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Topics - Stratovarius

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101
Arhosa / Cynddeir [Race]
« on: March 19, 2019, 01:42:48 PM »
Cynddeir

Blah

Personality
Blah

Physical Description
Blah

Relations
Blah

Religion
Blah

Language
Blah

Adventurers
Blah

Cynddeir Racial Traits
Medium
Cynddeir count as human (humanoid) for the purpose of spells and effects.
Cynddeir base land speed is 30 feet. However, Cynddeir can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
Armor-Bred: The Cynddeir as a culture have grown so used to wearing heavy armor that they find it barely an impediment. They do not suffer arcane spell failure in armor, nor do they take an armor check penalty for wearing armor. This also applies to shields. Likewise, they do not take an attack penalty for using a tower shield. They are always proficient with heavy armor and shields.
Unyielding: Cynddeir are immune to fatigue and exhaustion.
To The Last: No matter how challenging the moment, the Cynddeir would not fall, and their endurance through privation and pain are legendary. A Cynddeir gains a +1 bonus to armor class, saves, and all skills for every quarter of its total life it has lost. It also gains damage reduction of X/adamantium, where X is twice the bonus gained to armor class.
Favored Class: Champion
Automatic Languages: Cynddeir, Trade Common. Bonus Languages: Any Arhosan.

102
Magics of Arhosa / Thunderous Bellow [NPC]
« on: March 19, 2019, 10:41:30 AM »
Thunderous Bellow, 2nd level Spellsinger

Large Llethu (Giant)
Hit Dice: 3d8+9, 2d6+6 (39 hp)
Initiative: +0
Speed: 40 ft. (8 squares)
Armor Class: 15 (-1 size, +2 natural armour, +4 armor), touch 9, flat-footed 15
Base Attack/Grapple: +3/+7
Attack: Large Thunder Club +5 melee (2d10+4)
Full Attack: Large Thunder Club +5 melee (2d10+4)
Space/Reach: 10 ft./10 ft.
Special Attacks: Spellsong, Crash of Combat, Eyes of the Goddess (Creation's Hex)
Special Qualities: Darkvision, Born Leader, Reassuring Pose, Lucky, Controlled Speech, Artiste
Saves: Fort +6, Ref +3, Will +3
Abilities: Str 16, Dex 10, Con 16, Int 12, Wis 10, Cha 22
Skills: Spellsong 21 (8 ranks, 2 item, 3 feat, 6 ability, 2 synergy), Warcraft 11 (8 ranks, 2 item, 1 ability), Perform 7 (5 ranks, 2 synergy)
Feats: Skill Focus (Spellsong), War Leader
Environment: Urban
Organization: TBD
Challenge Rating: 1
Treasure: Masterwork Lute (+2 Spellsong, 50gp), Banner (+2 Warcraft, 50gp), Chain Shirt (100gp)
Alignment: Chaotic Good
Advancement: By class

103
Archive / Graven Brethren [Characters]
« on: March 17, 2019, 09:22:07 PM »
.

104
Arhosa / Frenzied Mind [Prestige]
« on: March 07, 2019, 08:56:24 PM »
Frenzied Mind

"Text"
– Am Shaegar, Frenzied Mind


Text

Becoming a Frenzied Mind
Text

Table 1: The Frenzied Mind
Hit Die: d8


Level  BAB    Ref   Fort  Will   Special Abilities           Seedcasting           Fusillades
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––-
  1    +0     +0    +2    +2     Spell Frenzy                +1 Seedcasting Level  +1 Fusilier Level
  2    +1     +0    +3    +3     Furious Charge              +1 Seedcasting Level  +1 Fusilier Level
  3    +2     +1    +3    +3     From Fury Born              +1 Seedcasting Level  +1 Fusilier Level


Class skills (2 + Int modifier per level): Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (Arcana, Nature, Religion) (Int), Perception (Wis), Spellcraft (Int)
             
Requirements:
Feats: Agreement, Mage's Fury
Skills: Knowledge (Arcana or Religion) 6, Perception 6
Spells: Able to cast spells costing 3 spell points or more
Special: Must be able to enter a Blood Frenzy

Class Fusillades
Text
  • Seedcasting: The Frenzied Mind increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Fusillades: The Frenzied Mind increases all martial fusillades as if the character had gained a level in the appropriate class at each indicated level.
  • Spell Frenzy (Su): A madness of rage descends on the Frenzied Mind when he enters combat, causing him to lash out almost uncontrollably at those around him. This acts as per Blood Frenzy, with the following changes. A Frenzied Mind who deals damage against a living enemy or affects a living enemy with a spell flies into a frenzy the following round. While in a frenzy, a Frenzied Mind increases the Save DC of his spells by his class level. This is in addition to the bonuses to Strength and Dexterity, and the penalty to Armor Class, all of which he still receives. If he casts a spell while in a spell frenzy, he must use Mage's Fury to increase his caster level by the maximum allowed.
  • Furious Charge (Su): There is a joy in the slaying of things. If the Frenzied Mind charges a creature while under the effect of a spell frenzy, at the end of the charge he may attack the creature with a touch attack spell instead of a physical attack. This spell does not generate an attack of opportunity. The spell point cost of the spell is reduced by 2. This cannot reduce the cost below 1.
  • From Fury Born (Ex): Willpower born of wrath can be a terrible thing to behold. Once per day, a Frenzied Mind already under the effect of a spell frenzy can choose to enter a state of furious activity. Each round, he can pay 1d8 hit points to gain an additional move action, or 3d8 to gain an additional standard action, or 5d8 to gain an additional full-round action. He may gain one extra action a round, and this ends when his spell frenzy ends.

105
Arhosa / Beastslayer [Prestige]
« on: March 07, 2019, 05:53:07 PM »
Beastslayer

"Text"
– Am Shaegar, Beastslayer


Text

Becoming a Beastslayer
Text

Table 1: The Beastslayer
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities                       Fusillades
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Irresistable, Track                     +1 Fusilier Level
  2    +2     +3    +3    +0     Led By The Nose, Pinion                 +1 Fusilier Level
  3    +3     +3    +3    +1     Bring It Down, What Armor?              +1 Fusilier Level


Class skills (2 + Int modifier per level): Animal Affinity (Cha), Animalism (Wis), Athletics (Str), Craft (Int), Intimidate (Cha), Knowledge (Nature) (Int), Perception (Wis)
             
Requirements:
Feats: Resilience, Hunter's Strike
BAB: +3
Skills: Knowledge (Nature) 6, Perception 6

