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Topics - Stratovarius

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1
Arhosa / Adawolf [NPC]
« on: March 16, 2024, 10:02:36 PM »
Adawolf

Medium Monstrous Humanoid (Kier 2/Savage 1/Kier Raider 3)
Hit Dice: 2d8+4d12+12 (47 hp)
Initiative: +4
Speed: 40 ft. (8 squares)
Armor Class: TBD
Base Attack/Grapple: +6/+11
Attack: TBD
Full Attack: TBD
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Darkvision, Scent, Woodland Stride, Swift Tracker
Saves: Fort +8, Ref +12, Will +2
Abilities: Str 20, Dex 18, Con 14, Int 14, Wis 8, Cha 8
Feats: Controlled Leap (1), Extra Predator's Strike (3), See the Weakness (6), Track (b), Lifesense (b)
Skills: Athletics 14, Knowledge (Nature) 11, Perception 8, Stealth 13

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2
[Arhosa] Arhosa PbP / Fasnachu's Curses [Dice]
« on: February 18, 2024, 02:58:46 PM »
You get a 1, you get a 1, you get a 1, everyone gets a 1!

3
[Arhosa] Arhosa PbP / Anti Nowhere League [OOC]
« on: February 12, 2024, 09:08:22 PM »
OOC Thread

4
[Arhosa] Arhosa PbP / The Slaves of Easternham
« on: February 12, 2024, 09:08:01 PM »
Whether they be playthings of the Llethu, used as healers in the fighting pits of Fracha by the Living Sun Wardens, or traded amongst the Biyou arcanists, Flonha are viewed as little more than portable healing spells, not as the living and vibrant beings that they should be.

Only in a few parts of Arhosa is such a view of the Flonha upended. One of those places is Setras Ra, former capital of the Arhosan Empire, where the enlightened views that once made the Empire a bastion of progress have still clung to life. And in the eastern hinterlands of the capital is a very special village: Easternham. From the outside it seems little different from those other farming villages that ring the former capital, but nothing could be further from the truth. For Easternham is a hospice, supported by Accordance of Thought, the largest and most power of the ruling Llethu clans of Setras Ra.

All too often, Flonha who find their way to Easternham are the broken and the battered, brought low by the hand that life has dealt them, in need of watching over as much as healing. For healers who have been so damaged know a great many ways to wound themselves and others. But others are the resilient, the survivors, having fought their way through the worst that the world can throw at them and come out the other side hardened but unbroken.

One of those survivors has brought word of a caravan of Flonha slaves, soon to be transported from the city of Fracha in the north of Pybyr Vestana across to Llethome, where they are traded with the savage giants of that land. With that in mind, Accordance of Thought has sponsored a group of adventurers to see if the Flonha captives can be recovered.

Isigqila, a name meaning “slave” in the language of Pybyr, has offered to tell you all that he knows in regards to the potential journey of the caravan, but warns that his escape was only by the skin of his teeth, and the slavers may well have changed plans.

He has agreed to meet you in Easternham, at a building settled on the outskirts of the village so that non-Flonha have a place to visit well away from the traumatized inhabitants.

5
[Arhosa] Arhosa PbP / We Who Shall Not Be Slaves [Sheets]
« on: February 12, 2024, 06:34:46 AM »
To make it easier, quick rundown of what's legal for this campaign:

Races
High Caste Biyou - Arcanist
Low Caste Biyou - Champion
Flonha - Ecclesiast
Hanian - Any
Llethu - Champion or Savage, +3 RHD
Pybyr - Gallant
Yn Gyntaf - Savage
Chanwyr - Spellsinger
Cyfnewid - Totem Master
Duskscale Pybyr - Thresholder
Kier - Savage, +2 RHD

Classes
Champion
Ecclesiast - Must choose a deity to worship
Gallant
Savage
Thresholder - Incomplete but playable
Totem Master
Unlettered
Martyr
Ritual Warrior
Ritualist
Spellsinger
Arcanist

If someone asks very nicely, I can be convinced for Chronomancer with the right backstory.

6
[Arhosa] Arhosa PbP / Potential Arhosa Revival
« on: February 11, 2024, 08:54:55 AM »
1, Gyntar) This year, Troels has decided to test himself against the great beasts that come south over Ice Lake, but for the first time in generations the lake has not frozen, and instead is growing hotter as the winter approaches. What is the cause of this strange behavior, and can it be reversed to restore Challineb and Awyr Leuad’s order?

2, Biyan) A whole logging community in the Ebony Forest has disappeared, food still on the tables. Authorities in Krasz would like to both understand what happened and prevent any recurrences.

3, Llethome) Hannhangnefedd’s Children have decided that the world has enough other races in it, and that their numbers need thinning. They have begun genocidal assaults out from Llethome into surrounding lands, slaughtering everything in their way. Stop them.

4, Setras Ra) The Flonha of Easternham have located a caravan of slaves to be transported from Fracha into Llethome, and wish to see the caravan disrupted. Survival of the traders is distinctly unnecessary.


4 options, vote for one of them.
Starting level will be 6, otherwise normal Arhosan rules apply.

