Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Arz

Pages: [1] 2 3
1
Min/Max 3.x / Daily Feats for Everyone
« on: September 09, 2023, 04:13:19 PM »
Did you ever feel jealous of the Chameleon and his snazzy daily bonus feat? Well don’t be, they had to take a feat and be of a certain race. That daily bonus feat is worth the cost, so let’s expand this tactic to the warriors and spellcasters.

First step is to pick a class with the following rider tacked onto the description for the bonus feat: "If she already has that feat, she may choose a different one." This was a common sentence in the Miniatures Handbook and shows up in various (prestige) classes and races. I’ve summarized my finds here:

(click to show/hide)
Honorable Mentions: Knight of Veluna(9), Legenday Captain(1)

   Warmage had notably poor editing when copied over from Miniatures Handbook to Complete Arcane. They added the restriction of Metamagic feats and forgot to print Sudden Enlarge. I'd like to ignore this printing if not for the spell list. Original source arguments might give this class some relief, but don’t count on it as Sidestep should also be a fighter feat.

   Two common feats show up quite often, the problematic Focus feats; Skill & Weapon. Each specialty is a separate feat that needs to be duplicated exactly. Weapon Focus has affiliations, classes, feats, and weapons that can loosen these limitations. Skill Focus has no such redemption and is technically useless. In both cases, its worth asking your DM if just the Focus feat is enough.

   Next, we need to acquire the bonus feat on a temporary basis. Everybody can solve this by spending money on items and potions of substitute domain, heroics, and alter self. Others have covered this topic exhaustively, so look over these wonderful resources.

Handbook of the Exotic Practice of Feat Binding
Spells that save you from taking feats or investing skill points
3.5 Forms for Alter Self

(click to show/hide)

   Lastly, lets talk about how to tailor your bonus feats to be more useful. Favored Soul’s ACF eliminates one bonus feat and adds another, leaving the language about choosing another feat intact. This is a helpful little example when one brings in the tactic of the Dark Chaos Shuffle. This allows you to fine tune your class bonus feat to something which has a more easily accessible feat for duplication in your build.

2
Min/Max 3.x / Favored
« on: July 29, 2023, 03:33:53 PM »
Well, I found this write-up buried on a retired computer and I'll just place it here to see if it has any legs. There are probabaly some missing modifiers.


Favored/Favored in House (City/ECS/D): Firstly these provide Gear, Services, and at least one other trait of the house associated guild at all times. Secondly you can call on free followers, services, and information. Lastly you can borrow money and equipment. The duration of the latter two is by the week which complements the weekly number of favor checks. Only your level and action points can modify the favor check, so be wary of taking on difficult favors.


DC
Compiled Favor Estimate
10Free use of least mark, one day of PC1/CR1,
 +5 on information skill check, +2 on social skill check,
 introduction to guilder, invitation to common event,
 one way fare, common training,
 50gp item, loan of 100gp/level
15Free use of lesser mark, one week of PC1 marked least/PC3/CR3/1d4 of lower,
 +10 on information skill check, +5 on social skill check,
 introduction to master, invitation to popular event,
 two way fare, intense training,
 500gp magic item, loan of 2,500gp magic item
20Free use of greater mark, one week of PC3 marked least/PC5/CR5/1d4 of lower,
 +15 on information skill check, +7 on social skill check,
 introduction to viceroy, invitation to elite event,
 one day charter, elite training,
 2,500gp magic item, loan of 8,500gp magic item
25Free use of one week of PC5 marked lesser/1d4 of lower,
 +20 on information skill check, +10 on social skill check,
 introduction to seneschal, invitation to royal event,
 one week charter, unique training,
 8,500gp magic item, loan of 18,500gp magic item
+5for illegal or dangerous favor
20+require compensatory service of one tier lower