Class Fusillades
Text
  • Fusillades: The Beastslayer increases all martial fusillades as if the character had gained a level in the appropriate class at each indicated level.
  • Irresistable (Ex): Arhosa is littered with creatures of great size, many of whom find the tribal lands of the savages perfect to feast upon. Highly skilled savages find that those beasts present no great threat. A beastslayer is treated as one size larger per class level when resisting grapples, swallow whole, and other attacks that target on the basis of size. This only works against Extraordinary abilities of creatures of size Large or greater. Thus, a Medium Beastslayer would be treated as Gargantuan when resisting a Dire Bear's Improved Grab.
  • Track (Ex): The beastslayer gains Track as a bonus feat.
  • Led By The Nose (Ex): A creature of limited mind is easily guided. By successfully making an Intimidate check targeting a single creature with a DC of 10 + (2 × the creature’s CR), the beastslayer entices that creature to attack him during its next round. The creature will do so, even if it would generate attacks of opportunity for any movement. This only applies against creatures of size Large or greater whose Intelligence score is less than the beastslayer's. For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 10 + (2 × the creature’s HD).
  • Pinion (Ex): Sometimes, it's better use guile rather than brute force. Hunter's Strike now immobilizes the target rather than reducing its speed, unless the target succeeds at a Reflex save of 10 + 1/2 character level + Intelligence modifier.
  • Bring It Down (Ex): The bigger the target is, the more prestige there is in killing it. The beastslayer deals 1d6 extra damage on his attacks for each size category his foe is larger than him, up to a maximum of 3d6. This only applies against creatures of size Large or greater.
  • What Armor? (Ex): Natural Armor is no great defense against a skilled beastslayer. The first attack he makes each round is resolved as a touch attack. This only applies against creatures of size Large or greater.

106
Archive / Beholden of Amserwch [OOC]
« on: March 06, 2019, 01:10:46 PM »
You've been here before, you know what to do.

107
Play By Post / Lets Do The Time Warp Again
« on: March 04, 2019, 04:00:24 PM »
Blame Nanshork for this one.

Arhosa is my personal campaign world, as well as a mechanical rebuild of almost all of D&D from the PHB onwards. It's also explicitly designed for low-mid level play. The introduction will give new players a little more information on the setting.

Right now, details beyond that are fairly open-ended, as I'll be working with the players to see what they want.

Basic stuff:
Max of 4-5 people
Arhosa content only
Arhosa content list (there's also a lot of content on the forums that hasn't been merged in yet. PDF trumps forum).

Players so far:
Nanshork
Avalon

108
Homebrew and House Rules (D&D) / Dungeon Lord Base Class?
« on: September 24, 2018, 09:21:45 PM »
Would anyone want to see me try and stretch the Dungeon Lord into a base class? Somehow I think it would be rather fun, on the whole. I'd probably use my Commander class as the other material to work from.

109
Arhosa / Hanian Arcanist [NPC]
« on: September 19, 2018, 08:59:38 AM »
Canere, Hanian Arcanist

Medium Humanoid
Hit Dice: 1d4 + 2 (6 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 16 (+2 Dex, +4 armor), touch 12, flat-footed 14
Base Attack/Grapple: +0/+0
Attack: Light crossbow +2 (1d8, 19-20/x2, piercing, 80 ft.)
Full Attack: Light crossbow +2 (1d8, 19-20/x2, piercing, 80 ft.)
Space/Reach: 5 ft./5 ft.
Special Attacks: Arcanist Casting
Special Qualities:
Saves: Fort +2, Ref +2, Will +3
Abilities: Str 10, Dex 14, Con 14, Int 16, Wis 12, Cha 12
Feats: Extra Seed (Crushing Force), Mageborn Armor
Skills: Concentration 6, Spellbond 7, Choose 3 more

(click to show/hide)

(click to show/hide)

(click to show/hide)

110
D&D 3.5 and Pathfinder / Class Sources
« on: September 06, 2018, 09:12:55 AM »
I've got a list of classes I was looking for sources on. Some I know, some, not so sure. All classes would be pre-Pathfinder, so are 3rd party or dragon mag.

Open Questions:
Champion of Bane - ?
Vigilant - ?
Minstrel of the Edge - ?
Brawler base class - Appears to be total homebrew?
Favored of Milil - ?

Sorted, Thanks!
Anti Paladin - Dragon Mag #313
Ultimate Ranger - Ultimate series of books, 3rd party
Man at Arms - Mercenaries, 3rd party
Mighty Contender of Kord - Dragon Mag #283
Blood Archer - Evil, 3rd party
Mystic - Dragonlance CS
Noble - Dragonlance CS
Templar - Athas/Dark Sun
Witch - NPC Class, DMG
Battleguard of Tempus - Dragon #317
Nightshade - Dragon Mag #298

111
D&D 3.5 and Pathfinder / Epic Duelist 3.0e
« on: September 05, 2018, 10:06:51 AM »
Does anyone have access to the 3.0e Epic Duelist progression?
I've got 3.5, but specifically want 3.0e

112
The Scrolls of Lost Magic / The Great Arhosa Rebuild
« on: August 20, 2018, 04:43:24 PM »
So, a lot of the content that's currently in Arhosa doesn't necessarily fit the material any more, or is otherwise outdated/in need of a lot of work. Plus, it's all getting turned into print books, which necessitates a further splitting of the material into discrete chunks. Some of these are obvious (Rituals, Runes, etc.), others a little less so. So here's my proposal going forward for how to chop up all the existing content for Arhosa. This will almost certainly necessitate extra content being written in many places to fill in the gaps, especially around setting or flavor content. Still debating moving things out of the ACS (mostly the PrCs + ACFs) into either a Player's Guide to Arhosa or a Complete Arhosa. PGtA being the likely candidate.

Arhosa Campaign Setting
Arcanist, Champion, Ecclesiast, Gallant, Savage, Totem Master
Biyou, Flonha, Hanian, Llethu, Pybyr, Yn Gyntaf
Arhosan feats (minus racials for missing races), Ancient Martial feats, Totem Master feats
Animalism, Craft, Spellbond, Use Gateway, Warcraft, Skills revamp
Ancient weaponry/items
Fusillades
Seedcasting
Fortes
NPC Classes
Animist, Beastslayer, Delver, Gatehunter, Hanian Guild Mage, Highland Soarer, Living Sun Warden, Spellbonder
Arhosan ACFs

Tome of Ritual Magic
Ritual Magic, see Arhosan Adaptation section.

Stone and Symbol
Runecarving, see Arhosan Adaptation section.

