.

Perfect Acoustic Engineer: At 9th level, a Sound Shaper’s facility with pure sound is unparalleled. Within the radius of his Acoustic Engineer ability, he may modify multiple sounds simultaneously, up to a number of different sounds equal to the modifier of his spellcasting stat. The Sound Shaper may stop concentrating on any number of sounds as a free action, and may add another sound to his attention as a swift action, up to his limit, all while maintaining his concentration on other sounds.

Sonic Boom: 10th level Sound Shapers are incredible to behold on the battlefield, leaving even their most powerful enemies reeling and clutching their ears. Any creature targeted by, or within the area of, a damage-dealing Evocation [Sonic] spell cast by the Sound Shaper must make a fortitude save at the same DC as the rest of the damage. A failed save results in being knocked down, regardless of size, stunned for 1 round and permanent deafness, while a successful save results in being dazed for one round and deafened for 1d4 rounds. Creatures immune to any of these conditions are still affected by this ability, but gain a +5 bonus on their save. The spell must have originally had the [sonic] descriptor, and cannot have been modified by Energy Substitution or similar means.

8
Off Topic Fun / Non-Americans' view of the U.S.
« on: November 11, 2013, 12:47:51 AM »
So, I just saw this article about the things people couldn't believe about America (I think they technically said North America, so Canada too) before moving/traveling here. I've seen a couple other articles like this before, as well. Reading it made me curious about what the non-North Americans on these here boards picture it to be like? And we can go both ways. Maybe post what country you're from for everyone else to guess at, and we can all laugh at (but not judge) each other's (and our own) naiveté! :P

(I had some thoughts on reading the article, but I'll wait to post them.)

(click to show/hide)

EDIT: Also, note that this isn't about politics. I would say, more about daily life / everyday experiences.

9
Homebrew and House Rules (D&D) / Raveler [3.5 Base]
« on: October 22, 2013, 04:34:21 PM »
This class took 3rd place in Giant in the Playground's Base Class Contest XIX: Inner Might.


Raveler
 






We cannot turn the clock back nor can we undo the harm caused,
 but we have the power to determine the future and to ensure that
 said future lasts as long as possible.
-Eon Sarlo Augerchrome, Founder of the Order of Ravelers


The Inner Planes form an octahedron, with the various elemental, energy, para-elemental, and quasi-elemental planes forming the vertices and edges. However, few pioneers have ever attempted to explore the center, where all 18 planes meet.

Those who do, find the Apocalypse Clock (Knowledge: The Planes check, DC 30).

Born of the marriage between an insane Primus Modron and Ygorl, the Slaad Lord of Entropy, the unknowable and bizarre Apocalypse Clock exists in an infinite number of dimensions. It seeks to undo all of creation by unwinding the grand tapestry of the multiverse back into its constituent elements, a process called the Great Raveling. The Clock sits in a boiling sea of energies and matter, a Maelstrom of decaying planes that grows ever so slowly as it is fed by the Clock.

Ravelers have discovered a way to subvert the unwinding of the Apocalypse Clock, thereby slowing the growth of the Maelstrom and the advancing doom of reality. This is accomplished through the use of Projections, small extrusions of the Clock onto other planes, which can slow the Apocalypse Clock in small increments, by siphoning off small amounts of the Apocalypse Clock's devastating power to strip individual elements from the wielders' targets, transferring some of the benefit to the wielders in the process.

Adventures: A soon-to-be Raveler, like many other fledgling adventurers throughout history, stumbles upon an eldritch device that will change his life: a Personal Clock. Once he has (unwittingly) bonded with that Clock, he discovers that separating his enemies from their lives (and worldly goods) becomes much easier for him, and his normal adventuring wanderlust kicks in with a fiery passion.

Characteristics: As appropriate for a class about weaving and raveling the disparate threads of the multiverse, a Raveler occupies a sort of hybrid role in the party, with equal parts buffing and support, debuffing enemies, and melee or ranged combat.

Alignment: Ravelers are most commonly Lawful, as they oppose the entropy the clock produces, or Neutral, as they seek to balance the destruction of the clock. However, just because someone is Chaotic does not necessarily mean they want to destroy the multiverse, and even evil creatures tend to want a multiverse to employ their schemes or satisfy their whims and urges in.

Religion: Most Ravelers begin with the religions they were brought up with. However, many Ravelers abandon their previous faiths to dedicate themselves fully to an even higher calling: that of preserving the fabric of the multiverse itself. Beside such weighty matters, the worship of petty gods and their squabbles seem rather pedestrian.

Background: Thanks to the unorthodox distribution of Clock Projections by the Order of Ravelers (see New Affiliation below), Ravelers come from any and all backgrounds. All that's required is a modicum of curiosity and a helping of adventuring wanderlust.

Races: Similarly, any race can become a Raveler; however, races with a surfeit of curiosity and wanderlust, such as halflings and humans, make up a disproportionate fraction of Ravelers. Planetouched are also more likely to become Ravelers than other races, as in their research into ancestral lands they are more likely to stumble upon the Apocalypse Clock by accident.

Other Classes: Wizards and artificers are often fascinated by a Raveler's methods. Archivists are amazed to discover such incredible artifacts have gone unknown to them. Rogues, and especially Spellthieves, appreciate the elemental thievery performed by Ravelers. Druids respect the balancing act that Ravelers perform on a daily basis. Clerics and Paladins tend toward the most conflict with Ravelers, as their views on the end of the Multiverse (i.e., the Apocalypse Clock) rarely dovetail with the tenets of organized religions. (Rangers, bards, and barbarians don’t give a shit. :P)

Role: A Raveler can be an asset to any party, thanks to his multi-role contributions, particularly when it comes to buffing. However, even a well-designed Raveler shouldn't step on any other class's toes, instead acting as a supplement to more specialized skill sets.

Adaptation: A monastic setting might involve a raveler stealing ki from a target’s different chakras. In a tribal setting, a raveler might attack with various animal spirits which give him benefits while taking from his enemies. In a science fiction setting, a raveler might use a brain scanner to borrow portions of his target’s psyche.

GAME RULE INFORMATION
Ravelers have the following game statistics.
Abilities: Wisdom determines the save DCs for the Ravelers abilities, and high physical scores will help the Raveler in combat. Of course, a high Intelligence for more skill points is always useful.
Alignment: Any.
Hit Die: d8
Starting Age: As Ranger.
Starting Gold: As Ranger.

Class Skills
The Raveler's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft (any)(Int), Disable Device (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Arcana, History, Religion, The Planes)(Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (any)(Wis), Search (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Use Magic Device (Cha).
Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Table: RavelerHD: d8


Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
+8/+3
+9/+4
+9/+4
+10/+5
+11/+6/+1
+12/+7/+2
+12/+7/+2
+13/+8/+3
+14/+9/+4
+15/+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12


Special
Personal Clock, Ravel (Elemental)
Planar Native (Lesser)
Share Ravel (1)
Ravel (Energy)
Weave of Nature
Incarnate Threads (Small), Planar Native (Greater)
Multi-ravel (2)
Ravel (Para-Elemental)
Share Ravel (2)
Greater Weave of Nature
Planar Native (Perfect), Powerful Raveling
Incarnate Threads (Medium), Ravel (Quasi-Elemental)
Multi-ravel (3)
Swift Ravel
Share Ravel (Radius)
Ravel (Quasi-Elemental)
Raveling Burst
Incarnate Threads (Large)
Multi-ravel (4)
Immediate Ravel, Raveling Aura

Class Features
All of the following are class features of the Raveler.

Weapon and Armor Proficiencies: Ravelers are proficient with all simple weapons and one martial weapon of their choice. In addition, they are proficient with all non-exotic armor, and with shields (but not tower shields).