Marleath/Necromancy content is not valid for these campaigns.
Tokunnir/Tandda content is not valid for these campaigns [Unlettered base class is valid]

7
Magics of Arhosa / Lifebinder [NPC]
« on: October 03, 2022, 03:25:11 PM »
The Lifebinder
Hit Die: d4/10

Level  BAB   Ref   Fort  Will  Abilities                           Rituals Known  Maximum Ritual Level
-------------------------------––––––––––––––––––––––––––––––––––––---------------------------
1      +0    +0    +0    +2    Healing Touch/Grasp the Lifeblood   1              1
2      +1    +0    +0    +3                                        1              1
3      +1    +1    +1    +3                                        2              1
4      +2    +1    +1    +4                                        3              1
5      +2    +1    +1    +4    Feat                                3              2
6      +3    +2    +2    +5                                        4              2
7      +3    +2    +2    +5                                        5              2
8      +4    +2    +2    +6                                        5              2
9      +4    +3    +3    +6                                        6              3
10     +5    +3    +3    +7    Feat                                7              3
11     +5    +3    +3    +7                                        7              3
12     +6    +4    +4    +8                                        8              3
13     +6    +4    +4    +8                                        9              4
14     +7    +4    +4    +9                                        9              4
15     +7    +5    +5    +9    Feat                                10             4
16     +8    +5    +5    +10                                       11             4
17     +8    +5    +5    +10                                       11             5
18     +9    +6    +6    +11                                       12             5
19     +9    +6    +6    +11                                       13             5
20     +10   +6    +6    +12   Feat                                14             5


Class skills (2 + Int modifier per level, x4 at first level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Knowledge (Rituals), Knowledge (The Planes), Profession, Spellcraft, Use Rope.

Class Features
Your rituals are the centre of your being and the focus of your character.
  • Weapon and Armour Proficiency: Lifebinders are proficient with all simple weapons. If a Lifebinder wears armour with which he is not proficient, he takes a penalty on all skill checks made within a ritual equal to the Armour Check Penalty.
  • Rituals: The Lifebinder gains rituals known from either the Martyr list or the Ritualist list. This is chosen when entering the class, and can never be changed. For all purposes, treat the Lifebinder as the chosen class. To choose the Martyr list, the Lifebinder must be Good-aligned, while to choose the Ritualist list, he must be Neutral or Evil.
  • Martyr: You have focused on enhancing those less fortunate, turning your soul outward in a selfless act of compassion, putting all others in front of yourself. You have d10 hit dice.
    • Healing Touch (Su): The Lifebinder gains Healing Touch, as per the Martyr class feature.
  • Ritualist: You have taken up a dark mantle, drawing upon the power of the living to feed your hunger for glory. You have d4 hit dice.
    • Grasp the Lifeblood (Su): The Lifebinder gains Grasp the Lifeblood, as per the ritualist class feature.
  • Feat: At 5th, 10th, 15th, and 20th class levels, the Lifebinder gets one Ritual feat as a bonus feat.
  • Advancement: If a Lifebinder subsequently gains a level in the Ritualist or Martyr class, he loses all levels in the Lifebinder class, including any feats gained that way, and gains those levels back in the Ritualist or Martyr class.

8
Arhosa / Intransigent [Prestige]
« on: October 15, 2021, 06:29:24 AM »
Intransigent

"Text"
– Am Shaegar, Biyou Intransigent


Text

Becoming a Intransigent
Text

Table 1: The Intransigent
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities      Fusillades
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +2     Mind and Body          +1 Fusilier Level
  2    +2     +3    +3    +3     Spellbreaker           +1 Fusilier Level
  3    +3     +3    +3    +3     Sunder Magic, Backlash +1 Fusilier Level


Class skills (2 + Int modifier per level): Acrobatics (Dex), Animalism (Wis), Athletics (Str), Diplomacy (Cha), Intimidate (Cha), Knowledge (History, Local, Nature) (Int), Perception (Wis), Warcraft (Int)

Requirements:
Skills: Athletics 6, Perception 6
Feats: Inimical to Progress
Special: Cannot have the ability to use Spells, Spell-Likes, or Supernatural abilities. The Intransigent can never use an ability of those types.
             
Class Features
Text
  • Fusilier Level: The Intransigent increases all martial fusillade features as if the character had gained a level in the appropriate class at each indicated level.
  • Mind and Body (Ex): Any time a Spell, Spell-Like, or Supernatural ability allows for a saving throw, the Intransigent rolls twice and takes the better result.
  • Spellbreaker (Ex): Whenever the Intransigent would be affected by a spell, he may make an attack of opportunity against that spell. Make a dispel check using the result of that attack roll (a natural 1 is always considered a failure). If the dispel check succeeds the spell fails to affect the Intransigent, even if it is an ongoing spell (he treats its area of effect as if it did not exist). This does not affect the spell's outcome with other targets. If the Intransigent fails in his dispel attempt, he saves as per normal for the spell.
  • Sunder Magic (Ex): On his first successful attack of each round, the Intransigent may make a free dispel attempt or sunder attempt against one spell or item affecting or held by the struck creature. Use his attack roll for his caster level, and his attack and damage roll for the sunder attempt. The dispel attempt automatically targets the highest level spell affecting the target. If there are multiple, choose randomly.
  • Backlash (Ex): If the Intransigent successfully dispels a spell using Spellbreaker or Sunder Magic, the caster of that spell takes 1d6 damage per spell level.
Inimical to Progress
Prerequisites: Str 15
Benefit: You do not provoke an attack of opportunity when you strike at an object held or carried by an opponent, and deal an extra 1d12 damage if the item is magical. Any time a spellcaster you threaten attempts to cast a spell, you may make one additional attack of opportunity as an immediate action, in addition to the normal attack you would be granted. You take one less damage per each die of damage a spell would do. This cannot reduce the total below 0.