Magics of Arhosa
Chronomancy, Spellsong, Threshold

Vivisection and Resurrection
Necromancy content - all valid in Arhosa, see ACS for some details

Races of Arhosa
New Races: Adeg, Chanwyr, Cyfnewid, Duskscale Pybyr, Kier
PrCs: Adeg Historian, Biyou Arcane Scholar, Chanwyr Composer, Cynewid Wildborn, Flonha Lifeweaver, Furnace-born Barricade, Hanian Float Mage, Kier Raider, Llethu Noble, Pybyr Fluctator, Tandda Scout, Yn Gyntaf Tribal Champion
Feats matching races
Flavor text around races/setting
To-do: Duskscale Pybr prestige class

Player's Guide to Arhosa or Complete Arhosa
Arbalester, Artillery Mage, Axethrower, Blade Savant, Bodyguard, Brigand, Creator, Frenzied Mind, Linebreaker, Llethu Launcher, Painwarper, Realist, Recycler, Thundercrack, Warcaster, Warleader

Lore
Arhosa - Anthology comprising two novellas (Skycities of Arhosa, Machinations of Arhosa) and a short story (Warlands of Arhosa)
Storms of Arhosa - Short story
Gateways of Arhosa - Short story
Children of Arhosa - Short story
Stone of Arhosa - Short story
Flesh of Arhosa - Short story
Raiders of Arhosa - Short story
Tandda of Arhosa - Upcoming short story

Dropped content
Warcaster base class
Centurion
Convergence + Combat Focus feats
Crossbow Skirmisher
Twilight Walker + Daylight/Nightlight feats
Echocaller + PrCs
Historian + PrCs
Osteomancy
Athaghoel + Feats/PrCs
Hastro, Helfarch, Niwl, Caeth + Feats/PrCs
Heginyn, Hegwyd, Tro Ar Fyd, Ferthyr + Feats/PrCs

113
The Scrolls of Lost Magic / Magics of Arhosa
« on: August 20, 2018, 08:31:20 AM »
Magics of Arhosa
Magics of Arhosa presents three new forms of magic designed exclusively for the Arhosa Campaign Setting and fully integrated into that world. And while these forms of magic may well work best in that setting, they are designed to be used across the fantasy d20 universe, and will provide great opportunities for players and dungeon masters alike to explore magic with a new perspective. These new forms of magic can be introduced by incorporating them into ongoing plots and existing characters, or they can form the basis for whole new adventures that would have been impossible using only traditional magic.

This introduction describes the features of this book and explains how to use them. After reading it, you can begin your exploration into the new forms of magic with any chapter.

Using This Book
This book introduces three new types of magic, each of which is supported by a new standard class, plus prestige classes, feats, magic items, monsters, and effects similar to spells. In this way, Magics of Arhosa is similar to Stone and Symbol, in that it introduces three brand new ways of viewing magic in a d20 setting. The three types of magic presented herein have appeared repeatedly in fantasy fiction over the years, and now have been collected together into complete systems designed for your perusal for the very first time.

The new forms of magic are presented in three sections, one dedicated to each type. The following paragraphs summarize their contents.

Chronomancy: Time is a crucial element in any fantasy world, with characters able to move backwards and forwards (or sideways) through it appearing with regularity. But time manipulation in the d20 settings has generally been restricted to a few options in the Expanded Psionics Handbook and elsewhere. Today, that changes, with the introduction of a standard class and magic system designed to utilize and warp time at an extremely skilled level. There is one drawback to working with time, of course – time doesn’t like being manipulated, and even the most skilled practitioners can only force the timestream to alter its course for brief moments. But with a little nudge here and an almighty shove there, even time can do just what the player wants.

Spellsong: Music as magic is a longstanding tradition, and spellsong codifies, using a new skill related to the perform skill as the core of the spellsong system. Players can gain benefits by continuing to play music, by weaving spellsongs in and out of one another, and mixing the elements of spellsongs together in order to create more impactful magic.

Threshold Magic: Born of the places betwixt and between, threshold magic is grounded in the manipulation of reality and the shadows of reality. Spells, creatures, and effects are more or less real, or sometimes not real at all, as the very essence of the world is the plaything of the player who becomes a thresholder.

Download Magics of Arhosa

114
Homebrew and House Rules (D&D) / Wolven [Monster]
« on: August 16, 2018, 09:50:31 AM »
Would anyone want to see this as a playable race? It's intelligent enough to be one, which is why I ask

WOLVEN
Wolven [RUNIC]
Large Magical Beast
Hit Dice: 4d10+12 (34 hp)
Initiative: +6
Speed: 50 ft. (10 squares)
Armor Class: 14 (-1 size, +2 Dex, +3 natural), touch 11, flat-footed 12
Base Attack/Grapple: +4/+15
Attack: Bite +11 melee (2d6+10)
Full Attack: Bite +11 melee (2d6+10)
Space/Reach: 10 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, enhanced scent, wolven telepathy, master bond
Saves: Fort +7, Ref +6, Will +2 
Abilities: Str 25, Dex 15, Con 17, Int 10, Wis 12, Cha 10
Skills: Listen +7, Move Silently +4, Spot +7, Survival +2*
Feats: TrackB, Pack TacticsB, Improved Initiative, Prodigious Nose
Environment: Aboveground
Organization: Solitary or pack (5-8)
Challenge Rating: 3
Alignment: Neutral
Advancement: 5–12 HD (Large); 13–18 HD (Huge)
Level Adjustment: -

Wolven are an offshoot of dire wolves that grew more intelligent over time, and also evolved the ability to communicate telepathically with both themselves and with a chosen master, although whether that is supposed to have come from runic magic or is entirely natural is a completely unknown phenomenon. Regardless of its source, the ability of the wolven to communicate telepathically has been a great boon to certain Athaghoel communities, who have taken advantage of that fact and paired with wolven packs in their local area, each working to support the other.

Wolven grow as tall as 4 feet at the shoulder and weigh more than 900 pounds. As a wolven ages, its muzzle fades from brown to white. 

Wolven understand Common and Dwarven and can communicate telepathically, although they cannot speak aloud except as wolves normally do.

Combat
Bonded wolven are courageous and loyal, and they ably assist their master in combat, especially through use of their pack tactics feat. In the wild, wolven packs hunt much like wolves, harrying and baiting their prey until it is too worn to fight.

Trip (Ex): A wolven that hits with a bite attack can attempt to trip its opponent (+11 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolven.

Enhanced Scent (Ex): Wolven have some of the best noses in the canine kingdom, and use them to unerringly hunt down their prey. Wolven can detect approaching enemies and sniff out hidden foes within 60 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. Wolven can pinpoint the location of a scent when within 30 ft. This otherwise functions as per the Scent ability.

Wolven Telepathy (Su): Wolven long ago, whether through breeding or an accident of chance, learned how to communicate telepathically with the rest of their pack. These days, that also includes their master, should they have one. A wolven can communicate telepathically with any other wolven or their master within 120 ft. Language does not matter.

Master Bond (Ex): A wolven, despite their intelligence and ability to communicate, are bred to be bonded with a single dwarven master. When bonded, the wolven and the master can communicate via wolven telepathy, and know each other’s location and health (as per the status spell) within 240 ft. Bonding is a process that takes a month of continual contact and communication between the wolven and the prospective master. The bond, however, is entirely voluntary on the wolven’s part, and mistreatment by the master will result in the severing of the bond and the ostracization of the master by all wolven.