Personal Clock: All Ravelers possess an extrusion of the Apocalypse Clock, which can be in the form of any timekeeping device, such as an hourglass, pocket watch, or small mantle clock. In the hands of anyone other than the Raveler to which it is attuned, the device does nothing other than its normal timekeeping purpose, though many report feeling slightly unsettled while holding it, but are unable to say why. In the possession of a Raveler however, his personal clock allows him access to the powerful magic of Apocalypse Clock, which he can use to devastating effect when raveling. If a Raveler’s personal clock is damaged or destroyed, he may repair/rebuild it over 12 hours with a DC 15 Craft (Timepiece) check.

Ravel (Su): Ravelers channel the power of the Apocalypse Clock through their personal clock, and into their attacks. Whenever the Raveler uses a standard or full-attack action to attack an enemy with a weapon attack (including unarmed strikes and natural attacks, and either ranged or melee), but not more than once per round, he siphons off a portion of The Clock’s power to strip off an element from his target. While this would seem to further the effects of The Clock, raveling in this way (i.e. through a Personal Clock) is only temporary, and due to transfer inefficiencies, requires far more of The Clock’s power than would be expected; thus, the loss of power slows The Clock for a time.
  Raveling is a very unpleasant process for the target. All raveling attacks do an additional amount of damage equal to 1d4 for every 2 Raveler levels (minimum 1). Alternatively, if the Raveler does not have a weapon handy, he may make a melee touch attack which deals the normal raveling bonus damage. In addition, the target suffers a penalty, and the Raveler gains a bonus, depending on the element stripped off (detailed below). Unless otherwise specified below, save DCs equal 10 + ½ Raveler level + Wisdom modifier. The penalty and bonus both last for a number of rounds equal to 1 + the number of bonus damage dice. At 1st level, the Raveler can strip off any one of the primary elements. At 4th level, he may strip off one of the energies; at 8th level, one of the para-elements; at 12th level one either the quasi-positives or quasi-negatives (choose which group); at 16th level, the other group of quasi-elements. Multiple applications of the same benefit or penalty do not stack unless otherwise noted in the detailed descriptions below.

Primary Elements
(click to show/hide)
Energies
(click to show/hide)
Para-Elements
(click to show/hide)
Quasi-Negative Elements
(click to show/hide)
Quasi-Positive Elements
(click to show/hide)

Planar Native (Ex/Su): Constant exposure to the elemental powers of The Clock creates gradual changes in the body of a Raveler, at first giving him a small tolerance to the extremes of his environment, and later, the freedom to travel unimpeded among the primal elements.
  • Lesser – At 2nd level, the Raveler permanently gains the effects of Endure Elements. This is an extraordinary ability, as the changes are in his physical body.
  • Greater – At 6th level, the Raveler permanently gains the effects of Avoid Planar Effects, but only for the inner planes. This is an extraordinary ability, as the changes are in his physical body. In addition, the Raveler can grant allies near to him his lesser protection. All allies within 30 feet of the Raveler gain the benefit of Endure Elements (this portion of Greater Planar Native is a Supernatural ability).
  • Perfect – At 11th level, the Raveler becomes able to grant nearby allies his greater protection. All allies within 30 feet of the Raveler gain the benefit of Avoid Planar Effects, but only for the inner planes. This is a Supernatural ability.
Shared Ravel (Su): Beginning at 3rd level, Ravelers learn how to share the benefits their raveling gives them. Each time he makes a successful raveling attempt, the Raveler may choose to share the benefit of his raveling with any one ally within 30 feet. If he successfully ravels more than once in a round, he may choose a different ally for each attempt. At 9th level, he may share with any two allies within 60 feet. At 15th level, all allies within 30 feet may gain the benefit of all successful raveling attempts.

Weave of Nature (Su): Ravelers of 5th level have gained some measure of proficiency and control with their clock, allowing them to gain a greater benefit by raveling a bit of the powerful elements in their surroundings. As a full round action, the Raveler may ravel a single element or energy of his choice from nature around them. This does no damage and applies no penalty, but the Raveler gains the normal benefit, for a duration equal to one minute per die of bonus raveling damage. This benefit may be shared through his Share Ravel ability. However, you (and others) cannot benefit from this ability more than once simultaneously; if this ability is used while a previous benefit of this ability is in effect, the new benefit replaces the previous one, and the duration resets.

Incarnate Threads (Su): When a Raveler achieves 6th level, he learns to weave the elements he works with into creatures. Whenever he uses his ravel ability to strip an element, he may choose to forego the usual benefit from raveling to instead form the element he strips into a Small elemental of the same type. The created elemental is a normal creature of its type and kind, except that it has a total (and maximum) number of hit points equal to the amount of bonus damage you dealt with your ravel ability. The elemental you create is under your control as if summoned by a conjuration (summoning) spell, though effects which alter summoning spells do not affect this ability.

Weaving the elements this way is inherently unstable, however, so the elemental loses 2 hit points per round of its existence. It otherwise lasts until destroyed. You cannot control more elementals with this ability than the total number of elements you can ravel in a round; creating additional elementals causes the oldest previous elementals to be destroyed. At 12th level, you may create a Medium elemental with this ability (with double the hit points), and at 18th level you may create a Large elemental (with triple the hit points).

Multi-Ravel (Su): At 7th level, the raveler has become proficient enough at controlling the power he steals from the Apocalypse Clock that he can ravel two elements (or energies) in the same round. He may apply both ravels to the same attack, or divide them among the attacks he makes however he likes. The distribution must be announced before any attacks are made, and the same element (or energy) cannot be raveled from the same target more than once in a given round. If the ravels are split among multiple attacks, each raveling attack gains bonus damage as normal; however, if the raveler applies more than one ravel to the same attack, that attack (if successful) gains only one instance of bonus damage, which is equally divided between all damage types granted by the elements he is raveling. In either case, the raveler may choose any two elements (or energies) he could strip, even if they are diametrically opposed, and the penalties and benefits from both are applied. At 13th level, the raveler may ravel three times in the same round (divided between one or more attacks), and at 19th level he may ravel four times in the same round.

Greater Weave of Nature (Su): At 10th level, the Raveler has learned to unlock even more power from his surroundings with each ravel. With each use of his Weave of Nature ability, he may ravel two elements or energies, and the duration increases to 1 hour per die of bonus raveling damage. Multiple uses still overlap, and do not stack.

Powerful Raveling: Starting at 11th level, Ravelers can channel more of The Clock’s power with every raveling attempt, increasing the bonus damage from d4’s to d8’s.

Swift Raveling (Su): Beginning at 14th level, once per round the Raveler may make one raveling touch attack as a swift action.
   
Raveling Burst (Su): At 17th level, the Raveler masters one of the greatest powers of his personal clock. As a standard action, he may unleash some of the Apocalypse Clock’s powers as a 30 foot radius burst at medium range (100’+10’/Raveler level), stripping out up to one fewer than his maximum number of elements and/or energies. All enemies within the area automatically affected by the raveling damage (Reflex Save for half damage, DC 10 + 1/2 Raveler Level + Wisdom modifier) and suffer the penalties, while the Raveler gains one set of benefits as normal.

Immediate Raveling (Su): At 20th level, the Raveler may make his Swift Raveling attack as an immediate action instead of a swift action. He may not take more than one such attack per round.

Raveling Aura (Su): At 20th level, raveling has become so instinctive to him that the Raveler projects an aura which, under the correct conditions, can automatically ravel a creature targeting him with an effect. Choose an element or energy you can ravel, and one of the following categories: natural and non-reach weapons, reach weapons and ranged attacks, targeted spells and spell-like abilities. Whenever you are affected by an effect in the chosen category, the source of that effect is automatically raveled of the chosen element or energy, suffering the penalty and bonus raveling damage as normal, while you gain the benefit. As a swift action, you may change either the element or energy to ravel, or the category of effect.