Compiled Favor Estimate
DC 10: Free use of least mark, one day of PC1/CR1, +5 on information skill check, +2 on social skill check, introduction to guilder, invitation to common event, one way fare, common training, 50gp item, loan of 100gp/level
DC 15: Free use of lesser mark, one week of PC1 marked least/PC3/CR3/1d4 of lower, +10 on information skill check, +5 on social skill check, introduction to master, invitation to popular event, two way fare, intense training, 500gp magic item, loan of 2,500gp magic item
DC 20: Free use of greater mark, one week of PC3 marked least/PC5/CR5/1d4 of lower, +15 on information skill check, +7 on social skill check, introduction to viceroy, invitation to elite event, one day charter, elite training, 2,500gp magic item, loan of 8,500gp magic item
DC 25: Free use of one week of PC5 marked lesser/1d4 of lower, +20 on information skill check, +10 on social skill check, introduction to seneschal, invitation to royal event, one week charter, unique training, 8,500gp magic item, loan of 18,500gp magic item
+5 to DC for illegal or dangerous favor.
DC 20 and above favors require compensatory service of one tier lower.

Note on item value: I used the examples of Cannith and Deneith as opposed to the minimalist variety of Jorasco and Sivis. The higher tier numbers could be as much as 90% less depending on whom you ask. Regardless, asking for common disposable items will get you closer to a true value.

Also remember these are limited to the house’s area of influence and the people you have contacted. This means it can take multiple favors to get the service ultimately desired. A broad base of contacts is necessary for rapidity and variety of favors. Asking for the same favor will likely exhaust the supply (DM) until you reinvest (roleplay) the demand.
You might broaden your base of contacts if your campaign uses the contact system detailed in City/DMG2/UA. Also the extra contact feat and Citadel Elite or Master Inquisitive prc increase the number of contacts you have made in addition to joining a guild. All of these additional contacts are not limited to your house/guild and have other uses than just those detailed in the favored in house feat. If you did combine them you should still be restricted to one favor per week regardless of its type.

   DC 15 favors are your bread and butter until you get connections. Once you have built a good reputation you can trade non-monetary services for hard goods and services. By this I mean you can introduce your contacts to royalty, take them along on your adventures, or teach them one of your special techniques. All that roleplaying that didn’t cost you a dime or fervent notation can pay real dividends. Also if that favor was DC 25 you are returned a DC 15 favor in kind from your contact. Truly you are now d’Godfather.

3
Min/Max 3.x / Lucky Bear Shirt
« on: September 23, 2022, 05:00:24 PM »
Heppinnberserkr - Is that even the right conjugation? A little norse, please.

   I’ve long had an affection for Action Points but getting around the limits(per round, per level) can be quite frustrating. Unfettered Heroism can certainly bypass the limits but just doesn’t gift you enough AP to be meaningful by itself. Additionally, being a mid-level spell it awaits no (ab)use before ECL7.
   So I turned my sights on Raging Luck and stumbled around for a long time trying to make it cost effective. So I looked at rage stacking for a long time before I found this combo that works best for a barbarian dip. So put on your...

(click to show/hide)

Bear Totem Barbarian + Berserker Strength(ACF) + Involuntary Rage(F) + Raging Luck(F) = 2 AP = class feature
   So roll out of bed and sap yourself for massive (nonlethal)damage and survive multiple times for unlimited usage of a limited set of class features; or grab...

Instantaneous Rage (CW): Berserk for a roll, and let it subside, plus it activates Involuntary Rage without risk. Total anger management. Debatably allows for free action casting of Rage spells.

(click to show/hide)

   In the end this combo works best in replacement of firre eladrins, nightsticks, or divine minions in fueling feats dependent on class features. Being very dense in usage of feats I found it particularly effective in E6 games but in higher level play one shouldn’t shy from Dark Chaos Shuffle. Next lets take a look at the classes this works best for in fast start order.

Cleric – Exchange your domains for feats that you fuel with turn undead supplied by your lucky bear shirt. Later, divine feats and Smite as an ACF. Give Retrieve Spell some consideration along with Charisma becoming another dump stat. Key Spells: Substitute Domain, Visage of the Deity

Bard – Bardic music feats = LYRIC SPELL. Key Spells: Heroics, Mirror Move, Protege, Rage, Unfettered Heroism, Unicorn Heart, Unicorn Horn

Shaman – Same as cleric, except later Stunning Fist as a bonus feat.