Skills: *A wolven also has a +4 racial bonus on Survival checks when tracking by scent.

Feats
PACK TACTICS
You can gain an extra advantage when you and your allies can gang up on a foe.
Prerequisites: BAB +3, Dodge
Benefit: You and your allies harass and harry foes, snapping at their heels and always attacking when their back is turned
Surround the Enemy: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe are considered to be flanking even if there is not an ally in the correct position to flank. In addition, once per round you can declare that a melee attack you make against a flanked enemy is intended to open the enemy's defenses. You must declare this attempt before you roll your attack, and the attempt is wasted for the round if the attack misses. If the attack hits, your allies who are flanking the target gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Harry: As long as you and one other ally threaten the same foe, each successful attack by you and any allies who threaten the same foe reduces the target's movement speed by 5 feet. This cannot reduce their movement speed below half the unmodified value. This penalty lasts for one round each time it is applied, with duration replacing, not stacking. In addition, once per round as an immediate action when an opponent you are flanking moves, you can immediately move to any square adjacent to your foe as soon as the foe stops moving, as long as the distance you cover is less than or equal to your speed. Your movement can provoke attacks of opportunity.
Gang Dodge: As long as you and one other ally threaten the same foe, you and all allies who threaten the same foe apply your flanking bonus (if any) as a dodge bonus to armor class, and as a bonus to Reflex saves. These bonuses only apply against the flanked foe. In addition, when a flanked opponent attacks you and misses, you can take a 5 foot step. Your opponent, if they desire, can make a 5 foot step to follow.

PRODIGIOUS NOSE
Born as one of the lucky beings who can detects scents from vast distances, you are the early warning system your pack depends upon
Prerequisites: Enhanced Scent
Benefit: You can use scent to detect approaching enemies and sniff out hidden foes within 120 feet. For strong scents, such as smoke or rotting garbage, double the range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at triple normal range. You can pinpoint the location of a scent when within 60 ft.

115
Homebrew and House Rules (D&D) / Blighter [Base]
« on: August 07, 2018, 08:05:57 AM »
Needs a few more abilities at the top end, but I can't think of any right now

Blighter

"Text."
- Excasard the Brilliant, Human Blighter


Text

Making a Blighter
Text

Abilities: Wisdom is the ability that the Blighter uses to give him extra spells.

Races: Blighter appear amongst all races, for their talents are widespread.

Alignment: Blighter can only be nongood.

Table 1: The Blighter

Level  BAB   Ref   Fort  Will  Abilities                                                                    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Defiling, Undying Fauna, Tainted Aura                                        1   —   —   —   —   —   —   —   —
2      +1    +0    +3    +3    Razing Bonus Feat, Sustenance                                                2   —   —   —   —   —   —   —   —
3      +2    +1    +3    +3    Contagious Touch                                                             2   1   —   —   —   —   —   —   —
4      +3    +1    +4    +4    Razing Bonus Feat, Speak with Dead Animal                                    3   2   —   —   —   —   —   —   —
5      +3    +1    +4    +4    Undead Wild Shape                                                            3   2   1   —   —   —   —   —   —
6      +4    +2    +5    +5    Razing Bonus Feat, Animate Dead Animal                                       3   3   2   —   —   —   —   —   —
7      +5    +2    +5    +5    Undead Wild Shape (Large)                                                    4   3   2   1   —   —   —   —   —
8      +6    +2    +6    +6    Razing Bonus Feat, Plague                                                    4   3   3   2   —   —   —   —   —
9      +6    +3    +6    +6    Burning Diease                                                               4   4   3   2   1   —   —   —   —
10     +7    +3    +7    +7    Razing Bonus Feat, Undead Wild Shape (Tiny)                                  4   4   3   3   2   —   —   —   —
11     +8    +3    +7    +7    Undying Horde                                                                4   4   4   3   2   1   —   —   —
12     +9    +4    +8    +8    Razing Bonus Feat, Undead Wild Shape (Plants)                                4   4   4   3   3   2   —   —   —
13     +9    +4    +8    +8                                                                                 4   4   4   4   3   2   1   —   —
14     +10   +4    +9    +9    Razing Bonus Feat                                                            4   4   4   4   3   3   2   —   —
15     +11   +5    +9    +9    Undead Wild Shape (Huge)                                                     4   4   4   4   4   3   2   1   —
16     +12   +5    +10   +10   Razing Bonus Feat,                                                           4   4   4   4   4   3   3   2   —
17     +12   +5    +10   +10   Undead Wild Shape (Elemental)                                                4   4   4   4   4   4   3   2   1
18     +13   +6    +11   +11   Razing Bonus Feat                                                            4   4   4   4   4   4   3   3   2
19     +14   +6    +11   +11   Permanent Dustbowl                                                           4   4   4   4   4   4   4   3   3
20     +15   +6    +12   +12   Razing Bonus Feat, Undead Wild Shape (Huge Elemental)                        4   4   4   4   4   4   4   4   4


Game Rule Information
Blighter have the following game statistics.

Alignment: Nongood
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Blighter class.
  • Weapon and Armour Proficiency: Blighter are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Blighter gains the ability to cast a number of divine spells, which are drawn from the Blighter spell list. A Blighter must choose and prepare his spells in advance. To prepare or cast a spell, a Blighter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Blighter’s spell is 10 + the spell level + the Blighter’s Wisdom modifier. Like other spellcasters, a Blighter can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Blighter. In addition, he receives bonus spells per day if he has a high Wisdom score. The Blighter does not have access to any domain spells or granted powers, as a cleric does. A Blighter prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Blighter may prepare and cast any spell on the Blighter spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Blighter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. See Undying Fauna for details.
  • Defiling: The Blighter is a defiler, and cannot cast spells without defiling.
  • Undying Fauna: Starting at 1st level, whenever a Blighter castes a Summon Nature's Ally spell, the summoned creature has the corpse creature template (BoVD 185) applied to it.
  • Tainted Aura (Su): The blighter is so tainted by his destructive ways that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information, and Handle Animal checks for every even level of Blighter you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Blighter gained. The tainted aura has a range of 5 feet per Blighter level.
  • Razing Bonus Feat: At every even level you gain a bonus feat from the list of Razing feats. You must still meet all the prequisites of the feat in question.
  • Sustenance (Ex): At 2nd level and higher, a blighter no longer needs food or water to survive.
  • Blightfire: Starting at 2nd level, as a standard action, a Blighter can unleash a scorching blast of blightfire. This effect deals 1d4 points of negative energy damage and 1d4 points of fire damage to all creatures in a 10 foot burst (Reflex half; save DC is 10 + 1/2 class level + Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 points of negative energy damage and 1d4 points of fire damage at every even level to a max of 10d4 at 20th level. Creatures that fail the save catch fire.
  • Contagious Touch (Su): At 3rd level and higher, a blighter can produce an effect like that of a contagious touch spell once per day. She gains one use per day of this ability for every two additional blighter levels she acquires.
  • Speak with Dead Animal (Sp): Starting at 4th level, a blighter can converse with dead animals. This ability functions like a speak with dead spell cast by a cleric of a level equal to the blighter's class levels, except that it affects only corpses of animal creatures. It is usable at will.
  • Undead Wild Shape (Su): At 5th level, the Blighter gains a version of the wild shape ability. Undead wild shape functions like the druid’s wild shape ability, except that the Blighter adds a version of the corpse creature template to the forms he chooses to transform into. The Blighter’ form is altered as follows:
    — Type changes to undead.
    — Natural armor bonus is increased based on size: Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +6, Colossal +11
    — +4 Strength, -2 Dexterity, no Constitution score.
    — Winged shapes retain the ability to fly. However, maneuverability becomes clumsy.
    — Darkvision (Ex): The Blighter gains darkvision out to 60 feet when wildshaped.
    — Immunity to Cold (Ex): Undead wild shape grants the blighter immunity to cold damage.
    — Damage reduction 5/bludgeoning.