*Inspiration from sirpercival

10
General D&D Discussion / Fun uses for Energy Transformation Field
« on: October 11, 2013, 03:36:29 AM »
Inspired by posts in this thread.  :plotting


This post records the outrageous?? results of a side conversation between myself and MetroMagic about dastardly devastatingly delicious uses of Energy Transformation Field.

I'll put the tl;dr first: ETF and its coupled effect(s) can be made into an infinite loop that fills infinite space completely and instantaneously. Possibly even the entire Multiverse of connectable Planes.


And now the full explanation of the simple... well, not that simple... method:

---Consider that the ETF can be made into a cube instead of a sphere by Sculpt Spell. (If there's a reason why this doesn't work, then the method overall does not fail but it does not fill space fully unless another solution can be found.) Picture eight cubic ETFs adjacent to a point; that's space being completely filled by a 2 by 2 by 2 array of cubic ETFs.

---The designation of the "point" within the ETF where the coupled spell triggers can be anywhere within the ETF's radius, including close enough to that central point so that the AoE of that spell falls into each of the eight ETFs. Since the ETFs don't overlap, they don't compete for the spell energy; instead each one receives the total absorption levels from it.

---If each of the eight ETFs is set up this way, there can be plenty of spell energy generated so that all of them trigger each other over and over again.

---The triggered spell could itself be an ETF. The point where it is cast within its ETF must be specified carefully by using a frame of reference within each ETF that spreads the effects outward from the first 2x2x2 block into another adjacent 2x2x2 block of space. Add a ladder-like twist to the frame of reference to get the ETF block creations marching around the expanding surface like stacked building blocks.
(click to show/hide)

---Given the foregoing, the triggered spell could be a Chain Contingency specified as loaded with an ETF and your two other favorite spells, whatever they may be; now the ETFs spread throughout space and bring other spells along with them.

---If you don't like the idea of pre-loaded Chain Contingency, but want the loaded spells to be cast into it, this might be accomplished by a dimensionally higher order hypercube of ETFs projecting multiple effects into 3D space, assuming proper frame of reference specifiers. There is no restriction on ETF that says its radius is limited to be a 3D spell.

---Three side issues, briefly: (1) Why instantaneous? The ETF's spell triggers as soon as the conditions are met; no delay. There is no mention of casting time. Therefore the entire structure of ETFs generates without delay. (2) Can my other favorite spell be Fireball to fill the Multiverse? Sure. The Contingency spell requires only that the chained spell must be no higher than 6th level, and person-affecting, which a Fireball certainly is. (3) ETF is 6th level and affects the caster if inside it, for example if the caster tries to use SLAs.

We think it's best to stop here and let others comment, and let even more others solve the objections raised by the first batch of others.

In that way, these ideas about ETF will spread to fill the Multiverse, in a perfect demonstration of the idea itself...  how delightfully recursive!

FITS and MM

PS. No wonder Magic doesn't seem to work in our own Prime Material Plane - it's been filled with blank ETFs...

11
Magics of Arhosa / Soldier of Memories [PrC]
« on: August 22, 2013, 10:27:15 PM »
Soldier of Memories

"Take up our quarrel with the foe:
To you from failing hands we throw
The torch; be yours to hold it high."

- McCrae, human Soldier of Memories


Becoming a Soldier of Memories

ENTRY REQUIREMENTS
Base Attack Bonus: +7
Feats: Warrior of Olden Days, Ancient Weapon Specialization
Skills: Knowledge (History) 11, Autohypnosis 7
Special: Must be able to shape Ancient Martial Techniques.


Class Skills
The Soldier of Memories's class skills are: Autohypnosis, Climb, Heal, Intimidate, Jump, Knowledge (All), Ride, Speak Language, and Swim.
Skill Points: 4 + Int modifier per level.

Table: Soldier of MemoriesHD: d12


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Reminiscences, Bonus Feat
Martial Era
Moments Memorial
Bonus Feat
Former Sorrows
Reminiscences
Moments Memorial, Bonus Feat
Channeled Minds
Martial Era
Remembrance, Bonus Feat

Ancient
Martial
-
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques


Class Features

Ancient Martial Techniques: If the Soldier of Memories is attuned to the Ancient Warfare Technique for the day, add together his Historian class levels and the indicated number of Soldier of Memory class levels to determine the bonuses recieved.

Bonus Feats: At each indicated level, the Soldier of Memories gains an additional ancient martial feat. Unlike the feats gained through the historian's ancient martial technique, these feats are permanent once selected.

Martial Era (Ex): Gifted with the knowledge of ancient martial civilizations, the Soldier of Memories remembers their sorrows, their losses, and their defeats. At 2nd and 9th level, the Soldier of Memories may attune an additional ancient martial era, if he is in ancient martial technique for the day.

Reminiscences (Ex): The Soldier of Memories has earned his name, for he carries within him the thoughts and knowledge of a former friend, one who has fallen on the field of battle, and the soldier has dedicated himself to carrying forward the torch. Often the passing of the torch is a more than symbolic notion, as the fallen friend will gift one last item of import to the soldier. Now he fights in the name of those who have died, each death marked by a single red flower, tattooed upon his body. Once per encounter, the soldier may let himself be overcome by the tales of those came before, gaining a +2 bonus to attack rolls, +6 to damage, and 1 extra attack. This lasts for a number of rounds equal to half his class level, minimum of one. At level 6, all allies within 20 ft. of the soldier also gain this benefit. This is a swift action to activate.

Moments Memorial (Ex): Upon each morning's rise, the soldier sits at rest, staring out into the fields of dawn. It is a moment of reflection and contemplation, and perhaps a little solace that he has done the right thing, that his life travels along a better path. That notion carries him through battles and sustains his spirits. At the end of each encounter, the Soldier of Memories recovers 1/2 his character level in martial points. At level 7, this increases to his full character level.

Former Sorrows (Ex): Burdened by the thoughts and dreams of those who have gone before him, the Soldier of Memories no more carries just his own wishes forward, but holds high the torch passed from earlier generations. He has even learned, perhaps, to honour them in his own way. At the beginning of each encounter, the Soldier of Memories may attune one new era. He must complete the knowledge check and requirements as per normal, and the attuning lasts until one minute after the encounter is finished. This is a swift action.

Channeled Minds (Ex): There comes a point in the mind of the soldier when he has done all that could normally do, and must exert himself to a point that he would normally not go. Yet, he is driven always further, his memories enshrined in a little red flower, tattooed over his heart. Once per encounter, the soldier may increase the cap of martial points he may spend on a single fusillade by an amount up to his class level. He takes two points of damage for each point he raises the cap. Once the fusillade has been expended, hit or miss, the cap returns to normal.

Remembrance (Ex): Upon a little shrine in the possession of the soldier of memories sits a single item, a marker that denotes the memories and the words of the person that he carries within himself, tucked away within his mind and soul. The soldier prays not to any god, but to his friend, hoping that he can one day live up to the memories entrusted to him. From day to day, he will learn small insights, perhaps gifts from those he carries, perhaps his knowledge working to fruition. Whenever the soldier of memories uses a fusillade, the point cost of each benefit is reduced by 1, to a minimum of 1.