9
Other Games / Total Warhammer II Modding
« on: September 21, 2021, 11:39:01 AM »
Been doing a little Warhammer II modding:

The Cult of Ulric and Ar-Ulric Emil Valgier have brought along Boris Todbringer, the Bloodkin of Ulric, and the Teutogen Guard! Ride down your enemies with the Knights of the White Wolf as the Priests of Ulric summon winter's chill upon Ulric's foes!
https://steamcommunity.com/sharedfiles/filedetails/?id=2589111773

Supreme Warlord Kratch Doomclaw, Lord of Crookback Peak, is the ruler of Clan Rictus and a member of the Council of Thirteen. And he's come to put Tretch back in his place! That jumped up chieftain thought he could run the clan while Kratch was away on Council business, but now Kratch is back, and Tretch is demoted to Grand Chieftain once more! https://steamcommunity.com/sharedfiles/filedetails/?id=2591240508

Plagues spill forth from the south of Lustria, marking the advent of the Bubonic Court of Nurglitch. Arch Plague Lord Nurglitch wields his Bubonic Sceptre atop the mighty Pox as he recalls Lord Skrolk and the Pestilent Brotherhood, then sets forth into the jungle to do the Horned Rat's bidding. https://steamcommunity.com/sharedfiles/filedetails/?id=2585355342

10
Magics of Arhosa / Tandda Scout [Prestige]
« on: July 18, 2021, 03:59:19 PM »
Tandda Scout

"Text"
– Bincike Gbohunmi, Tandda Scout


Text

Becoming a Tandda Scout
Text

Table 1: The Tandda Scout
Hit Die: d8


Level  BAB    Ref   Fort  Will   Special Abilities           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Enhanced Senses, Ambush, Enhanced Stealth
  2    +2     +2    +2    +0     Enhanced Speed, Fast Reactions
  3    +3     +3    +3    +1     Sheltering Rock, Inaudible             


Class skills (6 + Int modifier per level): Acrobatics (Dex), Athletics (Str), Knowledge (Architecture and Engineering) (Int), Knowledge (Nature) (Int), Perception (Wis), Stealth (Dex), Thievery (Dex)
             
Requirements:
Feats: Prodigious Nose, Scout Breeding
Skills: Perception 6, Stealth 6

Class Features
Text
  • Enhanced Senses (Ex): As a scout, your senses continue to expand. At each class level, increase your blindsight by 10 ft (40 ft. at 1st level, 50 ft. at 2nd, 60 ft. at 3rd). You increase the range of your enhanced scent by 20 ft. each class level, and the distance at which you can pinpoint a location by 10 ft. each class level, to a maximum of 180 ft. and 90 ft. at 3rd class level.
  • Ambush (Ex): Attacks during a surprise round or against an enemy who is not aware of your presence deal an extra 1d8 damage per class level.
  • Enhanced Stealth (Ex): At each class level, increase the Tandda Scout's Stealth by +2.
  • Enhanced Speed (Ex): A Tandda scout increases its normal speed by 10 ft. per round, and its burrow speed by 5 ft. per round.
  • Fast Reactions (Ex): During a surprise round, if the Tandda Scout can act, it can take a normal round's worth of actions, rather than a single standard action.
  • Sheltering Rock (Ex): While underground, a Tandda Scout can use the Stealth skill to hide even while being observed.
  • Inaudible (Ex): A Tandda Scout moves so silently it cannot be heard with Perception checks if it doesn’t wish to be, although it can still be seen.
Feats
Scout Breeding
Born and trained to focus on exploration, the feelers sent out by the colony
Prerequisites: Tandda race, 1st level only
Benefit: Gifted in the ways of exploration and stealth, you recieve a further +4 bonus to Stealth when underground, and increase the range of your blindsight to 30 ft. In addition, if you've successfully hidden from your target, you can make one attack, take a single move action, and then immediately hide.
Special: You may not take Worker Breeding or Matriarch Breeding if you take this feat. You can take Warrior Breeding.

11
Arhosa / Depths Mercenaries [NPC]
« on: June 14, 2021, 05:24:04 PM »
Hanian Mercenary

Medium Humanoid
Hit Dice: 2d10 + 4 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 17 (+1 Dex, +4 chain shirt, +2 shield), touch 11, flat-footed 14
Base Attack/Grapple: +2/+4
Attack: Longsword +4 melee (1d8+2/19-20)
Full Attack: Longsword +4 melee (1d8+2/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities:
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8
Feats: Razor-edged Shield, Power Attack, Tactician
Skills: Acrobates 6, Athletics 7, Stealth 3, Heal 2

(click to show/hide)

Low-Caste Biyou Mercenary

Medium Humanoid
Hit Dice: 2d10 + 4 (15 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 18 (+1 Dex, +4 chain shirt, +3 natural), touch 11, flat-footed 15
Base Attack/Grapple: +2/+5
Attack: Treebreaker +5 melee (3d4+4/19-20)
Full Attack: Treebreaker +5 melee (3d4+4/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks:
Special Qualities: Fire resistance 5, +2 saves against spells and spell-likes, darkvision, scent
Saves: Fort +5, Ref +4, Will +0
Abilities: Str 17, Dex 13, Con 14, Int 10, Wis 10, Cha 6
Feats: Knock Aside, Trampling Charge
Skills: Acrobates 6, Athletics 7

(click to show/hide)

12
Magics of Arhosa / Furnace-born Barricade [Prestige]
« on: June 09, 2021, 02:08:59 PM »
Furnace-born Barricade

"Text"
– Defender #23, Furnace-born Barricade


Text

Becoming a Furnace-born Barricade
Text

Table 1: The Furnace-born Barricade
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities           
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +0    +2    +2     Space Controller, Resettle
  2    +2     +0    +2    +2     Shielded Riposte, Bulwark                 
  3    +3     +1    +3    +3     Defender's Rebuke, Machine Regularity             


Class skills (2 + Int modifier per level): Athletics (Ctr), Craft (Int), Intimidate (Cha), Perception (Wis)
             