Paladin – Smite and bardic music as an ACF. Later, divine and domain feats.

Druid – Wildshape and Rage as an ACF. Wolverine’s Rage and other wild feats become a little more useful. Key Spells: Bone Talisman, Unicorn Heart, Unicorn Horn,  Wolfskin.

Factotum – Divine feats and Greater Rage as a capstone. Key Spells: Heroics, Mirror Move, Rage, Unfettered Heroism, Unicorn Heart, Unicorn Horn.

Monk – Stunning Fist is a feat, not a class feature! So yeah…

Artificer – Can’t use berserk to quicken an infusion, but Spell Storing Item of Bone Talisman, Heroism, Mirror Move, Protege, Rage, Substitute Domain, or Wolfskin.

Honorable Mention: Crusader, Favored Soul, Ranger, Samurai, Sohei, Sorcerer, Soulborn, Spirit Shaman, Wizard.
   These classes are mostly more of the same but especially the ranger gain a lot of notable abilities through ACF(wildshape undead hunter).

   Little Helpers

Unholy Fury (EoE): Smite once per rage to add charisma to attack. Mostly for charisma addicts.
Bear Totem (UA): Free toughness to qualify for Involuntary Rage.

Ettercap Berserker (UE): Better constitution for saves and guarantees you to drop out of berserk. Also helps attain prerequisite constitution for Involuntary Rage.

Mad Foam Rager (PHB2): Permanently sequester one effect at the cost of your immediate(swift) actions with berserker strength.

4
D&D 3.5 and Pathfinder / Teamwork Sneak Attack
« on: March 25, 2022, 11:44:36 AM »
1. Can teamwork SA be used with ambush feats or other SA riders to pass these benefits along to a group gank? Also things like the craven feat or spellthief steal spell...
(click to show/hide)

2. Similarly, can lurk augment additional sneak attack be used raise the dice of teamwork SA?

Basically, I'm being strong-armed into dealing with dungeons mechanically and I want to use nightsong infiltrator to drag the rest of the group into my wheelhouse. I feel there will be at least one bored player while I do my thing otherwise.

Was thinking to go lurk 16/nightsong infiltrator 4 or spellthief 9/Bloodline 3/Uncanny Trickster 3/Legacy Champion 4/Nightsong Infiltrator 1 for some group ganking.
(click to show/hide)

5
D&D 3.5 and Pathfinder / LOE: Line of effect
« on: February 13, 2022, 04:00:53 PM »
So does anyone have any idea for ways to eliminate or limit LoE for spells?

Basically, I found a minor spell that effectively has an infinite range limited by line of effect, that I would like to uncap and I am not finding any leads in my google-fu.

6
Min/Max 3.x / Know your Blood?
« on: September 26, 2021, 03:29:24 PM »
Do the metamagic from Eldritch Corruption and/or Spellscale blood quickening count as "known" for the following feats: Accelerate Metamagic, Practical Metamagic, Heroic Metamagic, Metamagic Spell Trigger, Midnight Metamagic? Now this is interesting because you can gain extra use out of feats that you can't strictly use because you didn't meditate for them or you exceeded the usage limit on (like sudden metamagic).

Now Eldritch Corruption says you gain the effect of the metamagic (enlarge, extend, heighten, widen) on a spell at your allies' expense, so it seems doubtful but you are already delving into the morass of taint rules so your DM might be somewhat permissive.

Now Spellscales certainly know metamagic (empower, heighten, silent, still, widen) that doesn't fulfill prerequisites, but they may not be able to use them on a particular day.

Metamagic Spell Trigger is the feat with the most wide scale usability, followed by Heroic Metamagic and Midnight Metamagic, all the others require you to pick one feat to apply.

Another feat in similar vein is Cerebremetamagic(dragon).