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12
Magics of Arhosa / Antediluvian Champion [PrC]
« on: August 22, 2013, 10:26:22 PM »
Antediluvian Champion

"Life has flown across my blade for many centuries, pitiful thing. It will be easy to add yours to the list of recorded past."
- Garalkla, elven Antediluvian Champion


Becoming an Antediluvian Champion

ENTRY REQUIREMENTS
Base Attack Bonus: +6
Feats: Warrior of Olden Days, Any two Ancient Martial Feats
Skills: Knowledge (History) 6, Knowledge (Architecture) 4, Craft (Weaponsmithing) 2.


Class Skills
The Antediluvian Champion's class skills are: Autohypnosis (Int), Craft (Int), Climb (Str), Intimidate (Cha), Jump (Str),  Knowledge (Architecture, Chronomancy, Dungeoneering, History) (Int), Ride (Dex), Swim (Str), and Tumble (Dex).
Skill Points: 4 + Int modifier per level.

Table: Antediluvian ChamptionHD: d12


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5

Fort
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Ancient Martial Feat
Craft Ancient Martial Weapon
Ancient Martial Feat, Martial Era
Weapons of Thine Own Hand
Ancient Martial Feat
Relearned Knowledge, Martial Era
Ancient Martial Feat
Timewalker's Greed
Ancient Martial Feat, Martial Era
Champion of a Forgotten Style

Ancient
Martial
-
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques


Class Features

Ancient Martial Techniques: If the Antediluvian Champion is attuned to the Ancient Warfare Technique for the day, add together his Historian class levels and the indicated number of Soldier of Memory class levels to determine the bonuses recieved.

Ancient Martial Feat: At each indicated level, the Antediluvian Champion gains an additional ancient martial feat for which he meets the requirements. Unlike the feats gained through the historian's ancient martial technique, these feats are permanent once selected.

Martial Era (Ex): Gifted with the knowledge of ancient martial civilizations, the antediluvian champion focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd, 6th, and 9th level, the antediluvian champion may attune an additional ancient martial era, if he is in ancient martial technique for the day.

Craft Ancient Martial Weapon (Ex): There are many things that appear to be worthwhile, but few of them have been invented in recent times. Instead, these recent 'inventions' are merely the recreation of something from a former time, lost and now recovered. The antediluvian champion gets a +5 bonus on craft checks to make an Ancient Martial Weapon. The antediluvian champion gains the Craft Magical Arms and Armour feat, and his caster level for creating items is equal to twice his class level.

Weapons of Thine Own Hand (Ex): Nothing shapes to fit the hand of the warrior greater than that which he had built to his own palm. The antediluvian champion gains a +1 attack and +3 damage bonus when wielding he has created.

Relearned Knowledge (Ex): Each little step forward, from the great mysteries of the past to the revealed knowledge of today, is but a recovery of all that has gone before, when the world was young and bright and full of knowledge. The antediluvian champion seeks to use that knowledge, bringing it forward into the present moment. Once per hour, he can choose a single fighter bonus feat for which he meets the prerequisites. He gains the benefits of the feat (but not the feat itself) for one round per class level. He also gains a +5 bonus on all Knowledge checks.

Timewalker's Greed (Ex): Much like his other brethren who study the far-distant past, the antediluvian warrior has learned that the perils of time are something that can be easily overcome, should he expend the necessary effort. He gains an extra move action each round.

Champion of a Forgotten Style (Ex): Each little swing of the blade or movement of his enemy allows the antediluvian warrior further insight into their fighting style, and with that he can dredge up the techniques and tactics necessary to defeat that foe. If the antediluvian champion succeeds at a Knowledge (History) check with a DC of 15 + his target's CR, whenever he takes a full attack action against that foe, he gains a second full attack action that he can only use against that foe. He may use this on each foe once per encounter.



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13
Magics of Arhosa / Duo Dualis [PrC]
« on: August 22, 2013, 10:24:58 PM »
Duo Dualis

"And then yet again, he came to the man
Pleading and begging and asking for harm to stay far away
To let him be safe for one final day.
Yet man would not listen, all stubborn and proud
And so he lies here, wrapped within a shroud.
His only comfort, one of kin
The last of his line, his still living twin"

- Gaharb, elven Duo Dualis


Becoming a Duo Dualis

ENTRY REQUIREMENTS
Feats: Time's Grace, Brother from Beyond
Skills: Knowledge (History) 9, Autohypnosis 12
Special: Shimmer in Time class feature

Class Skills
The Duo Dualis's class skills are: Autohypnosis, Balance, Bluff, Concentration, Craft (any), Escape Artist, Knowledge (Arcana, Chronomancy, History, The Planes), Profession, Sense Motive, Slight of Hand, Spellcraft, Swim, and Tumble.
Skill Points: 4 + Int modifier per level.

Table: The Duo DualisHD: d6


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3

Fort
Save
+0
+0
+1
+1
+1

Ref
Save
+2
+3
+3
+4
+4

Will
Save
+2
+3
+3
+4
+4


Special
Echoes, One Becomes Two, Echo's Twin
Thoughts As One
Twin's Return
Flesh of thy Flesh
Standing Wave


Class Features

Echoes (Ex): The Duo Dualis has only a limited number of times a day that he can alter the flow of time, pulling time from the future and the past. For every level in the class, the Duo Dualis gains one echo per day, plus one per point of Wisdom modifier. All echo abilities use the Duo Dualis's swift action for the round, unless mentioned otherwise. All of these abilities can be used only once per round, even if the Duo Dualis should acquire extra swift actions.

One Becomes Two (Ex): There are many things that have the properties of echoes, but only a few that are found to be worthy of study. The duo dualis focuses exclusively upon the nature of duplication, of creating two copies of each thing where there once was only one. Every echo used by the duo dualis, except for those that create a duplicate of the character, targets a second object of the same type within 30 ft. of the duo dualis.

Echo's Twin (Su): Reaching out and grasping into an alternate time stream, the duo dualis calls himself sideways in time, creating an exact copy of himself in an adjacent square. The clone cannot use any magic items that are consumable, nor any use or command-word activated item, only items with a permanent magical effect. The duo dualis's clone can also not use this ability, or any other that may create duplicates. This costs two echoes to activate. The clone takes his turn immediately after the duo dualis's, and disappears upon completion of his actions. Any damage done to the clone is added to the duo dualis at the beginning of his next round.

Thoughts As One (Ex): The duo dualis, a creature of nature doubled, fights always alongside himself, a body out of body experience only possible for those with great temporal skill, and yet he can easily use two minds for one action. Whenever the duo dualis or his twin would be forced to make a saving throw, if one succeeds, they both succeed. They also have perfect mental telepathy, out to a range of one mile.

Twin's Return (Ex): Skilled at parting the curtains that hold the various streams of time separate from one another, it has become little more than a simple task for the duo dualis to flick it aside and call forth his brethren. Whenever he uses echo's twin, the twin remains for one minute.

Flesh of thy Flesh (Ex): The link between the duo dualis and his twin has bridged more than just a temporal boundary, for it is now a physical bond as well. Whenever either takes damage, that damage is split in half and distributed evenly among the two, and either can make a stabilization check to affect both twins. Likewise, they share from a pool of actions, with each contributing all possible actions (swift, standard, and move) into that pool. Either the duo dualis or his twin can utilize all of the actions, even if one should be lying disabled or paralyzed on the ground. This ensures a minimum action pool of 2 swifts, 2 moves, and 2 standards.

Standing Wave (Ex): There are few things that are more apparent to the duo dualis than the two-sided nature of his own body, for he has spent a great deal of time focused exclusively on that aspect of his life. He has become so attuned with his temporal twins that when he calls for them, using echo's twin, they remain with him for some time, an hour's length per calling.