    Unlike a normal corpse creature, Undead Wild Shape does not grant a slam attack.

    At 7th level, the Blighter gains the ability to change into a large animal. At 10th, a tiny animal. At 12th, plants. At 15th, huge animals. At 17th, small, medium, and large elementals. At 20th, huge elementals. When the Blighter gains the ability to Wild Shape into Plants or Elementals, he applies the undead changes detailed above to those creatures as well. At 5th, 9th, 13th, and 17th levels he gains two uses of his undead Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • Animate Dead Animal (Sp): This ability, gained at 6th level, functions like an animate dead spell, except that it affects only corpses of animal creatures and requires no material component. It is usable once per day.
  • Plague (Su): At 8th level and higher, a blighter can spread disease over a large area. This ability functions like the contagious touch ability, except that no attack roll is required and it affects all targets the blighter designates within a 20-foot radius. This abilities uses the same pool of uses per day as contagious touch.
  • Burning Disease (Su): On reaching 9th level, your Blightfire attack takes on a hideous disease. Opponents who fail the save against your blightfire are struck by a contagion spell cast at your caster level (choose the disease randomly). The creature does not get an initial save against the disease. In addition, any spell you cast that deals fire damage also inflicts contagion.
  • Undying Horde (Ex): All undead animals created by a Blighter gain a +4 enhancement bonus to Strength and Dexterity and 2 additional hit points per Hit Die. In addition, when a Blighter uses the animate dead animal ability to create undead, she can control 4 + her Charisma bonus HD worth of undead animals per class level (rather than the 4 HD per level normally granted by the ability).
  • (Ex):
  • (Ex):
  • Permanent Dustbowl (Ex): You are surrounded by a continual effect equivalent to a Dustbowl spell, although you can suppress or activate the effect as a full-round action.
Blighter Spell List
(click to show/hide)


116
Homebrew and House Rules (D&D) / Tandda [Race, Feats, PrC]
« on: June 02, 2018, 06:22:20 AM »
This is, hopefully, a fun little collection of material that can be dropped in deep underground in any setting.

(click to show/hide)

(click to show/hide)

(click to show/hide)

117
Magics of Arhosa / Runesmith [NPC Class]
« on: June 01, 2018, 06:53:53 AM »
The Runesmith
Hit Die: d6

Level  BAB   Ref   Fort  Will  Abilities                           Runes Known  Runes Active
-------------------------------–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1      +0    +0    +2    +0    Smithing                            2            1   
2      +1    +0    +3    +0                                        2            1   
3      +1    +1    +3    +1                                        2            1   
4      +2    +1    +4    +1                                        2            1   
5      +2    +1    +4    +1    Metalcraft                          3            1   
6      +3    +2    +5    +2                                        3            2   
7      +3    +2    +5    +2                                        3            2   
8      +4    +2    +6    +2                                        3            2   
9      +4    +3    +6    +3                                        4            2   
10     +5    +3    +7    +3    Feat                                4            2   
11     +5    +3    +7    +3                                        4            3   
12     +6    +4    +8    +4                                        4            3   
13     +6    +4    +8    +4                                        5            3   
14     +7    +4    +9    +4                                        5            3   
15     +7    +5    +9    +5    Feat                                5            3   
16     +8    +5    +10   +5                                        5            4   
17     +8    +5    +10   +5                                        6            4   
18     +9    +6    +11   +6                                        6            4   
19     +9    +6    +11   +6                                        6            4   
20     +10   +6    +12   +6    Feat                                6            4 

Class skills (2 + Int modifier per level, x4 at first level): Appraise (Int), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Architecture and Engineering) (Int), Knowledge (Dungeoneering) (Int), Knowledge (Geography) (Int), Knowledge (History) (Int), Knowledge (Local) (Int), Knowledge (Nobility and Royalty) (Int), Knowledge (Religion) (Int), Profession (Wis)

Class Features
Your runes and crafting are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Runesmiths are proficient with all simple weapons and light, medium, and heavy armour.
  • Runecarving: Runesmiths create carved runes normally, as per the rules at the beginning of Chapter 4, with Intelligence as their runecarving ability
  • Smithing (Ex): A Runesmith gains a bonus on all Craft checks equal to one half his class level.
  • Metalcraft (Ex): A Runesmith learns the great dwarven secrets of forging weapons and armor. A Runesmith receives either Craft Construct or Craft Magic Arms and Armor as a bonus feat, regardless of his caster level. Use the Runesmith’s runecarving level as his effective caster level for the purpose of creating magic arms and armor or constructs. The Runesmith is treated as automatically knowing all spells required for an item or construct’s creation.
  • Feat (Ex): At 10th, 15th, and 20th level, the Runesmith gains a bonus feat chosen from the Runic or Item Creation categories.
  • Advancement: If a Runesmith subsequently gains a level in the Runecarver class, he loses all levels in the Runesmith class, including any feats gained that way, and gains those levels back in the Runecarver class.

118
Magics of Arhosa / Tandda Elite [Prestige]
« on: May 09, 2018, 12:47:43 PM »
Tandda Elite

"Text"
– Am Shaegar, Tandda Elite


Text

Becoming a Tandda Elite
Text

Feats: Warrior Breeding or Matriarch Breeding or Worker Breeding, one other feat requiring Tandda race
Skills: Hide 6, Move Silently 6.
Race: Tandda

Tandda with Matriarch get the Matriarch table, Warrior get Warrior, Worker get Worker.