Requirements:
Feats: Interlocking Form, Shieldbearer
Skills: Athletics 6, Intimidate 6
BAB: +3

Class Features
Text
  • Space Controller (Ex): A furnace-born barricade is meant to hold ground, come hell or high water, and none shall pass his grasp. When fighting defensively or using the total defense action, any opponent the furnace-born threatens that takes any sort of movement, including a 5-foot step, provokes an attack of opportunity. His foes provoke this attack before leaving the area he threatens. His opponents also cannot use the withdraw action to treat the square they start in as no longer threatened by the furnace-born.
  • Resettle (Ex): A wall that can move is more dangerous than a wall that cannot. The furnace-born can move up to half his speed and gain the special armor bonus from Interlocking Form.
  • Shielded Riposte (Ex): A counterstrike driven by cold calculation is more dangerous than one driven by rage. In any round in which the furnace-born is delaying the effects of an attack with the shieldbearer feat, he adds his class level as a bonus to the attack roll of any riposte he makes, and his constitution modifer as a bonus to the damage of that attack if it hits.
  • Bulwark (Ex): Any defense that is too static can simply be walked around. When fighting defensively or using the total defense action, increase the furnace-born's reach by 5 feet. In addition, an opponent that begins its turn in the furnace-born's threatened area treats all the squares that he threaten as difficult terrain.
  • Defender's Rebuke (Ex): Those who ignore the furnace-born's defense do so at their peril. Whenever the furnace-born strikes an enemy while fighting defensively or using the total defense action, if that opponent attacks anyone other than the furnace-born in melee during their next round, that attack provokes an attack of opportunity from the furnace-born (each separate attack a target makes provokes an attack of opportunity). Enemies the furnace-born strikes are aware of the consequences of attacking another target.
  • Machine Regularity (Ex): The furnace-born gains Machine Regularity as a bonus feat.
Feats
Interlocking Form
Prerequisites: Furnace-Born race, 1st level only
Benefit: This particular furnace-born is build extensively for warfare, and it shows in his form. The furnace-born has an armor bonus of +10 and and has damage reduction 5/adamantine. They are considered to be wearing heavy armor. They have a +0 maximum Dexterity bonus to AC, a -8 penalty on all skill checks that armor check penalties apply to (Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, Swim, and Tumble), and an arcane spell failure chance of 40%. If the furnace-born moves no farther than 5 feet on his turn, he gains an additional +2 armor bonus to his Armor Class until the beginning of his next turn. This special armor bonus stacks with the armor bonus from this feat (but not with armor bonuses from other sources). This replaces his Adamantine Form ability in its entirety.

Machine Regularity
Prerequisites: Furnace-Born race, BAB +6
Benefit: The furnace-born may use his Riposte ability as many times per round as he has attacks.

Shieldbearer
Prerequisites: Furnace-Born race
Benefit: A furnace-born in combat is built to protect others. Once per round, whenever an adjacent ally is hit by an attack, if he is currently fighting defensively or taking the total defense action, he may use an immediate action to have that attack affect himself instead. The attack is treated as though it had hit the furnace-born instead of the ally, regardless of the furnace-born's Armor Class or any other defensive effects. A furnace-born may not serve as a bodyguard if it is dazed, stunned paralyzed, or otherwise unable to act. The furance-born can choose to delay the effect of this attack. If he does, the damage (and any rider effects, such as poison) does not take hold until the end of his next turn.

13
Non-Arhosan Material / Summon Vermin I-IX
« on: June 02, 2021, 09:35:23 AM »
Based on a comment in the Summon Undead thread that I had cause to look at again recently, decided to do one for vermin.

Summon Vermin I
(click to show/hide)

Summon Vermin II
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Summon Vermin III
(click to show/hide)

Summon Vermin IV
(click to show/hide)

Summon Vermin V
(click to show/hide)

Summon Vermin VI
(click to show/hide)

Summon Vermin VII
(click to show/hide)

Summon Vermin VIII
(click to show/hide)

Summon Vermin IX
(click to show/hide)

14
Non-Arhosan Material / Reth Dekala [Race]
« on: June 02, 2021, 09:34:49 AM »
See ToB p154 for flavor text.

Reth Dekala Racial Traits
+8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma.
Outsider
Medium-size.
Land speed 30 feet
Racial Hit Dice: A Reth Dekala begins with five levels of outsider. This provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throws of Fort +4, Ref +4, and Will +4. When he takes a level in a class, he does not replace his racial hit dice. Thus a Reth Dekala with a level in Barbarian would be a Reth Dekala 5/Barbarian 1.
Racial Skills: A Reth Dekala's outsider levels give it skill points equal to 8 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot. Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Racial Feats: A Reth Dekala’s outsider levels give him two feats.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. Stances Known - martial spirit (1st), thicket of blades (3rd). Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th). Counters Known - wall of blades (2nd)
Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
Weapon and Armor Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
Resists: A Reth Dekala has acid and fire resist 15.
Armor: +2 natural armor.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

Reth Dekala

This is a five level racial class that lets players start as a Lesser Reth Dekala.

Table 1: The Reth Dekala

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +2    Natural Power, Natural Armor, Resists, Martial Maneuvers
2      +2    +3    +3    +3    Natural Power, Martial Maneuvers, Vilefire Blast
3      +3    +3    +3    +3    Natural Power, Natural Armor, Resists, Martial Maneuvers, Aligned Strike
4      +4    +4    +4    +4    Natural Power, Martial Maneuvers, Vilefire Aura
5      +5    +4    +4    +4    Natural Power, Resists, Martial Maneuvers, Air Walk


Game Rule Information
Reth Dekala have the following game statistics.