7
D&D 3.5 and Pathfinder / [3.5] Favored Soul
« on: August 22, 2021, 06:47:15 PM »
I was checking over the differences between a mystic and Favored Soul, when I found an oddity. There doesn't seem to be any restriction/punishment for having multiple gods, though they also can't select a pantheon or a theme. Now certain campaigns(faerun) present problems but still really restrict you. All I can see is an ask your DM issue.

Anyone know of any multiple diety feats/abilties or done anything with god trading in campaign?

8
Introduce Yourself / Hello again
« on: July 01, 2017, 03:15:23 PM »
Noobly here to repost some of my handbooks and stuff from backups.

9
Gaming Advice / Dvati questions
« on: July 29, 2015, 06:55:53 PM »
1) Dvati with the Thunder Twin feat would become a triplet, quadruplet, ni-tuplet, or something different?

2) Dvati can choose not to share Psychic Reformation. Can they then share the new feats/powers/skills (an effective doubling) or does the twin ability break?

3) Are external feats like leadership or ancestral weapon effectively doubled?

Unrelated 4) Is there any limit to the number of cohorts you can have with the leadership feat?

10
Gaming Advice / Crawling Eye - Invocation
« on: June 06, 2015, 03:54:30 PM »
Okay.  Can't cast spells through it, but ...for all other purposes it is you. So can't it just cast your invocations?

Also it has your feats, so couldn't stuff like clawed hand give it attacks and other features outside of being an eyeball on legs?

And how about equipping your eyeball? With tiny stilts?

11
Homebrew and House Rules (D&D) / Spirit Inspired Soulmelds
« on: September 08, 2014, 07:02:07 PM »
Spiritual Acolyte
Your soulmelds have been touched by the power of your ancestors allowing you to better interact with incorporeal spirits.
Prerequisites: Ability to shape soulmelds, neutral alignment, non-incorporeal.
Benefit: You can shape soulmelds with the necrocarnum descriptor regardless of alignment. Alternatively, you may shape necrocarnum soulmelds with the good descriptor, gaining sacred bonuses and dealing with positive energy.
   You can call and bind an ancestral spirit to one of the necrocarnum soulmelds that you have shaped each day. Calling your ancestral spirit is part of shaping soulmelds each day. The ancestral spirit you called allows you to interact with spirits as if under the effects of a See Invisibilty spell but take a -2 penalty to charisma checks and charisma based skills when interacting with corporeal creatures. When your ancestral spirit is bound all held weapons, worn armors and shields gain the Ghost Touch property.
Special: This feat may be used in place of Necrocarnum Acolyte to qualify for a feat, prestige class, or other special ability.
Special: This feat may not be selected by creatures with the incorporeal subtype. Creatures with the incorporeal subtype gain the ability to shape soulmelds with the necrocarnum subtype.


12
D&D 5e / Just the Spells
« on: August 30, 2014, 11:21:14 AM »
To start off with some info:

# of Saving throws per stat
Strength 9
Dexterity 47
Constitution 42
Intelligence 4
Wisdom 27
Charisma 14

Really like vampiric touch as a melee spell. Concentrate to keep it going each round. Very spell slot friendly.

13
Gaming Advice / Wierd Wands
« on: August 23, 2014, 03:23:17 PM »
So I want to make a wand of Channel the Mishtai. Don't ask why. As an incarnum spell would the essentia have been placed by its maker or wielder of said wand? Also, should the incarnum caster and character level be equal or can they be different?

Another spell I noted gets funky with wands, Protege. The reason it gets wierd is bardic feats add additional musics that could be gifted via the spell in addition to ACFs. So 2 wands might give you rather different bards.