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14
Magics of Arhosa / Seedling [PrC]
« on: August 22, 2013, 10:23:57 PM »
Seedling

"And it is within his home of the branch and the bough
that the god came to him and said 'this is how
all men shall be taught, and all things will grow'
but man listened not, and told him to go"

- Hedwch, elven seedling


Becoming a Seedling

ENTRY REQUIREMENTS
Feats: Waves of History, Shaping Touch or Continuance Temporal or Incantations Mystical
Skills: Autohypnosis 8, Knowledge (History) 12, Knowledge (Arcana or Religion) 12, Spellcraft 12.
Caster Level: 9th
Special: Must be able to shape one of the ancient casting techniques


Class Skills
The Seedling's class skills are: Autohypnosis (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana, Chronomancy, Nature, Religion, The Planes) (Int), Spot (Wis), and Spellcraft (Int).
Skill Points: 2 + Int modifier per level.

Table: The SeedlingHD: d4


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Bonus Magical Seed
Falling to a Hard Ground
Bonus Magical Seed
Cold Winter Earth
Bonus Magical Seed
-
Bonus Magical Seed
Root and Branch
Bonus Magical Seed
One Spreading Tree

Ancient
Casting
-
+1 Ancient Casting Technique
+1 Ancient Casting Technique
+1 Ancient Casting Technique
+1 Ancient Casting Technique
+1 Ancient Casting Technique
-
+1 Ancient Casting Technique
+1 Ancient Casting Technique
+1 Ancient Casting Technique


Class Features

Ancient Casting Technique: At each indicated level, the seedling increases the seeds known and spell points of whichever ancient casting technique has been shaped that day.

Bonus Magical Seed: At each indicated level, the seedling gains an additional magical seed, be it of wizardry or prayer. Unlike the seeds gained through the historian's ancient techniques, these seeds are permanent once selected.

Falling to a Hard Ground (Ex): A seed is nothing more than a part of the mother until it falls away, free at last to tempt its own fate. Only when it is there, laying on the ground beneath its family, may a seed begin the long journey from sprout to proud tower. The seedling has begun his long journey to full grasping the significance of what he has, and the seedling gains a bonus to his spell points equal to twice the number of seeds he knows. At 9th level, this increases to three times.

Cold Winter Earth (Ex): Each seed that would be a tree must survive within the earth of a chilled and darkened season, proving that it has hardiness beyond the measure of its brethren. The seedling gains spell resistance equal to his character level plus twice the number of seeds he knows.

Root and Branch (Ex): It is said that within each seed lies the power to become great, to grow into a mighty oak that dominates the forests and the lands and all who surround it. None, however, may skip the intervening life. Each time during the day that the seedling casts a spell with a seed, or with a combination of seeds, that he has not used before, he gains one free spell point to expend upon that spell. He cannot break the maximum number of spell point to be spent on a single spell.

One Spreading Tree (Ex): It is only at the last, within the grasp of comforting warm earth and stretched to the flowing sky, that a seed at last becomes a true tree, standing tall and proud against all who would harm her, dominating them with awe. Only through the use of the magics of all aspects of life may the seedling fully comprehend his place in things. Whenever the seedling uses three or more seeds on a single spell, he may affect it with a single metamagic alteration, excluding quicken, for free.



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15
Magics of Arhosa / Reverberator Reflexive [PrC]
« on: August 22, 2013, 10:22:13 PM »
Reverberator Reflexive

"It is to be said within the string of all things
That a man and a mind come down all to him
Formed of a single and quaint rhythm of note
And it is with him, that time shall be smote"

- Varian, human Reverberator Reflexive


Becoming a Reverberator Reflexive

ENTRY REQUIREMENTS
Feats: Field of Echoes
Skills: Knowledge (History) 4, Autohypnosis 7
Special: Soul Echo class feature


Class Skills
The Reverberator Reflexive's class skills are: Autohypnosis, Balance, Bluff, Concentration, Craft (any), Escape Artist, Jump, Knowledge (Arcana, Chronomancy, History, Nature, The Planes), Profession, Sense Motive, Slight of Hand, Spellcraft, Spot, Swim, and Tumble.
Skill Points: 6 + Int modifier per level.

Table: Reverberator ReflexiveHD: d6


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Echoes, Fluctuations (Eyes of Night and Day)
Duplication and Degradation (Material Immaterial)
Repercussions (Gnawing Disease)
Fluctuations (Life Amidst a Vanishing Wave)
Duplication and Degradation (Born to a Living Death)
Repercussions (Vanishing Sights)
Fluctuations (Tides of Earth and Time)
Duplication and Degradation (Branded upon a Heathen Chest)
Repercussions (Images Elemental)
Doubling Time


Class Features

Echoes (Ex): The reverberator reflexive has only a limited number of times a day that he can alter the flow of time, pulling time from the future and the past. A Reverberator Reflexive has a number of echoes per day equal to his Wisdom modifier, plus an additional daily echo for every two class levels (minimum 1). All echo abilities use the reverberator reflexive's swift action for the round, unless mentioned otherwise. All of these abilities can be used only once per round, even if the reverberator reflexive should acquire extra swift actions.

Fluctuations (Su): Time has been said to take the form of a wave, and to possess features akin to that. Like any wave, time follows a series of troughs and peaks, the lows and the highs of each man's life. Abilities described below have the positive effect on the first round, the negative on the second, and then restart at the positive. These affect all creatures within 30 ft. of the reverberator reflexive, and occurs at the beginning of the reverberator's turn. He may only have one active at a time. This costs one echo to activate, and he may take a swift action to end the effect. He must wait until after the negative effect to end the Fluctuation.
  • Eyes of Night and Day: Few things make more readily apparent the echoes in life than the transition from day to night and back to day, an ever repeating cycle of equal yet opposite actions that cannot be broken. During the first round, all creatures may reroll any attack they miss by three or more, but only once per attack. During the second round, all creatures gain total concealment.
  • Life Amidst a Vanishing Wave: All waves, be they made of the substance of time or of less ethereal matter, last for but a short period, for each comes upon a shore that breaks the wave, letting the energy spill and roll away. During the first round, all creatures heal one quarter of their maximum hit points. During the second round, all creatures take one quarter of their maximum hit points in damage.
  • Tides of Earth and Time: To come within the sphere of the reverberator is to know of things that few seek to know, to find and devour the structure of time and of history, and what is bent to whose will within each facet of the temporal crystal. During the first round, all affected creatures gain an extra move action. During the second round, all creatures lose either their move or their standard action, at the creature's choice.

Duplication and Degradation (Su): There are few things that compress and control man more than the limited resources that he sees before him. Often, the most limited of these is temporal, and yet he soldiers on, unwilling or unable to see that behind each narrow gap of time in which he finds himself, there lies a large and vast expanse in which he could live and roam. This affects only the reverberator reflexive, and all things called this way disappear in a number of rounds equal to one half his class level. He may only have one active at a time. This costs one echo to activate, and he may take a swift action to end the effect. He must wait until after the complete cycle to end the effect.
  • Material Immaterial: Lacking for a tool, or a simple item, it comes always within the reverberator's province to have thought to brought it in another time and in another space. The reverberator calls for a single item of value less than 100gp, and it appears within his hand. At the same time, an item of commensurate value disappears, never to be seen again.
  • Born to a Living Death: Stranded within a location of temporal insignificance, there always lies the remains of animals and beasts, creatures who would otherwise have served no greater purpose within the streams of time. The reverberator calls for a single animal or vermin with a CR at least three less than his level. At the same time, he takes damage equal to half the hitpoints of the creature called.
  • Branded upon a Heathen Chest: Vigor and vim, sickness and disease, two sides of a similar coin. The trials of life are stamped into the faces of those who have lived them, and the face of the reverberator reflexive is strained and broken indeed, exhausted through actions of bidding beyond what a mortal could endure. The reverberator calls the spirit of a hero into himself, gaining a +4 bonus to all physical stats, having his BAB increase to his character level, gaining two ancient martial feats and calling a single ancient martial weapon of 50,000gp in value or less. At the end of the effect, the spirit of the hero leaves him bereft, his BAB dropping to half his character level, taking 4 points of ability damage to all physical statistics, and losing an item valued at 2,500gp or more. The penalty to his BAB lasts for one hour.