Alignment: Any
Race: Lesser Reth Dekala
Hit Die: d8
Starting Gold: As Warblade
Starting Age: As Warblade

Class skills
Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All the following are class features of the Reth Dekala.
  • Weapon and Armour Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
  • Natural Power (Ex): At 1st level, the Reth Dekala increases his Dexterity and his Wisdom by +2. At 2nd level, his Charisma and his Strength by +2. At 3rd level, his Constitution and his Wisdom by +2. At 4th level, his Charisma and his Strength by +2. At 5th level, his Constitution, his Dexterity, and his Strength by +2.
  • Natural Armor (Ex): At 1st level, the Reth Dekala gains a +1 natural armor bonus. At 3rd level, the Reth Dekala gains a +1 natural armor bonus, for a total of +2.
  • Resists: A Reth Dekala has acid and fire resist 5. At 3rd level, this increase to 10, and at 5th level to 15.
  • Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level equal to class level). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. At 1st level it learns Martial Spirit. At 2nd level, it learns Disarming Strike and Wall of Blades. At 3rd level it learns Thicket of Blades. At 4th level it learns Entangling Blade and Death From Above. At 5th level it learns Daunting Strike.
  • Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
  • Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
  • Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
  • Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Lesser Reth Dekala Racial Traits
+2 Strength, +2 Constitution
Outsider
Medium-size
Land speed 30 feet
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Racial Skills: Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

15
Non-Arhosan Material / Naityan Rakshasa [Race]
« on: June 02, 2021, 09:34:30 AM »
See ToB p151 for flavor text.

Naityan Rakshasa Racial Traits
+6 Strength, +2 Dexterity, +6 Constitution, +6 Wisdom, +8 Charisma
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with seven levels of outsider. This provides 7d8 Hit Dice, a base attack bonus of +7, and base saving throws of Fort +5, Ref +5, and Will +5. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 7/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 10 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks. When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Racial Feats: A Naityan Rakshasa’s outsider levels give him three feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Detect Thoughts (Su): A naityan rakshasa can continuously use detect thoughts as the spell (caster level equal to twice character level). It can suppress or resume the ability as a free action. The save DC is Charisma-based (DC 10 + 1/2 hit dice + Charisma modifier).
Change Shape (Su): A naityan rakshasa can assume the form of any Medium humanoid.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes using its change shape ability. When changing into one of these shapes, the rakshasa retains its claw and bite attacks and automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons.
Resists: A Naityan Rakshasa has DR 15/good and piercing.
Spell Resistance: A Naityan Rakshasa has SR equal to 8 + its hit dice.
Natural Attacks: A Naityan Rakshasa has two 1d4 claw attacks as a primary natural attack, and a 1d6 bite as a secondary natural attack.
Natural Armor: +9 natural armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.
Level Adjustment: +1.

Lesser Naityan Rakshasa Racial Traits
+4 Strength, +2 Dexterity, +2 Constitution
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with three levels of outsider. This provides 3d8 Hit Dice, a base attack bonus of +3, and base saving throws of Fort +3, Ref +3, and Will +3. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 3/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks.
Racial Feats: A Naityan Rakshasa’s outsider levels give him two feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes as a standard action. When changing into one of these shapes, the rakshasa automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race. His racial hit dice provide full initiator levels. Other levels operate normally.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons, and light armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.

16
Non-Arhosan Material / Mutable Fighter [Prestige]
« on: June 02, 2021, 09:34:11 AM »
Mutable Fighter

"Text"
– Am Shaegar, Biyou Mutable Fighter


Text

Becoming a Mutable Fighter
Text

Table 1: The Mutable Fighter
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities     
––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Martial Knowledge, Style Shapes         
  2    +2     +3    +3    +0     Martial Knowledge, Style Shapes   
  3    +3     +3    +3    +1     Martial Knowledge, Style Shapes     


Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Swim, Tumble

Requirements:
Skills: Martial Lore 6
Feats: Martial Study, Martial Stance
             
Class Features
Text
  • Martial Knowledge: At each level, the mutable fighter gains a fighter bonus feat, chosen as per fighter. In addition, he gains a single maneuver known, as if he had taken the martial study feat. These maneuvers do not count against the limit of martial study feats.
  • Style Shapes (Su) A mutable fighter gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes as a standard action. When changing into one of these shapes, the mutable fighter automatically adopts the stance listed for the shape. If the mutable fighter cannot maintain the stance for some reason, it reverts to its normal form and loses access to the martial maneuvers the style shape grants. A mutable fighter can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. His class levels provide full initiator levels. Other levels operate normally. At each level, the mutable fighter learns one style shape, to a maximum of three at 3rd level.
    • Earth Serpent: In this shape, a mutable fighter has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
    • Hellfire Hunter: In this shape, a mutable fighter looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
    • Night Creeper: In this shape, the mutable fighter looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
    • Elusive Adversary: In this shape, the mutable fighter has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
    • Focused Hunter: In this shape, the mutable fighter becomes covered in small crystals, their razored edges poking from his skin (this causes him no harm or impediment). While it is in focused hunter shape, it gains a +2 bonus on will saves and concentration checks and can use the pearl of black doubt stance and the ruby nightmare blade (strike) and rapid counter (counter) maneuvers.
    • Angelic Defender: In this shape, the mutable fighter glows with a white light, vestigial wings sprouting from his back. While it is in angelic defender shape, all adjacent allies gain a +2 deflection bonus to armor class and the mutable hunter can use the thicket of blades stance and the revitalizing strike (strike) and shield block (counter) maneuvers.
    • Iron Tyrant: In this shape, the mutable fighter thickens, his body covering over with steel. While it is in iron tyrant shape, it gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain and can use the absolute steel stance and the dazing strike (strike) and mithral tornado (strike) maneuvers.
    • Leaping Tiger: In this shape, the mutable fighter becomes striped and beclawed, a tiger walking upright. While it is in leaping tiger shape, it gains a +4 bonus on jump checks, the ability to rend your foe (If you strike the same opponent with an attack from a weapon in your main hand and your off hand, you automatically deal extra damage equal to 2d6 plus 1-1/2 times your Strength bonus), and can use the leaping dragon stance and the claw at the moon (strike) and soaring raptor strike (strike) maneuvers.
    • Avian Ascendant: In this shape, the mutable fighter becomes draped in white and black feathers, his eyes grown golden. While it is in avian ascendant shape, all adjacent allies gain a +4 bonus on attacks of opportunity and the mutable hunter can use the tactics of the wolf stance and the tactical strike (strike) and flanking maneuver (strike) maneuvers.