Table 1: The Tandda Elite - Sentinel
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Depth Senses, Shield the Weak               
  2    +2     +3    +3    +0     Negate the Sighted, Born of the Horde       
  3    +3     +3    +3    +1     Underearth Warrior, Defender of the Colony   

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Warcraft (Int)

Table 1: The Tandda Elite - Matriarch
Hit Die: d6

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Servitors, Bonus Feat   
  2    +1     +0    +0    +3     Servitors, Bonus Feat   
  3    +2     +1    +1    +3     Servitors, Bonus Feat   

Class skills (6 + Int modifier per level): Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Decipher Script (Int), Diplomacy (Cha), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Sense Motive (Wis), Spot (Wis), Use Magic Device (Cha), Warcraft (Int)

Table 1: The Tandda Elite - Worker
Hit Die: d10

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities                           
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +2    +2    +0     Support the Heirarchy, For the Greater Good 
  2    +1     +3    +3    +0     Others Before Self, One for All 
  3    +2     +3    +3    +1     Resilient Support, Murine Pile 

Class skills (4 + Int modifier per level): Balance (Dex), Climb (Str), Craft (Int), Hide (Dex), Jump (Str), Knowledge (Dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Rope (Dex)

Tandda Sentinel
  • Depth Senses (Ex): Tandda Sentinels can feel the presence of enemies in the depths. At 1st level they gain tremorsense with a range of 20 ft. It increases by 20 ft. each level, reaching a maximum of 60 ft. at 3rd level.
  • Shield the Weak (Ex): Tandda Sentinels are bred to protect the lesser Tandda workers and the Tandda matriarchs. Any Tandda within 10 ft. per class level gets damage reduction of 3/-. Also, all the squares that you threaten are treated as difficult terrain for your foes.
  • Born of the Horde (Ex): You gain Born of the Horde as a bonus feat. If you already have this feat, choose another for which you meet the prerequisites.
  • Negate the Sighted (Ex): It is the Tandda Sentinels who are the primary source of the Tandda's ability to suddenly disappear into the depths, but that only works if the foe does not see the Tandda depart. By expending your use of inky murk from Warrior Breeding, you can create a straight wall whose area is up to one 10-ft. square per class level. The wall and affected terrain otherwise acts as per the inky murk ability.
  • Underearth Warrior (Ex): You gain Underearth Warrior as a bonus feat. If you already have this feat, choose another for which you meet the prerequisites.
  • Defender of the Colony (Ex): If a Tandda Sentinel has at least three other Tandda of equal or lower character level under attack within 30 ft., it enters a state of deadly focus. During this state, all allied Tandda within 30 feet gain a bonus on saving throws equal to the Tandda Sentinel's base saving throw for the appropriate type of save. The Tandda Sentinel gains +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to AC. All of these benefits last until the encounter is over or the Sentinel is no longer defending three or more Tandda.
Tandda Matriarch
  • Servitors (Ex): At each class level, the Tandda matriarch gains another cohort as described in the Matriarch Breeding feat, to a maximum of 4 total cohorts at 3rd level.
  • Bonus Feat (Ex): At each class level, the Tandda matriarch gains a bonus Warcraft feat. She must still meet all the prerequisites.
Tandda Worker
  • Support the Heirarchy (Ex): Workers, even exceptional ones, always employ their talents to assist those who are greater than they are. Allies within 30 ft. per class level can add the Tandda elite's class level to their character or class level for the purpose of determining DCs for abilities that rely or character or class level. This does not increase those allies spellcasting level, runecarving level, or likewise, and only applies to extraordinary (Ex) abilities.
  • For the Greater Good (Ex): The Tandda elite can aid another at a distance of up to 30 feet, and adds his class level as a to the bonus granted by aid another (a total of +3 at 1st level, to +5 at 3rd).
  • Others Before Self (Ex): The Tandda elite can grant one ally within 30 feet the ability to take an immediate action of a specified type out of turn. If he invokes this ability as a swift action, the ally can take a 5-foot step. If he invokes it as a move action, the ally can take a move action. If he invokes it as a standard action, the ally can take a standard action.
  • One for All (Ex): The Tandda elite can assist one creature per level whenever he uses the aid another action. All creatures he is so aiding must be within 30 feet of him.
  • Resilient Support (Ex): When a Tandda elite uses aid another, he only has to spend a move action rather than a standard action. He can use more than one aid another in a single round, but he cannot assist the same ally multiple times.
  • Murine Pile (Ex): If the Tandda Elite uses aid another to grant an ally a bonus on his next attack roll against an opponent both he and the elite threaten and the ally attacks and hits that enemy, the Tandda elite can make an immediate attack of opportunity against that target. The elite gains this benefit if his ally hits the foe before the start of his next turn. He gains an attack of opportunity only on the first successful attack.

119
Magics of Arhosa / Tandda [Race]
« on: May 08, 2018, 03:02:17 PM »
Tandda

Not much is known about the Tandda, and nothing at all except by the Tokunnir and those who have discovered some of the secrets of the Tokunnir. For the Tandda come from the very depths of the earth, below even the dwarven kingdoms, and vanish into those same depths just as quickly. Thus, absolutely nothing is known about the makeup or culture of the Tandda, except by the Tandda themselves.

Tandda are a hive culture, driven by a rising heirarchy of matriarchs who control subservient groupings of females. Males are few and far between, serving only the queens of the Tandda as breeding fodder. Because of the hive-like conditions through which the Tandda thrive, there is almost nothing in the way of culture, art, technology, or otherwise. Indeed, the Tandda seem to spurn those very things, although that may be a result of their resistance to magic as much as anything else.

Personality
The average Tandda is a worker animal, doing as the queen and colony needs, and selflessly putting others above of itself. Free time does not particularly exist for these creatures, and so they tend not to develop much in way of humor. The conversation between various forms of worker Tandda revolves around tasks that need completing, overarching goals, and other items generally to the benefit of all members of the colony.

Physical Description
Tandda are well-adapted to their underground existence, and, indeed, would suffer away from it. They have an exquisite sense of smell, but are blind. Their limbs are thin and short; however, they are highly adept at moving underground and can move backward as fast as they can move forward. Their large, protruding teeth are used to dig and their lips are sealed just behind the teeth, preventing soil from filling their mouths while digging. They have little hair and wrinkled pink or yellowish skin, which lacks an insulating layer.

Relations
Simply put, there are none. When Tokunnir intrude into a Tandda domain, they are forcibly ejected if possible. Otherwise, the behaviour or even existence of other races in Arhosa is of no concern to the Tandda.

Religion
The individual colonies of Tandda worship the solitary queens who rule over them, but otherwise have no concept of religion as it is understood by the surface races. Given that all magic springs from the gods, and that the Tandda are actively resistant to magic, it is perhaps thought that they are not of the gods at all, but how can that be when the gods created everything?