14
You Break it You Buy it / Quintessential Soulbound Dorje
« on: July 07, 2014, 07:16:09 PM »
PsW 1 w/ Soulbound Weapon
Apprentice (Manifester), TWF, WF Dorje, Dorje Blade
Catfall, Call Weaponry
Use Call Weapon to port in a dorje w/ 3d6 charges. The actual soulbound dorje is your only power of choice. DM will prolly random treasure any other dorje called. Best soulbound dorje is quintessence; to saran-wrap all the random treasure you'll create for later use. Eventually you should luck onto a dorje of Psychic Reformation which you use to remove luck by changing your soulbound weapon to the horribly metapowered dorje of your choice. Books will fly!

Remember: Dorje can have manifester level 5 higher than base, any power level, and wandhilts!

Totally borked: Soulbound dorje of epic power X. They can't be created but they exist as artifacts. So grab call an epic power and give it the command thought activation of "I win".

Quote from: Hyperconscious p40
Dorje Blade [Psionic]
You can use a dorje as a simple light weapon.
Prerequisite: Use Psionic Device 4 ranks
Benefit: You know to hold the length of the dorje within the palm so that a shardlike end extends from either side of your closed fist. As a result, you can use any dorje that has at least 1 remaining charge as a simple light weapon with the following weapon stats: Damage 1d6; Critical 19–20/×2; Range Increment —; Type Piercing.
   Whenever you successfully confirm a critical on a foe in the course of regular combat, the dorje discharges, affecting your foe with the dorje’s effect. (Your foe attempts a saving throw against the dorje’s effect, as normal.) If the dorje produces an area-based effect, the edge of the effect begins in the square containing your foe and extends away from you. (In this case, other creatures in the area could be affected.) This uses up a charge of the dorje as normal.
Special: When making an attack, you can choose to expend a charge as a swift action to treat the dorje as a +1 weapon, expend three charges to treat it as a +2 weapon, or five charges for a +3 weapon. A dorje without remaining charges cannot be used as a dorje blade.
Normal: Without the proper training, a dorje deals negligible damage if used as a melee weapon.

15
Gaming Advice / Bind Vestige & Bloodlines
« on: July 02, 2014, 06:37:39 PM »
What precisely happens when you add 3 bloodline levels to improved bind vestige? Also, are there other feats besides bind vestige and magical training that grant pseudo-class levels? Or really anything that does so?

16
Homebrew and House Rules (D&D) / Thief of Life [3.5, PrC, Peach]
« on: June 21, 2014, 12:09:32 PM »

VITALTHIEF


   
 See FoE pg84.

BECOMING A VITALTHIEF
 This has been changed to favor heavy multi-classing.

 ENTRY REQUIREMENTS
   : Class Ability: Sneak Attack +2d6
   : Skills: Knowledge(religion) 4 ranks
   : Special: Any nongood humanoid or monstrous humanoid member of the Blood of Vol.

Class Skills
 The Vitalthief's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (religion, the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), Use Psionic Device (Cha), and Use Rope (Dex).

Skills Points at Each  Level : 6 + int

Hit Dice: d6



Table: VitalthiefHD: d6

Level
1
2
3
4
5
6
7
8
9
10
Base
Attack Bonus
+0
+1
+2
+3
+3
+4
+5
+6
+6
+7
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
Lifesense, Necrocarnum Ritualist
Sneak Attack +1d6, Necrocarnum Augment
Steal Vitality
Necrocarnum Mantle
Lifesense(sight), Sneak Attack +2d6
Steal Pneuma
Pauldrons of Health, Open Chakra (Shoulders)
Lifesense(drain), Sneak Attack +3d6
Steal Anima
Necrocarnum Vestments, Open Chakra (Heart)
EssentiaPower
Points
11
12
13
24
25
26
37
38
39
410

Weapon and Armor Proficiencies: Vitalthieves gain Exotic weapon proficiency with the barbed dagger.

Lifesense(Ex): You first learn how to recognize the ebb and flow of life energy. You can sense the location of living creatures as if you had blindsense, and can determine the condition of creatures near death as if with deathwatch, within 10 feet and 10 feet further per each essentia invested in this ability. At 5th your accuity with this sense is the equivalent of blindsight. At 8th creatures whose vitality you have stolen suffer Constitution drain upon first entering your lifesense equal to essentia invested in this ability. You gain half these points for the same duration as Steal Vitality.