Repercussions (Su): It has been said that those who do not understand the past are doomed to repeat it. It is within the reverberator to make that complaint come true, regardless of the knowledge of the forebearer. Abilities in this chain occur once every three rounds when selected. At level 5, once every 2 rounds, and at level 10, every round. These affect all enemies within 30 ft. of the reverberator reflexive, and occurs at the beginning of the reverberator's turn. He may only have one active at a time. This costs one echo to activate, and he may take a swift action to end the effect. He must wait until after the complete cycle to end the effect.
  • Gnawing Disease: The claws of age and of death reach out to pull at the targets, a scraping reminder of what awaits those who become old and frail. All affected creatures take one point of constitution damage each time the repercussion occurs. This can not reduce their constitution total below half of their normal amount. Fortitude save of 10 + class level + Wisdom modifier negates.
  • Vanishing Sights: Time has many tendrils, some of which may be beneficial, some of which may not. Above all though, there lies the indeterminate, the possible, the maybes that cloud life. All affected creature disappear from the firmament for a single round, lost amidst the seeds of time. Treat as per the Time Hop power. Will save of 10 + class level + Wisdom modifier negates.
  • Images Elemental: It is within those strands of the possible that all things may be, and those which shall never have any other form of life coalesce into coherent children. All affected creatures become only 50% real, as per the Shades spell. Will save of 10 + class level + Wisdom modifier negates.

Doubling Time (Su): Within each man lies all possible futures that he may take. Those who are most skilled amongst the reverberators know that they are restricted not to one future, or even to any finite amount, but that they may sample each as they wish. Every other round, the reverberator reflexive gains an additional standard action.



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16
Magics of Arhosa / Evanescent Amplifier [PrC]
« on: August 22, 2013, 10:20:30 PM »
Evanescent Amplifier

"Alph, the sacred river, ran
Through caverns measureless to man
Down to a sunless sea"

- Coleridge, human Evanescent Amplifier


There are few things that matter more than time, and it makes it all the more important to stretch those perfect moments out into a never-ending moment in time. Moments in time, amplified and exalted until they reverberate through history, those are the moments that are well worth remembering. That same great movement that makes moments historical, myth, and legend can take smaller moments and make them last far beyond their allotted expanse. It is in these memories, stretching them to the last, that the core of the evanescent amplifier can be found, taking the great moments of the past and carrying them forward into the future.

Becoming an Evanescent Amplifier
Created from a temporal manipulator, the evanescent amplifier has made it his task to take moments in time and stretch them out of all proportion to their grandeur. He has taken the former abilities of the chronomancer, balanced between the past and the future, and focused them towards the future, towards the possibilities that are endless and great. He passes down his knowledge to those from the future who come after, and it is his great goal to become the forefather of a great line of chronomancers, amplifying his own time out into the future.

ENTRY REQUIREMENTS
Feats: Extend Slice, Time's Grace, Time's Manipulator
Skills: Knowledge (Chronomancy) 9, Autohypnosis 4
Slices: 3rd level

Class Skills
Autohypnosis, Concentration, Craft, Diplomacy, Knowledge (Arcana, Chronomancy, History, Religion, The Planes), Listen, Speak Language, and Spellcraft.
Skill Points: 4 + Int modifier per level.

Table: Evanescent AmplifierHD: d6


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Fugacious Fundament
Kronos Begat, Time Swap
Time Stretched Thin
Riverine Mind
Kronos Begat, Time of Twins
Anamnesis
Kronos Begat, Time and Again
Time Stretched Thin
Memories Inscribed
Kronos Begat, Spreading Time

Slicer
Level
-
-
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level


Class Features
Stretching the flow of time, extending it beyond all reasonable measure, that is the mark of the amplifier. To him all things should carry on beyond their normal span, and extend into great age.

Slices: At each indicated level, the Evanescent Amplifier increases in slicer level and slices known as if he had also gained a level in whatever slicing class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, class features, and so on).

Fugacious Fundament (Su): Few beings see such glory in each frozen instant of time as does the evanescent amplifier, and he has dedicated himself to the preservation of those instances. The evanescent amplifier can extend a single spell, spell-ability, or supernatural ability cast by an ally this round by a number of rounds equal to one half his class level (minimum 1). This does not work on slices. He may only extend one effect at a time, and it must have a duration measured in rounds. This is a move action.

Kronos Begat (Ex): Each fleeting moment of time holds a precious moment, and by extending that precious second, the evanescent amplifier seeks to capture it in memory. His slices increase in duration by 1 round. At levels 5, 7 and 10, they increase in duration by a further round, resulting in a total bonus of 4 rounds to the duration, at level 10. This does not work on a slice with instantaneous duration.

Time Swap (Su): When creating a slice, a slicer may choose to reduce the duration of the slice by 1 round. If he does so, he may choose to swap places with the target of the slice, as he adjusts the time stream. This can not be used to place the target of a slice in a position that would cause it harm. He may not reduce a duration below 1 round. If he wishes, he can use multiple abilities that reduce duration, as long as the duration is not reduced below 1 round.

Time Stretched Thin (Ex): Within himself, the amplifier has attuned himself to the drawing out of the threads of time, to making them last far beyond their normal realm. Any slice cast upon himself lasts for 1 extra round, and a 2nd extra round at level 8. This stacks with Kronos Begat. At 3rd level, any beneficial spell or other effect cast upon the evanescent amplifier increases in duration by 50%. At 8th level, the duration increase is 100%. This does not work on a slice, spell, or other effect with instantaneous duration. If a spell or effect targets multiple creatures, only the duration on the evanescent amplifier is increased.

Riverine Mind (Ex): There are few things that matter more to a man than his memories, and that the good ones last long after even he has faded away. Incumbent upon the evanescent amplifier is a charge of memorizing all things that happen to him, extending their life beyond all normal length. The evanescent amplifier gains a bonus equal to his class level on all autohypnosis checks.

Time of Twins (Su): When creating a slice, a slicer may choose to reduce the duration of the slice by 2 rounds. If he does so, he may choose to create an illusory image, a possible double of himself. The double appears adjacent to the slicer and moves at the slicer's speed, and emits all the sounds and other sensory information the slicer normally would. It acts immediately upon resolution of the slice, but can only take a move, withdraw, or run action. If it is struck, it disappears instantly. It lasts for one round. The slicer may not reduce a duration below 1 round. If he wishes, he can use multiple abilities that reduce duration, as long as the duration is not reduced below 1 round.

Anamnesis (Su): It is well and good that the evanescent amplifier understand and record the moments of things, but it is beyond his grasp to be in all places at all times, and so he has developed techniques that assist others. Through a process taking ten minutes, the evanescent amplifier can grant anyone complete and perfect recall of all of their memories, giving the target a bonus on any autohypnosis or knowledge check equal to the target's character level. The amplifier can also benefit from this ritual. This applies to a single check made at the end of the ritual.

Time and Again (Su): When creating a slice, a slicer may choose to reduce the duration of the slice by 3 rounds. If he does so, he creates a 20 ft. burst around the target filled with the images of the past. All creatures in the area are fascinated for two rounds. He may not reduce a duration below 1 round. If he wishes, he can use multiple abilities that reduce duration, as long as the duration is not reduced below 1 round.