Language
A language all their own, one involving scent and touch as much as sound, seperates the Tandda from the cultures around them.

Adventurers
Tandda generally don't adventure, except when in a grouping controlled by a matriarch or one of her offspring. Although some Tandda have wandered away from their colony or become lost when unforeseen actions occur, and it is through studying those few Tandda that even the little that is known about them exists.

Tandda Racial Traits
+2 Dexterity, -2 Intelligence -2 Wisdom -4 Charisma
Monstrous Humanoid [Earth]
Tanddas have a +4 racial bonus on Hide and Move Silently checks when underground
Medium: As Medium creatures, Tandda have no special bonuses or penalties due to their size.
Tandda base land speed is 20 feet, and they have a burrow speed of 10 ft.
Scent, Blindsight 10 ft.
Slight Build: The physical stature of Tanddas lets them function in many ways as if they were one size category smaller. Whenever a Tandda is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Tandda is treated as one size smaller if doing so is advantageous to the character. A Tandda is also considered to be one size smaller when "squeezing" through a restrictive space. A Tandda can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Tandda remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
Swarmfighting: You can occupy the same 5-foot square in combat with any other allied Small creature that also possesses the Swarmfighting feat or ability at no penalty. When you engage a Medium or larger creature in melee, and at least one other ally with the Swarmfighting feat or ability threatens the target, you gain a +1 morale bonus on the attack roll. This bonus increases by +1 for each additional ally beyond the first with the Swarmfighting feat or ability that threatens the same target. The total morale bonus imparted to your attack roll cannot exceed your Dexterity bonus.
Blind: A Tandda is sightless, but because it is sightless, a Tandda is immune to gaze attacks, visual effects, illusions, and other attacks that rely on sight.
Unto the Earth: If a Tandda is killed, one minute after its death its body dissolves into a fluid mess. If it does so, the Tandda cannot be brought back to life except by miracle or true resurrection. For one hour after its body dissolves, the square the body occupies and every immediately adjacent square is treated as if stinking cloud had been cast in it, except that the ability is extraordinary.
Underground Dweller: Used to the controlled environment of their homeland, Tandda treats climates as if they were one step colder than they actually are.
Magical Void: Tandda counter the existence of all forms of magic. Any magic user (spells, psionics, supernatural maneuvers, runecarvers, ritualists, etc.) who attempts to create a spell or effect within 10 ft. of a Tandda has a 5% chance of failure for every Tandda within 10 ft (maximum 50% chance). Any ongoing spell or effect has that same chance of being suppressed inside the 10 ft. area. A Tandda can never have levels in classes affected by this ability.
Automatic Languages: Tanddan (Arhosa), Terran (Non-Arhosa). Bonus Languages: None
Favored Class: Savage.

120
Arhosa / Divine Fortes
« on: April 24, 2018, 02:25:19 PM »
Divine Fortes
Each of the gods and cultures of Arhosa has their own unique style towards prayer, and that bleeds over into how they access the magic of the gods. Through study and skill, the Ecclesiast has learned how to adapt those teachings and techniques to their own needs and style of seedcasting. In order to select a particular forte, he must know the seed or seeds listed under prerequisites.