17
Homebrew and House Rules (D&D) / Mutable Fighter [Prestige]
« on: May 30, 2021, 03:53:01 PM »
Mutable Fighter

"Text"
– Am Shaegar, Biyou Mutable Fighter


Text

Becoming a Mutable Fighter
Text

Table 1: The Mutable Fighter
Hit Die: d12


Level  BAB    Ref   Fort  Will   Special Abilities     
––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0     Martial Knowledge, Style Shapes         
  2    +2     +3    +3    +0     Martial Knowledge, Style Shapes   
  3    +3     +3    +3    +1     Martial Knowledge, Style Shapes     


Class skills (4 + Int modifier per level): Balance, Climb, Concentration, Craft, Diplomacy, Intimidate, Jump, Knowledge (history), Knowledge (local), Martial Lore, Swim, Tumble

Requirements:
Skills: Martial Lore 6
Feats: Martial Study, Martial Stance
             
Class Features
Text
  • Martial Knowledge: At each level, the mutable fighter gains a fighter bonus feat, chosen as per fighter. In addition, he gains a single maneuver known, as if he had taken the martial study feat. These maneuvers do not count against the limit of martial study feats.
  • Style Shapes (Su) A mutable fighter gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes as a standard action. When changing into one of these shapes, the mutable fighter automatically adopts the stance listed for the shape. If the mutable fighter cannot maintain the stance for some reason, it reverts to its normal form and loses access to the martial maneuvers the style shape grants. A mutable fighter can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. His class levels provide full initiator levels. Other levels operate normally. At each level, the mutable fighter learns one style shape, to a maximum of three at 3rd level.
    • Earth Serpent: In this shape, a mutable fighter has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
    • Hellfire Hunter: In this shape, a mutable fighter looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
    • Night Creeper: In this shape, the mutable fighter looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
    • Elusive Adversary: In this shape, the mutable fighter has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
    • Focused Hunter: In this shape, the mutable fighter becomes covered in small crystals, their razored edges poking from his skin (this causes him no harm or impediment). While it is in focused hunter shape, it gains a +2 bonus on will saves and concentration checks and can use the pearl of black doubt stance and the ruby nightmare blade (strike) and rapid counter (counter) maneuvers.
    • Angelic Defender: In this shape, the mutable fighter glows with a white light, vestigial wings sprouting from his back. While it is in angelic defender shape, all adjacent allies gain a +2 deflection bonus to armor class and the mutable hunter can use the thicket of blades stance and the revitalizing strike (strike) and shield block (counter) maneuvers.
    • Iron Tyrant: In this shape, the mutable fighter thickens, his body covering over with steel. While it is in iron tyrant shape, it gains immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain and can use the absolute steel stance and the dazing strike (strike) and mithral tornado (strike) maneuvers.
    • Leaping Tiger: In this shape, the mutable fighter becomes striped and beclawed, a tiger walking upright. While it is in leaping tiger shape, it gains a +4 bonus on jump checks, the ability to rend your foe (If you strike the same opponent with an attack from a weapon in your main hand and your off hand, you automatically deal extra damage equal to 2d6 plus 1-1/2 times your Strength bonus), and can use the leaping dragon stance and the claw at the moon (strike) and soaring raptor strike (strike) maneuvers.
    • Avian Ascendant: In this shape, the mutable fighter becomes draped in white and black feathers, his eyes grown golden. While it is in avian ascendant shape, all adjacent allies gain a +4 bonus on attacks of opportunity and the mutable hunter can use the tactics of the wolf stance and the tactical strike (strike) and flanking maneuver (strike) maneuvers.

18
Homebrew and House Rules (D&D) / Naityan Rakshasa [Race]
« on: May 29, 2021, 02:07:00 PM »
See ToB p151 for flavor text.

Naityan Rakshasa Racial Traits
+6 Strength, +2 Dexterity, +6 Constitution, +6 Wisdom, +8 Charisma
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with seven levels of outsider. This provides 7d8 Hit Dice, a base attack bonus of +7, and base saving throws of Fort +5, Ref +5, and Will +5. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 7/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 10 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks. When using change shape, a rakshasa gains an additional +10 circumstance bonus on Disguise checks. If reading an opponent’s mind, its circumstance bonus on Bluff and Disguise checks increases by a further +4.
Racial Feats: A Naityan Rakshasa’s outsider levels give him three feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Detect Thoughts (Su): A naityan rakshasa can continuously use detect thoughts as the spell (caster level equal to twice character level). It can suppress or resume the ability as a free action. The save DC is Charisma-based (DC 10 + 1/2 hit dice + Charisma modifier).
Change Shape (Su): A naityan rakshasa can assume the form of any Medium humanoid.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes using its change shape ability. When changing into one of these shapes, the rakshasa retains its claw and bite attacks and automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons.
Resists: A Naityan Rakshasa has DR 15/good and piercing.
Spell Resistance: A Naityan Rakshasa has SR equal to 8 + its hit dice.
Natural Attacks: A Naityan Rakshasa has two 1d4 claw attacks as a primary natural attack, and a 1d6 bite as a secondary natural attack.
Natural Armor: +9 natural armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.
Level Adjustment: +1.