Necrocarnum Ritualist(Ex): You have been instructed in the sacrificial rites of Vol. The essentia capacity of each necrocarnum meld you shape increases by 1. You also gain a +4 insight bonus to any heal and knowledge (religion) checks. For every point of essentia you invest in this ability the insight bonus increases by 2.

Sneak Attack (Ex): You deal extra damage when you are flanking an opponent or at any time when a target would be denied its Dexterity bonus to AC. This extra damage applies to ranged attacks only if a target is within 30 feet. (See the rogue class feature, PH 50). This extra damage is +1d6 at 2nd level, and increases to +2d6 at 5th, and +3d6 at 8th level. If you have levels in another class that grants sneak attack damage, the extra damage stacks.

Necrocarnum Augment(Ex): At 2nd level a class name, add your vitalthief level to your lurk level for the purposes of augments, and when casting or manifesting a death, necrocarnum, or necromancy ability.

Steal Vitality(Su): At 3rd level a vitalthief can keep a portion of the vital energy of fallen foes for themselves. Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain temporary hit points equal to the creature's HD and become immune to fatigue and exhaustion. These hit points an immunities last for 10 minutes per vitalthief level. If you have spellthief levels, you add those class levels to vitalthief for this ability and all other class abilities which allow you to steal or absorb abilities for advancement and level based effects.

Necrocarnum Mantle: At 4th level you gain Shape Soulmeld (necrocarnum mantle) as a bonus feat.

Steal Pneuma(Su): At 6th level a vitalthief can keep a portion of the vital experience of fallen foes for themselves. Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain temporary essentia equal to half the creature's HD and maximum ranks in two of that creature's skills. These points last for 1 hour per vitalthief level.
 
Pauldrons of Health: At 7th level you gain Shape Soulmeld (pauldrons of health) as a bonus feat.

Open Chakra (Shoulders): At 7th level you gain Open Chakra (shoulders) as a bonus feat.

Steal Anima(Su): At 9th level a vitalthief can keep a portion of the vital soul of fallen foes for themselves. Anytime you reduce a living creature to -1 or fewer hit points with a sneak attack, you gain immunity to aging, hunger, sleep, and thirst. These immunities last for 1 month per vitalthief level.
   If the creature had a bound soulmelds or, you may steal one of them and all incarnum or pact feats. It is bound to the same chakras and under the same sign and restrictions as its original binder and may not be changed. These bounds last for 1 day per vitalthief level.

Necrocarnum Vestments: At 10th level you gain Shape Soulmeld (necrocarnum vestments) as a bonus feat.

Open Chakra (Heart): At 10th level you gain Open Chakra (heart) as a bonus feat.


PLAYING A VITALTHIEF
 See FoE pg86.
 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: Also look at the rules for sacrifices in BoVD pp26-28.

VITALTHIEF IN THE WORLD
"These thieves are but rumor, to the best of my knowledge. They had better be..."
-Bedesto the Gauntlet, dwarf paladin of Dol Dorn
See FoE pg86.

VITALTHIEF IN THE GAME
 See FoE pg87.

(click to show/hide)

17
Gaming Advice / Spell Secret
« on: March 31, 2014, 06:38:39 PM »
Quote
Spell Secret: At 3rd level, and every three levels thereafter, ...
I notice they left out class, so wouldn't you gain a spell secret even when taking prc or multi-class levels at every 3rd iteritative?

18
Homebrew and House Rules (D&D) / Psionic Peaches for Springtime
« on: March 24, 2014, 07:40:51 PM »
MANTLED CHAMPION


   
"You will yield to the might of Hextor, or you will yield to mine."
-Salan Roka, mantled champion of Hextor

 This is a psionic adaptation of ordained champion (Complete Champion p90).

BECOMING A MANTLED CHAMPION
Any class with access to mantles can be an effective mantled champion. This could include erudite, psychic warrior, or wilder. Dropped the alignment requirement to allow for any conflict deity when using non-core deities.