  • Healer's Gift: Flonha healers, as well as the rest of their society, were renowned for their ability to heal, and for the kindness and gentleness that permeated the culture. Diseased people would make a pilgrimage from all over the world to be treated at the hospitals of the Flonha. However, as has been the case with many of the few cultures based around kindness and self-sacrifice, they were swept under by a warlike neighbour who saw them as easy prey.
    • Prerequisites: Mending Touch
    • Effect 1: Whenever the ecclesiast heals a creature, he may choose to voluntarily sacrifice up to one hit point per class level. The target gains an extra two hit points of healing per hit point the ecclesiast sacrifices. The ecclesiast also receives a +1 bonus per hit point taken to any Concentration checks he must make during the casting of the healing spell. This healing cannot raise a creature above its normal maximum hit points.
    • Effect 2: Once per day as a standard action, the ecclesiast may heal a creature up to 10 hitpoints per class level. This is a supernatural ability.
  • Theft of Cripples: Magical energy crackled from the spires of the Chral Kala in its heyday, siphoning off of the energy of all those who lived with its domain, feeding that energy into carriers and storage for the use of the few, proud rulers of the city. Haughty men, others died so that they might live.
    • Prerequisites: Damnation of Age, Ruination, or Blackening Whip
    • Effect 1: The rulers of the Chral Kala stole the souls of their peasants, in order to revivfy their old and failing bodies. The ecclesiast gains 5 temporary hit points for every negative level he bestows, and 2 temporary hit points per point of ability damage he deals. In addition, whenever the ecclesiast deals negative energy damage to a creature, he heals an equal amount of damage (up to a maximum of his normal hit point total).
    • Effect 2: Lust for eternal life and power never ending drove the rulers of the Chral Kala onward, forcing them into ever more extreme means of staying alive. Whenever afflicted by a disease or a poison, the ecclesiast becomes immune to all other sources of ability damage or burn.
  • The Illness Beneath: Bright lights sparkled along the golden rooftops of Setras Ra, brilliant spheres of captured light, illuminating a city of splendour and exquisite tastes. What it did not reveal was the lust and corruption eating away at the heart of the land, two forces brought together within the hearts of the rulers, men of charitable dispositions and secretive and immoral liasons.
    • Prerequisites: Compelling Command, Righteous Wrath
    • Effect 1: Hidden within the life of the city, rot and foulness abounded, and must be cast out. Whenever the ecclesiast strikes a creature with a spell that uses both Compelling Command and Righteous Wrath, the save DC of the spell is increased by 1.
    • Effect 2: Sometimes it is necessary for the whip of the gods to descend upon the inequities of man. Whenever the ecclesiast casts a spell from Righteous Wrath, if he used Compelling Command in the previous round, the spell point cost of the spell is reduced by one. Likewise, whenever he casts a spell from Compelling Command, the spell point cost is reduced by one if he cast a spell from Righteous Wrath the previous round.
  • Verdant Tide: Nature has often been ignored amidst the expansion and breadth of civilization, but is a force that has, perhaps, done more to shape the course of history than any before or any since.
    • Prerequisites: Verdant Flora, Fauna Unleashed
    • Effect 1: Plants and animals are simply two sides of a single, coherent nature, that interacts far more than any would suspect. Any spell the ecclesiast casts which normally targets only plants may also be used on animals, and any spell he casts that normally targets only animals may be used on plants.
    • Effect 2: To become one of the very things that is studied appeals greatly to the ecclesiast. He can wild shape as per the druid class feature, with an effective druid level equal to half his ecclesiast level, except that he may also transform into a plant creature.
  • That Which is Not Dead: Buried underground, in deep subterranean crypts, the kingdom of the Marleath thrived and grew, constantly digging and creating new buildings and tunnels. Armed with an array of dead servitors, raised from the body of every citizen of the city who passed the age of fifty, only the Patriarch Ve Angau stood eternal, a cold and restless Lich, who felt no love for the living, and viewed them as broodcattle to birth more to be slain.
    • Prerequisites: Deathwalker
    • Effect 1: Imbued into the claws and teeth of the undead servants of the Marleath was a vicious bite that would destroy those who wandered into the kingdom from outside. Whenever an undead the ecclesiast summoned via Deathwalker successfully strikes an opponent with a natural attack, the opponent is affected as if by the ghoul touch spell, at a caster level equal to the ecclesiast's.  The save DC is 10 + 1/2 spell points spent + the undead's Charisma modifier.
    • Effect 2: Ve Angau never believed that a creature was useless, that there was always something useful even a corpse could become. By touching a dead creature as a standard action, the ecclesiast may summon a facsimile from the great beyond. Treat the summoned creature as the dead creature in all particulars. The ecclesiast must be able to pay the spell point cost to summon the creature, and the creature must have an appropriate CR to be summoned.
  • Faith's Defense: Those of the Ghoel valued faith above all else, faith in their single, overarching diety. That monolithic faith drove them onwards, pressing outward into the surrounding lands until they encountered those of another faith. Each converted, through death or through life, until the other gods saw their civilization as a true threat to all of their existences. Faced with the combined wrath of the gods, the Ghoel redoubled their own faith, knowing that they had come close to toppling the balance in their god's favour. It was all for naught, as attrition and the ageless, remorseless hate of the gods ground their civilization down, eventually burying their great city beneath a giant slurry of molten lava.
    • Prerequisites: Burning Sun, Perception Intensified
    • Effect 1: Righteous and powerful in their faith, the priests of the Ghoel suffered no unbelievers to live, smiting them whenever found. Whenever the ecclesiast slays a creature of a different alignment than his own, he may cast a spell using Burning Sun or Perception Intensified that round as a swift action.
    • Effect 2: The Ghoel did not attach doors to their structures. Rather, their god gave those of strong and abiding faith the ability to walk through the walls of the earth, and many would test their faith by staying amidst the stone for as long as they could. Stone and brick prove no obstacle to the ecclesiast, who can see through and move through any wall made of stone with 1 ft. or less of thickness.
  • The Heavens Above: The Ferthyr spent their time in contemplation, studying the meaning of pain, of denial, and of how that affected arrival into the realms of the gods. Eventually, they began to understand that traffic between the realms of earth and sky was not merely a one-way street.
    • Prerequisites: Demonbinder
    • Effect 1: A traveller from above comes down. The ecclesiast gains the ability to cast a spell using Demonbinder as a swift action, once per encounter.
    • Effect 2: Travellers are made welcome by those who have bid them arrive. Outsiders summoned by the ecclesiast are advanced one hit dice.
  • Fettered Strength: Possessed of a most startling trait, the Pybyr could weaken themselves in order to store the energy for use at a later time. Pybyr would collapse in their homes, emaciated, only to emerge hours later, their muscles swollen, as they went to work at smithing a stubborn metal rod. Some of their racial makeup can be gleaned through the works of their cities, and the ecclesiast seeks to gain that for himself.
    • Prerequisites: Heroic Form, Courageous Will
    • Effect 1: By stunting their strength and sapping their balance, the Pybyr saved their energy for battle. As a free action, the ecclesiast may voluntarily take a number of points of ability damage no greater than his class level to any stat for as long as he likes, storing that energy away for later. When he chooses to use the stored energy as a free action, he gains an enhancement bonus equal to the number of points of ability damage taken to the same statistic, which lasts for a number of rounds equal to one-half the rounds he cursed himself with the ability damage. Use of energy in this way is tiring, and when the ecclesiast loses the enhancement bonus, he is exhausted for an equal number of rounds. The stored energy must be used within 24 hours or be lost, and the ecclesiast can only have energy stored for one ability score at a time -- if he stores energy from a new ability score, the old energy is lost.
    • Effect 2: Able to focus all of their will and energy into a single point, the Pybyr would use this in only dire circumstances. Once per day, the ecclesiast may gain a +10 ft. bonus to speed, a +4 untyped bonus to all abilities, and an extra standard action for one round. At the end of this round, he collapses, exhausted and nauseated for the next five rounds.
  • The Dead That Lie Not Still: It was long rumoured that existed a race of people to whom death was merely a stopping place on the eternal cycles of life, and it has finally come to the attention of the ecclesiast that they did indeed exist. Known by the name of the Edfryd, they possessed the qualities of the phoenix, able to die, only to be reborn.
    • Prerequisites: Blessed Life, Cleansing Gesture, Adaptation
    • Effect 1: The Edfryd were a violent people, in part because they knew it was of no matter to the person whom they struck, for it they died, they would merely return to life. Whenever the ecclesiast would be reduced to -10 or fewer hit points from hit point damage by an attack, spell, or effect, he may make a Will save equal to 10 + the total damage dealt as an immediate action. If he succeeds, he returns to life the next round as if a true resurrection spell had been cast upon him. He also gains a +2 bonus to attack, damage, armour class, and all physical statistics for one round, as he is invigorated in the return of his spirit. The ecclesiast cannot use this ability if he is unconscious or sleeping when the condition is met.
    • Effect 2: Even those who had died, and were not seen to spring back to life, were often able to be resuscitated by others among the Edfryd. Should the ecclesiast fail his save against hit point damage, or be killed in another fashion, if his body is materially intact after 2 hours, he returns to life as if a raise dead spell had been cast on him. The ecclesiast loses only half the normal XP from this.
  • That Which Is Not There: Mere ephemeral beings, the Pellennig danced and swum amidst the Astral plane, able to see what was before and behind them, and never in danger because of such. Their god had given them the gift of foresight at the cost of their bodies, and that was how they remained, half-present, but knowing all things that passed through their scope. Perhaps they still exist, although that, for certain, is not known.
    • Prerequisites: What Might Be, Where Things Lie, Unknown Worlds
    • Effect 1: Visions of the past and the future filter into the mind of the Pellennig, and it is that knowledge that the ecclesiast seeks. Once per hour, the ecclesiast can use augury as a spell-like ability to determine his next course of action. In addition, any spells that the ecclesiast casts using Where Things Lie have their spell point cost reduced by 1.
    • Effect 2: A creature that perhaps would be happier with no body, and living in a place of no where, and no when, its half-present state a perpetual curse. The ecclesiast can become incorporeal by spending 5 spell points as a standard action. This lasts for one hour, and he gains a fly (perfect) speed equal to his land speed.

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