Lesser Naityan Rakshasa Racial Traits
+4 Strength, +2 Dexterity, +2 Constitution
Outsider
Medium-size
Land speed 40 feet
Racial Hit Dice: A Naityan Rakshasa begins with three levels of outsider. This provides 3d8 Hit Dice, a base attack bonus of +3, and base saving throws of Fort +3, Ref +3, and Will +3. When he takes a level in a class, he does not replace his racial hit dice. Thus a Naityan Rakshasa with a level in Barbarian would be a Naityan Rakshasa 3/Barbarian 1.
Racial Skills: A Naityan Rakshasa's outsider levels give it skill points equal to 6 × (8 + Int modifier, minimum 1). Its class skills are Balance, Bluff, Concentration, Diplomacy, Disguise, Gather Information, Hide, Intimidate, Jump, Listen, Martial Lore, Move Silently, Sense Motive, Spot, and Tumble. A rakshasa has a +4 racial bonus on Bluff and Disguise checks.
Racial Feats: A Naityan Rakshasa’s outsider levels give him two feats.
Darkvision: Naityan Rakshasas can see in the dark up to 60 feet.
Style Shapes (Su) A naityan rakshasa gains the maneuvers of particular martial disciplines and other abilities by adopting specific shapes as a standard action. When changing into one of these shapes, the rakshasa automatically adopts the stance listed for the shape. If the rakshasa cannot maintain the stance for some reason, it reverts to its natural form and loses access to the martial maneuvers the style shape grants. A naityan rakshasa can use only one maneuver per turn. It does not need to ready the maneuver, and can use it every turn if desired. Thus, if it uses a strike maneuver on its turn, it cannot then use a counter against an opponent while waiting for its turn to come up again. In any of these shapes, a naityan rakshasa has the backward hands typical of the rakshasa race. His racial hit dice provide full initiator levels. Other levels operate normally.
Earth Serpent: In this shape, a naityan rakshasa has a snakelike head, a snake’s tail instead of legs, and gray stony scales. While it is in earth serpent shape, it gains a +2 bonus to natural armor and can use the strength of stone stance and the mountain hammer (strike) and charging minotaur (strike) maneuvers.
Hellfire Hunter: In this shape, a naityan rakshasa looks like a hell hound in humanoid form. While it is in hellfire hunter shape, it gains scent and can use the flame’s blessing stance and the fire riposte (counter) and flashing sun (strike) maneuvers.
Night Creeper: In this shape, the naityan rakshasa looks like a slick eel-like humanoid. While it is in night creeper shape, it gains a swim speed of 30 feet, sneak attack +1d6, and can use the island of blades stance and the ghost blade (strike) and shadow garrote (strike) maneuvers.
Elusive Adversary: In this shape, the naityan rakshasa has a head and fur like a displacer beast, and its arms take the form of displacer beast tentacles with hands coated in hooks. While it is in elusive adversary shape, it gains a speed of 60 feet and can use the shifting defense stance and the baffling defense (counter) and feigned opening (counter) maneuvers.
Weapon and Armor Proficiency: A Naityan Rakshasa is automatically proficient with simple and martial weapons, and light armor.
Automatic Languages: Common, Infernal. Bonus Languages: Undercommon, Abyssal.
Favored Class: Swordsage.

19
Homebrew and House Rules (D&D) / Reth Dekala [Race]
« on: May 29, 2021, 07:33:30 AM »
See ToB p154 for flavor text.

Reth Dekala Racial Traits
+8 Strength, +4 Dexterity, +6 Constitution, +4 Wisdom, +4 Charisma.
Outsider
Medium-size.
Land speed 30 feet
Racial Hit Dice: A Reth Dekala begins with five levels of outsider. This provides 5d8 Hit Dice, a base attack bonus of +5, and base saving throws of Fort +4, Ref +4, and Will +4. When he takes a level in a class, he does not replace his racial hit dice. Thus a Reth Dekala with a level in Barbarian would be a Reth Dekala 5/Barbarian 1.
Racial Skills: A Reth Dekala's outsider levels give it skill points equal to 8 × (6 + Int modifier, minimum 1). Its class skills are Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot. Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Racial Feats: A Reth Dekala’s outsider levels give him two feats.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level 5th). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. Stances Known - martial spirit (1st), thicket of blades (3rd). Strikes Known - daunting strike (5th), death from above (4th), disarming strike (2nd), entangling blade (4th). Counters Known - wall of blades (2nd)
Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
Weapon and Armor Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
Resists: A Reth Dekala has acid and fire resist 15.
Armor: +2 natural armor.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

Reth Dekala

This is a five level racial class that lets players start as a Lesser Reth Dekala.

Table 1: The Reth Dekala

Level  BAB   Ref   Fort  Will  Abilities                               
-------------------------------––––––––––––––––––––––––––––––––––––––––––––––––
1      +1    +2    +2    +2    Natural Power, Natural Armor, Resists, Martial Maneuvers
2      +2    +3    +3    +3    Natural Power, Martial Maneuvers, Vilefire Blast
3      +3    +3    +3    +3    Natural Power, Natural Armor, Resists, Martial Maneuvers, Aligned Strike
4      +4    +4    +4    +4    Natural Power, Martial Maneuvers, Vilefire Aura
5      +5    +4    +4    +4    Natural Power, Resists, Martial Maneuvers, Air Walk


Game Rule Information
Reth Dekala have the following game statistics.