Memories Inscribed (Ex): The evanescent amplifier understands the limits of all things, including his own life span. To that end, he has perfected a technique of writing down what he knows into a simple, visual form. He can create a time capsule of any slice that he knows. Scribing a time capsule takes one day for each 1,000 gp in its base price. The base price of a time capsule is its slice level x its slicer level x 25 gp. To scribe a time capsule, he must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. Only someone with experience in slicing can activate a time capsule, and they must make an autohypnosis check with a DC equal to 10 + slicer level + slice level. For any information not detailed here, treat as a scroll created with the Scribe Scroll feat.

Spreading Time (Su): When creating a slice, a slicer may choose to reduce the duration of the slice by 4 rounds. If he does so, he may choose to shunt either the target or himself out of the time stream for a brief moment, with the chosen creature becoming incorporeal until the end of their next turn. He may not reduce a duration below 1 round. If he wishes, he can use multiple abilities that reduce duration, as long as the duration is not reduced below 1 round.



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17
Magics of Arhosa / Moratorio [PrC]
« on: August 22, 2013, 09:46:03 PM »
Moratorio

"Because I could not stop for Death,
He kindly stopped for me;
The carriage held but just ourselves
And Immortality."

- Dickinson, gnome Moratorio


There are many things that people desire in life, but one above almost all is the ability to put a stopper in death, to hold up time, to tell the future that it must wait for the recognition of the present. Mankind has ever had those who see progress as too fast, change as too terrible, and life as too speedy. Thus it should come as no surprise that there have always been those who focused upon stopping that flow, upon cursing the river of time and telling it to freeze, to pause in its tracks. They have learned to build dams, levees, and walls, channeling time in such ways as to pass by those events that they wish to halt. Even the greatest among the moratorio are still bound by the ever flowing river of time, and not even they can truly stop its passage.

Becoming a Moratorio
Moratorio are often older members of their race, more concerned with the end that comes towards them than the limitless expanse of time that the future holds. Often, they even wish to turn the clock back, to return to a time when things were to their liking, when it was at their best moment. Born out of the ranks of the chronomancers, the moratorio focus upon the past, upon the present, but never upon the future, which they disparage and wish to avoid. Their strengths resolve around the suspension of time, upon placing a hand in the dyke and pausing the cascade of the future, for even that one precious moment may be enough for a moratorio to alter the present. They, more than almost any other, focus truly on the control of time.

ENTRY REQUIREMENTS
Feats: Delay Slice
Skills: Knowledge (History) 9, Knowledge (The Planes) 9
Slices: 3rd level
Special: One Step Beyond class feature.

Class Skills
The Moratorio's class skills are: Autohypnosis, Concentration, Craft, Intimidate, Knowledge (Arcana, Chronomancy, History, Religion, The Planes), Listen, Speak Language, and Spellcraft.
Skill Points: 4 + Int modifier per level.

Table: The MoratorioHD: d6


Level
1
2
3
4
5
6
7
8
9
10
Base
Attack
Bonus
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5

Fort
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Ref
Save
+0
+0
+1
+1
+1
+2
+2
+2
+3
+3

Will
Save
+2
+3
+3
+4
+4
+5
+5
+6
+6
+7


Special
Suspended Movement, A Moment to Act
Suspended Mind
Pretermitter
Suspended Damage
Abeyance Temporal
Suspended Spell
Pretermission Personal
Suspended Death
Suspended Creature
Abeyance Absolute

Slicer
Level
-
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
-
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level
+1 Slicer Level


Class Features
To sail along the river of time, starting and stopping the flow at a whim, that is the goal and the power of the moratorio. In his hands he holds the fate of many beings, and, careless as a man, he scatters them into the river of time, pausing them where they stand.

Slices: At each indicated level, the Moratorio increases in slicer level and slices known as if he had also gained a level in whatever slicing class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, class features, and so on).

Suspended Movement (Su): At the most basic levels of controlling the flow of time, movement is similar in the temporal universe and in the physical. As an immediate action, the moratorio may delay the target's move action such that he cannot use it until the next round. If the target was an ally, it gains an extra move action the next round in which his movement speed increases by 10 ft. If the target was an enemy, it gains an extra move action the next round in which his movement speed decreases by 10 ft., as the moratorio adjusts the time stream for his ally's benefit.

A Moment to Act (Ex): There is, for all things, an opportune moment, that place in the flow of time when it is most beneficial to take an action. To a moratorio, that moment is always clear. If a moratorio uses his immediate action, he may still create one slice as a swift action in his following turn.

Suspended Mind (Su): There are few things more troubling to the moratorio than losing control of his own mind, for he knows it is a weapon without equal. Whenever a spell would require a will save, as an immediate action the moratorio can delay that save, and associated effects, until the next round. If the spell's target was an ally, it gains a +1 bonus on the saving throw, while if it was an enemy, it takes a -1 penalty.

Pretermitter (Ex): Gifted though the moratorio is in the ways of the temporal dance, some things come to him more easily than others. He takes a -1 slicer level penalty to performing forward slices, and a +1 slicer level bonus to reverse slices.

Suspended Damage (Su): Each individual action creates a ripple in the placid lakes, and if the moratorio can still that ripple for a time, he can delay the effects of that action. The moratorio can cause all damage from a single strike or spell to be delayed for one round as an immediate action. If the target is an ally, the damage he takes is decreased by 5; if the target is an enemy, the damage is increased by 5.

Abeyance Temporal (Ex): The moratorio has learned how to better control those effects that he has put into abeyance. All penalties and benefits from his Suspended class features are doubled.

Suspended Spell (Su): The moratorio has accepted that all things have a place in time. However, that given place may be altered as the need arises. As an immediate action, the moratorio may delay a caster's spell such that it will not take effect until the next round. If targeted at a creature, it still affects that creature, and if targeted at a location, it still affects that location. If the spell was cast by an allied caster, it exits the time stream with its DC and caster level increased by 1. If it was cast by an enemy caster, it exits with the caster level and DC reduced by 1, as the moratorio adjusts the spell slightly in the intervening moments.

Pretermission Personal (Ex): It is within his control of the reversing aspects of time that the moratorio is most at home, and that extends to his ability to slice time. The duration of all reverse slices performed by the moratorio is increased by 1 round. This only affects slices with a duration of 1 round or longer.

Suspended Death (Su): Few things trouble a moratorio more than the notion of death, for he has seen into the time stream that there is a death that comes for him, and he uses all of the skills at his disposal to delay and to slow such an act from occurring. As an immediate action, the moratorio can shove a creature who would have died into a chronological chasm, safe until the next round. If that creature was an ally, it heals 10 hit points, and if it was an enemy it returns dazed for one round. The affected creature returns at the beginning of its next round.

Suspended Creature (Su): Control over the baser things in the time stream has come and gone, and the moratorio has learned the finer secrets, of how life itself can be suspended and controlled. As an immediate action, the moratorio shunts a creature into the temporal stream until the next round. If it is an ally, it gains a +1 bonus to saves, skills and ability checks for one round. If it is an enemy, it takes a -1 penalty to saves, skills, and ability checks for one round, and can attempt to save against the effect with a Will DC of 10 + class level + intelligence modifier. Treat all other details as per the Time Hop spell.

Abeyance Absolute (Ex): Skilled beyond belief with the streams of time, the moratorio plays with things as he will. All penalties and benefits from his Suspended class features are tripled.



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18
Magics of Arhosa / Era Priest [PrC]
« on: August 22, 2013, 09:45:03 PM »
Era Priest

"My gods existed before the formation, and will exist after the destruction"
- Ravao, dwarven Era Priest


Trained in schools whose origins are older than the civilization they inhabit, era priests follow and protect traditions of the ancient past, wielding prayers and sacraments that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old priests.

