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Creative Corner => Arhosa => Campaign Settings and World-Building => Homebrew and House Rules (D&D) => Non-Arhosan Material => Topic started by: Stratovarius on March 14, 2014, 07:34:55 PM

Title: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:34:55 PM
Alternate Class Features
Domain Cleric (http://www.minmaxboards.com/index.php?topic=12824.msg220957#msg220957) - A different spellcasting method
Non-Spellcasting Ranger (http://www.minmaxboards.com/index.php?topic=12824.msg220958#msg220958) - Spellless ranger based around more favoured enemies as a replacement
Swappable Abilities (http://www.minmaxboards.com/index.php?topic=12824.msg321328#msg321328) - Pick and choose rages, precision damage, etc.
Truenaming Rebuild (http://www.minmaxboards.com/index.php?topic=12824.msg321332#msg321332) - What it says

Feats
A Big Pile (http://www.minmaxboards.com/index.php?topic=12824.msg321330#msg321330) - 50+ feats all crammed together
Brew Potion, Reimagined (http://www.minmaxboards.com/index.php?topic=12824.msg220959#msg220959) - An attempt to make potions a more useful tool
Fraternal Soul (http://www.minmaxboards.com/index.php?topic=12824.msg287410#msg287410) - Incarnum/Wizard casting feat
Shaman's Rites (http://www.minmaxboards.com/index.php?topic=12824.msg220960#msg220960) - A three part feat for nature spellcasters
Spell Focus (Descriptor) (http://www.minmaxboards.com/index.php?topic=12824.msg220961#msg220961) - Spell Focus added for all spell descriptors.
Two Weapon Fighting (http://www.minmaxboards.com/index.php?topic=12824.msg220962#msg220962) - Boosting the power of TWF to make it more useful

Spells
Healing Spells are Necromancy (http://www.minmaxboards.com/index.php?topic=12824.msg220963#msg220963) - A movement of the Healing subschool from Conjuration to Necromancy
Capped Spellcasting (http://www.minmaxboards.com/index.php?topic=12824.msg220964#msg220964) - Greatly reduces the power of spellcasters.
Stratovarius' Slapping Salmon (http://www.minmaxboards.com/index.php?topic=12824.msg220968#msg220968) - Summons Grizzly Bears (http://brilliantgameologists.com/boards/index.php?topic=1294.0).
Summon Undead I-IX (http://www.minmaxboards.com/index.php?topic=12824.msg255901#msg255901) - Decent undead summoning spells

Other
Wounded Monsters (http://www.minmaxboards.com/index.php?topic=12824.msg220965#msg220965) - A way to make damage a little more useful
Crafter's Magic (http://www.minmaxboards.com/index.php?topic=12824.msg220966#msg220966) - Idea
Linked Magic (http://www.minmaxboards.com/index.php?topic=12824.msg220967#msg220967) - Idea
Leaping Burst Weapons (http://www.minmaxboards.com/index.php?topic=12824.msg226520#msg226520) - Elemental attacks on nearby foes
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:35:15 PM
Domain Cleric

"I learn from all things."
Latnavasa the Bright, Human Domain Cleric

This is a modification to the core cleric class, rather than a new class entirely.

Domain Casting
At level one, replace the cleric's ability to learn spells with this ability.

The cleric does not learn spells like normal. Instead, a starting cleric picks three domains, in addition to the two he would normally have. He may memorize spells from domains granted by this ability in any spell slot, and treats them as if they were normal clerical spells. Beginning at level 3, and every 2nd level thereafter (5, 7, 9, etc.), the domain cleric chooses another domain, and becomes able to cast the spells from it, as described in this ability.

Domains granted by this ability do not grant their domain power, nor do they count for the purposes of prerequisites. The two domains taken normally at first level behave properly. A domain cleric levelling in another class does not learn additional domains.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:35:32 PM
Non-Spellcasting Ranger

“I walk through the night, comfortable in my woods.”
Bahaba the Brown, Human non-spellcasting ranger

This is a modification to the core ranger class, rather than a new class entirely.

Spell Casting
The ranger does not gain spellcasting as per normal. Instead, at each level when he would have gained a new spell level, he gains a new favoured enemy. At each of these levels, he also gains a single two-weapon fighting feat if he chose that combat style, or a single archery feat if he chose that style. Thus, he replaces each level of spellcasting with a favoured enemy and with a combat style feat.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:35:46 PM
Brewing Potions, Reimagined

This is a modification to the brew potion feat, rather than a new creation entirely.