Alignment: Any
Race: Lesser Reth Dekala
Hit Die: d8
Starting Gold: As Warblade
Starting Age: As Warblade

Class skills
Balance, Concentration, Diplomacy, Intimidate, Jump, Listen, Martial Lore, Sense Motive, Spellcraft, and Spot
Skill Points at 1st level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

Class Features
All the following are class features of the Reth Dekala.
  • Weapon and Armour Proficiency: A Reth Dekala is automatically proficient with simple weapons, martial weapons, light armor, and medium armor.
  • Natural Power (Ex): At 1st level, the Reth Dekala increases his Dexterity and his Wisdom by +2. At 2nd level, his Charisma and his Strength by +2. At 3rd level, his Constitution and his Wisdom by +2. At 4th level, his Charisma and his Strength by +2. At 5th level, his Constitution, his Dexterity, and his Strength by +2.
  • Natural Armor (Ex): At 1st level, the Reth Dekala gains a +1 natural armor bonus. At 3rd level, the Reth Dekala gains a +1 natural armor bonus, for a total of +2.
  • Resists: A Reth Dekala has acid and fire resist 5. At 3rd level, this increase to 10, and at 5th level to 15.
  • Martial Maneuvers A reth dekala knows several martial maneuvers and stances (initiator level equal to class level). It recovers expended maneuvers by resting and meditating for 5 minutes. It can use each maneuver once per encounter. At 1st level it learns Martial Spirit. At 2nd level, it learns Disarming Strike and Wall of Blades. At 3rd level it learns Thicket of Blades. At 4th level it learns Entangling Blade and Death From Above. At 5th level it learns Daunting Strike.
  • Vilefire Blast (Su): A reth dekala can attack foes at range by lashing out with bolts of the corrupt flames that compose its body. This is a ranged touch attack with a range of 60 feet that deals 1d8 points of damage. Half the damage dealt is acid damage and half is fire damage. Living creatures struck by a vilefire blast must succeed on a Fortitude save or become sickened for 1 round. The save DC is Constitution-based.
  • Aligned Strike (Su): A reth dekala’s natural weapons, as well as any weapons it wields, are treated as lawful-aligned and evil-aligned for the purposes of overcoming damage reduction.
  • Vilefire Aura (Su): The corrupt fire that comprises a reth dekala’s body burns and sickens those who close with it. Each round at the beginning of the reth dekala’s turn, creatures adjacent to the reth dekala take 1d6 points of damage; living creatures also become sickened for 1 round. A Fort save negates both effects. Half the damage dealt is acid damage and half is fire damage. The save DC is Constitution-based.
  • Air Walk (Ex): A reth dekala cannot truly fly, but it naturally remains aloft. It moves as if constantly under the effects of an air walk spell.
Lesser Reth Dekala Racial Traits
+2 Strength, +2 Constitution
Outsider
Medium-size
Land speed 30 feet
Fortification (Ex): Due to its unusual body composition, a reth dekala has a 50% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Racial Skills: Reth Dekalas gain a +4 racial bonus on Balance and Jump checks.
Darkvision: Reth Dekalas can see in the dark up to 60 feet.
Automatic Languages: Infernal. Bonus Languages: Common, Abyssal, Ignan.
Favored Class: Warblade.
Level Adjustment: +1.

20
Non-Arhosan Material / Abyssal Master Specialist [Prestige]
« on: May 24, 2021, 08:23:50 PM »
Abyssal Master Specialist
"If only you knew the power of the Dark Side..."
- Tenebral Drakenbeast, Elven Abyssal Master Specialist

The Abyssal Master Specialist gets the abilities of the Master Specialist prestige class, except where altered here.

Prerequisites
Skills: Knowledge (arcana) 5 ranks , Spellcraft 5 ranks
Feats: Abyssal Spell Focus
Spellcasting: Must be able to cast 2nd-level arcane spells.
Special: Must be an abyssal specialist wizard.

Abilities
Expanded Spellbook: When you reach 2nd level, you can add one spell from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear to your spellbook. The spell can be of any level that you can cast, and it is in addition to the normal spells gained when increasing your level. You can add another spell from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear to your spellbook at 5th and at 8th level.

Greater Abyssal Spell Focus: At 3rd level, you gain Greater Abyssal Spell Focus as a bonus feat.

Minor School Esoterica (Ex): Enemies who fail a save against spells from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear become shaken for a number of rounds equal to 1/2 your master specialist level.

Caster Level Increase (Ex): Upon reaching 6th level, add 1 to your caster level whenever you cast a spell from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. At 9th level, you instead add 2 to your caster level.

Moderate School Esoterica (Ex): You gain damage reduction X/lawful and good, where X is equal to your level in Abyssal Master Specialist.

Major School Esoterica (Ex): You can recall a spell from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear that you had prepared and then cast. The spell is then prepared again, just as if it had not been cast. You recall the spell as a move action. The spell can be of any level you know, and you can recall the same spell or a different spell every time you use this ability.

Feats
Abyssal Spell Focus
The magic of the abyss sings under your touch
Prerequisites: None
Benefit: Increase the DC by +1 for spells from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear.

Greater Abyssal Spell Focus
Darkness comes, and foes fall
Prerequisites: Abyssal Spell Focus
Benefit: Increase the DC by +1 for spells from the following subschools and/or descriptors: chaotic, compulsion, darkness, evil, and fear. This stacks with the bonus granted by Abyssal Spell Focus

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