Becoming an Era Priest
Era priests all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era priest has chosen to focus his aspect of being upon those techniques that involve the prayer and the sacrament, the censer and the gods, for to him, the purity of the ages comes through most clearly when his hand is firmly raised in benediction. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.

ENTRY REQUIREMENTS
Feats: Extra Seed
Caster Level: 4th
Special: Must be able to shape Ancient Prayer Techniques


Class Skills
The Era Priest's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Chronomancy, Nature, Religion, The Planes) (Int), Speak Language, Spellcraft (Int), and Use Magic Device (Cha).
Skill Points: 4 + Int modifier per level.

Table: The Era PriestHD: d8


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+2
+3
+3

Fort
Save
+2
+3
+3
+4
+4

Ref
Save
+0
+0
+1
+1
+1

Will
Save
+2
+3
+3
+4
+4


Special
Priestly History
Bonus Prayer Seed
Prayer Era
Bonus Prayer Seed
Prayer Era

Ancient
Spells
+1 Ancient Prayer Technique
+1 Ancient Prayer Technique
+1 Ancient Prayer Technique
+1 Ancient Prayer Technique
+1 Ancient Prayer Technique


Class Features
Prayer and mace, declamation and shield, enemies fall in droves. Unable to cope with a down-pouring of divine magnificence, foes buckle beneath the full weight of the past.

Ancient Prayer Technique: At each indicated level, the Era Priest increases the seeds known and spell points of the Ancient Prayer Technique.

Priestly History (Ex): Blessed with a focus upon a single aspect of history, the Era Priest spends days in studies and practice, searching for a new perspective on the feats of olden day mages. Upon the first level in the class, the Era Priest gains a bonus to Knowledge (Religion) equal to his class level.

Bonus Prayer Seed: At each indicated level, the Era Priest gains an additional prayer seed. Unlike the seeds gained through the historian's ancient prayer technique, these seeds are permanent once selected.

Prayer Era (Ex): Gifted with the knowledge of ancient religious civilizations, the Era Priest focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the Era Priest may attune an additional ancient prayer era, if he is in the ancient prayer technique for the day.



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19
Magics of Arhosa / Era Mage [PrC]
« on: August 22, 2013, 09:44:01 PM »
Era Mage

"I wield magic ancient in the days of a young earth"
- Zsaala, human Era Mage


Trained in schools whose origins are older than the civilization they inhabit, era mages follow and protect traditions of the ancient past, wielding spells and staves that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old wizards.

Becoming an Era Mage
Era mages all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era mage has chosen to focus his aspect of being upon those techniques that involve the spell and the book, the staff and the wand, for to him, the purity of the ages comes through most clearly when his hand is rolling through the gestures of a great spell. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.

ENTRY REQUIREMENTS
Feats: Extra Seed
Caster Level: 4th
Special: Must be able to shape Ancient Wizardry Techniques

Class Skills
The Era Mage's class skills are: Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (Arcana, Chronomancy, The Planes) (Int), Speak Language, Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
Skill Points: 4 + Int modifier per level.

Table: The Era MageHD: d6


Level
1
2
3
4
5
Base
Attack
Bonus
+0
+1
+1
+2
+2

Fort
Save
+0
+0
+1
+1
+1

Ref
Save
+0
+0
+1
+1
+1

Will
Save
+2
+3
+3
+4
+4


Special
Arcane History
Bonus Wizardry Seed
Wizardry Era
Bonus Wizardry Seed
Wizardry Era

Ancient
Spells
+1 Ancient Wizardry Technique
+1 Ancient Wizardry Technique
+1 Ancient Wizardry Technique
+1 Ancient Wizardry Technique
+1 Ancient Wizardry Technique


Class Features
Missles and clouds, fireballs and fevers, enemies fall in droves. Unable to cope with a cavalcade of spells, foes buckle beneath the full weight of the past.

Ancient Wizardry Technique: At each indicated level, the Era Mage increases the seeds known and spell points of the Ancient Wizardry Technique.

Arcane History (Ex): Blessed with a focus upon a single aspect of history, the Era Mage spends days in studies and practice, searching for a new perspective on the feats of olden day mages. Upon the first level in the class, the Era Mage gains a bonus to Knowledge (Arcana) equal to his class level.

Bonus Wizardry Seed: At each indicated level, the Era Mage gains an additional wizardry seed. Unlike the seeds gained through the historian's ancient wizardry technique, these seeds are permanent once selected.

Wizardry Era (Ex): Gifted with the knowledge of ancient wizard civilizations, the Era Mage focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the Era Mage may attune an additional ancient wizardry era, if he is in the ancient wizardry technique for the day.



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20
Magics of Arhosa / Era Warrior [PrC]
« on: August 22, 2013, 09:42:52 PM »
Era Warrior

"I have abilities beyond that of your comprehension"
- Lofkra, Halfling Era Warrior


Trained in schools whose origins are older than the civilization they inhabit, era warriors follow and protect traditions of the ancient past, wielding weapons and tools that have that same lineage. Housed in temples and buildings that mark their age by the millenia, they leave to go out into the world, to show to the world what has gone before, and to test the ancient against the modern, to see if there has been improvement in the centuries that have passed, or if such things are no better than the techniques of the old warriors.

Becoming an Era Warrior
Era warriors all come from the same core background: that of the historian. Having studied all three of the ancient techniques for some time, the era warrior has chosen to focus his aspect of being upon those techniques that involve the sword and the shield, the spear and the axe, for to him, the purity of the ages comes through most clearly when his hand is firmly on the haft of his weapon. While he does not give up his abilities in other disciplines, he leaves them behind, preferring to focus his abilities on one exclusive talent.

ENTRY REQUIREMENTS
Base Attack Bonus: +4
Skills: Knowledge (History) 7
Feats: Warrior of Olden Days
Special: Must be able to shape Ancient Martial Techniques

Class Skills
The Era Warrior's class skills are Climb, Heal, Intimidate, Jump, Knowledge (Architecture and Engineering, Chronomancy, History), Ride, Spot, and Swim.
Skill Points: 4 + Int modifier per level.

Table: The Era WarriorHD: d12


Level
1
2
3
4
5
Base
Attack
Bonus
+1
+2
+3
+4
+5

Fort
Save
+2
+3
+3
+4
+4

Ref
Save
+0
+0
+1
+1
+1

Will
Save
+2
+3
+3
+4
+4


Special
Bonus Ancient Martial Feat, Military History
Bonus Ancient Martial Feat
Martial Era
Bonus Ancient Martial Feat
Martial Era

Ancient
Martial
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques
+1 Ancient Martial Techniques


Class Features
Bow and blade, sword and spear, enemies fall in droves. Unable to cope with a fusillade of dangerous blows, foes buckle beneath the full weight of the past.

Ancient Martial Technique: At each indicated level, the Era Warrior increases the martial points and level of the Ancient Martial Technique.

Military History (Ex): Blessed with a focus upon a single aspect of history, the era warrior spends days in studies and practice, searching for a new perspective on the feats of olden day warriors. Upon the first level in the class, the era warrior gains a bonus to Knowledge (History) equal to his class level.

Bonus Ancient Martial Feat: At each indicated level, the era warrior gains an additional ancient martial feat. Unlike the feats gained through the historian's ancient martial technique, these feats are permanent once selected.

Martial Era (Ex): Gifted with the knowledge of ancient martial civilizations, the era warrior focuses exclusively upon them, expending all of his energy to gain the knowledge and skill to use them properly. At 3rd and 5th level, the era warrior may attune an additional ancient martial era, if he is in ancient martial technique for the day.



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