 ENTRY REQUIREMENTS
   : Skill: Knowledge (religion) 7 ranks. 
   : Feat: Weapon Focus with deity's favored weapon. 
   : Manifesting: Able to manifest metaphysical weapon. 
   : Special: Must worship Hextor, Heironeous, Kord, or Zuoken.

Class Skills
 The Mantled Champion's class skills are Concentration (Con), Craft (Int), Heal (Wis), Intimidate (Cha), Knowledge (nobility and royalty), Knowledge (psionics), Knowledge (religion), Knowledge (the planes), Profession (Wis), Psicraft (Int), and Ride (Dex).

Skills Points at Each Level : 2 + int

Hit Dice: d8


Table: Mantled ChampionHD: d8

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 mantle, Combat focus, Continued advancement
Divine Bulwark, Smiting Weapon
Channel Power, Manifest Crusader
God's Crystal
Conflict Ascendant, Sacrificial Manifester

Manifesting
-
+1 level of existing manifesting class
+1 level of existing manifesting class
+1 level of existing manifesting class
-

Bonus Mantle: If you have access to mantles, you gain the Conflict Mantle as another mantle. If you already have the Conflict Mantle, you can instead choose any other mantle granted by your deity to add to your mantles. If you do not have a mantle add Tap Mantle (Conflict) as a bonus feat.

Combat Feats: You can permanently sacrifice one or two of your mantle granted abilities to acquire an equal number of feats from the list of psychic warrior bonus feats, as long as you meet the prerequisites' for them. You may not sacrifice your Conflict Mantle ability for this purpose. You must choose whether or not to make this exchange when you first become an ordained champion, and you cannot later change your mind.

Continued Advancement: Levels in mantled champion stack with levels of other appropriate classes for the purpose of psychic auras, turning or rebuking undead, and for all level-dependent mantle abilities.

Divine Bulwark: At 2nd level, you gain Biofeedback and Disable as extra powers known from the Conflict mantle.
 
Smiting Weapon: At 2nd level, you gain Psionic Weapon as a bonus feat.

Manifesting: At 2nd, 3rd, and 4th mantled champion levels, you gain additional power points per day and access to new powers as if you also gained a level in any one manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit you would have gained. If you had more than one manifesting class before becoming a mantled champion, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.

Channel Power: At 3rd level, you gain Empower Weapon as an extra power known from the Conflict mantle.

Manifest Crusader: At 3rd level, you can expend your psionic focus as a swift action to bring your Wisdom into play in combat. For a number of rounds equal to your mantled champion level after you activate this ability, you can use your Wisdom modifier in place of your Strength modifier on attack rolls and damage rolls.

God's Crystal: At 4th level, you may channel additional psionic power into a deep crystal weapon. As a free action, you may channel power points equal to your mantled champion level into a deep crystal weapon. Doing so grants +1d6 damage per power point. This charge lasts for a number of rounds equal to your mantled champion level.

Sacrificial Manifester: At 5th level, you gain Overchannel as a bonus feat.

Conflict Ascendant: At 5th level, you do not need to expend your psionic focus when applying metapsionic feats to powers you manifest from the conflict mantle, and the power point cost of augmenting or applying metapsionic feats to these ascendant powers is reduced by 2 (to a minimum of 0). The reduction in cost applies only to the additional power points spent on augmentation or metapsionic feats; the power's normal power point cost is not reduced.

19
Gaming Advice / Spell Resistance
« on: March 15, 2014, 03:31:40 PM »
Do you roll for spell resistance before the saving throw or can the target choose which gets rolled first?

Important for spellthieves who might want to roll the save to absorb, rather than negate the spell.

20
Handbook Discussion / Discussion: The Pokedex Primer to Spellthievery
« on: February 26, 2014, 07:09:00 PM »
Thread here.

Under construction, just getting started so I have something up before month end. And now the BB code help pages are being useless.

Pages: [1] 2 3