Brew Potion
Prerequisite: Caster level 3rd.
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x its caster level x 15 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

Logical Explanation
Currently, Potions are the weakest and least used of any class of item creation. An oft-cited example is the Potion of Cure Serious Wounds when compared to a Healing Belt or a Wand of Cure Light Wounds. The scale and effect of one is fully out of proportion to the other. This is especially noticeable when the action cost of in-combat buffing is taken into account, should a potion actually be used for that purpose. Thus, this adjustment to the cost of the potion is presented as a brief take on correcting the use imbalance between potions and other items. I recognize that it is drastic, but it creates more situations where the usage of a potion has merit in a cost benefit analysis.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:36:31 PM
Shaman's Rites

A new feat, for nature based spellcasters.

Shaman's Rites
Prerequisite: 3rd level spellcasting, able to cast Summon Nature's Ally V
Benefit: The shaman gains three rites, which he may perform to help and to benefit his allies. Each of these takes 10 minutes to perform, and affects one ally per caster level. All allies must be within 50 ft.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:37:37 PM
Spell Focus (Descriptor)

A new feat, but based on Spell Focus.

Spell Focus (Descriptor)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Greater Spell Focus (Descriptor)
Prerequisite: Spell Focus (Descriptor) in the chosen descriptor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select. This bonus stacks with the bonus from Spell Focus (Descriptor).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:37:51 PM
Two Weapon Fighting

This is an attempt to boost the power and utility of the Two Weapon Fighting style.

Two Weapon Fighting
Prerequisite: Dex 15
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. While Two Weapon Fighting, you gain a +2 bonus to damage. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you reach 6 BAB, you gain an additional attack with your off-hand at a -5 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +2 and +3 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +4.

Greater Two Weapon Fighting
Prerequisite: Dex 19, Two-Weapon Fighting, base attack bonus +11.
Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty. all shield bonuses from Two Weapon fighting are increased by +1 (to +3 and +4 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +6. When you reach 16 BAB, you gain an additional attack with your off-hand at a -15 penalty. Also, all shield bonuses from Two Weapon Fighting are increased by +1 (to +4 and +5 if fighting defensively). The damage bonus from Two Weapon Fighting increase to +8.

Logical Explanation
Currently, Two Weapon Fighting is certainly a much weaker style of fighting than THF. This is an attempt to cut down the feat cost while improving the ability.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:38:14 PM
Healing Spells are Necromancy

This is a modification to the healing subschool.

Healing Subschool
All spells from the healing subschool are moved from the conjuration school to the necromancy school.

Logical Explanation
Healing, prior to the advent of Third Edition, was located in the necromancy school, which was the spell school of life and death, rather than just death, which is how it is currently presented. This change restores the life aspect to the necromancy school, and also prevents illogical situations where Cure and Inflict spells, as well as other paired spells are separated over two distinct spell schools. Also, Conjuration is perhaps the most powerful spell school, regardless of whether it contains the healing subschool, and so will not suffer greatly from the removal of a small aspect of the total whole.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:38:25 PM
Capped Spellcasting

This is a reworking of the balance of spellcasting.

Capped Spellcasting
All casters can not learn spells above 6th level, except for Wizards, who may learn 7th level spells. All classes continue to gain their spell slots as normal, but these slots may only be filled through the use of metamagic.

Logical Explanation
Every Tier 1 and Tier 2 class is a spellcaster, putting them a full step above any other class in the game, especially in the later levels. This change greatly reduces their late-level power, without damaging their early level power structure. It will, hopefully, reduce all of those upper level classes much more towards their appropriate places in Tier 3. Wizards are given one extra spell level as the pinnacle of spellcasting knowledge, but that is subject to change should the need arise.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:38:38 PM
Wounded Monsters

This is an alteration of how monsters (and PCs) act when wounded and near death.

Effects
Whenever a creature is wounded below 75% of its maximum hit dice, it is treated as if it had gained one negative level. When it falls below 50%, it is treated as if it had gained a second and was fatigued. Below 25%, treat the creature as having three negative levels and being exhausted. If the creature would gain negative levels that would drop it below level 1, ignore those negative levels. These negative levels do not stack with negative levels gained through other sources.

Logical Explanation
Damaging a creature currently has no real effect on the ability of the creature to fight, resulting in situations where damage is suboptimal unless it is capable of killing a creature within a round or two. This alters the nature of damage such that it results in a penalty that grows with damage dealt, making wounding a more useful tool within the arsenal of DnD. It also results in in-fight healing being more useful, for it can push a creature above a certain threshold.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:38:54 PM
Crafter's Magic

Another idea that came from a discussion: The turning of crafting magic from a single feat into a long discipline, with benefits that come from each level of choice. The basis is the ToB style ’spell’, where each has a prerequisite of a certain number of the ones preceding it.

Take, for example, the Brew Potion feat. Currently, it can be taken at level 3, and left there, a static item that relies on outside spells for much of the benefit of the item. Now take it and replace it such that it looks like this:

You have entered level 1 of the alchemist’s discipline. You choose the only entry point available: Brew Level 1 Potion. You then choose one of those that has that as a prerequisite, say, perhaps, Steeping Brew, which reads as follows “If you brew the potion for a time period double to what it would normally take, all numeric benefits of the potion increase by 1. Also, the duration of the potion increases by 1 time period (round, minute, hour).”

You’ve putzed around a little bit, and get to, say, level 3 in the alchemist discipline. Now the options available start to have requirements: Stiffening Brew: Requires 2 existing alchemist Brews. Whenever you drink a potion, you gain X/- DR, equal to the level of potion, for one minute.

From here on out, the system behaves much as you would expect, from what is described above. Now, Brew Potion is perhaps the easiest of all the crafting mechanics to turn to this format, but it still provides a useful idea of just how this could be done.

It’s certainly something I’d like to try on an occasion, but currently there is a distinct lack of time.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:39:06 PM
Linked Magic

This is a very, very, basic skeleton of an idea, but it’s based partly on a conversation I had with another gamer I know yesterday: A system in which the caster class has to form a soul-link, of some form or variety. A series of 10 different links is possible, each of which confers certain benefits and penalties, and each can only allow certain spells to cross along those links.

Up to three rounds can be spent fortifying each link, in which case the effectiveness of the spell increases greatly, in a manner such that something using a two-round link is more than twice as powerful as something using a one round link. In effect, the greater reward is always the one more delayed.

Spells would likely be based upon a seed component, in much the same way as the links, and would not have a uses per day restriction. The inherent restrictions of the casting type would be enough.

Links could be attuned to a racial type, certain area of land, a single creature, an object, and would likely further subdivide into such categories as heart, mind, limbs, and so forth.

I am undecided on whether the process of linking would allow a saving throw, or whether it would involve the expenditure of a swift or a move action for each round of linkage that is to be created.

Spells cast would need to be quite different from the normal array of vancian or psionic magics, and I currently have no idea what form they would take, other than that of seeds, upon which each core is based.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 14, 2014, 07:41:03 PM
This is a result of a conversation with aftercrescent. And yes, I know it's a little too powerful for a normal level 1 spell.

Quote
Stratovarius's Slapping Salmon
Conjuration (Summoning)
Level: Wizard/Sorcerer 1
Components: V, S
Casting Time: 1 immediate action
Range: 5 ft./level
Target: One Spellcaster
Duration: Instantaneous

You have invented a new and humiliating way of disrupting your opponent's ability to cast and control magic. Any caster struck by this spell takes 1 point of bludgeoning damage and must make a concentration check to retain any spell they are casting, with the DC equal to the normal amount, plus your caster level.

Also, there is a 2% chance per caster level that, one round after this spell has been cast, a large grizzly bear (use Polar Bear stats) appears and mauls the target.

Also, this thread (http://brilliantgameologists.com/boards/index.php?topic=1294.0) is required reading.
Title: Re: Strat's Thread of Random Crap
Post by: Braininthejar on March 15, 2014, 06:17:35 AM
I don't think there are stats for a grizzly bear. Should it use polar bear stats?
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 15, 2014, 06:53:47 AM
Works for me. Thanks for the catch :)
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 12, 2014, 08:22:35 AM
Leaping Burst Weapons

A replacement for the "X Burst" line of enchantments. Or an alternative to them.

Leaping Burst
Whenever a Leaping Burst weapon strikes a critical hit, it deals damage to the nearest foe not struck equal to the amount the X Burst weapon would normally do.

Area Burst
Whenever an Area Burst weapon strikes a critical hit, it deals damage to all foes within 5 ft per point of enhancement of the weapon equal to the amount the X Burst weapon would normally do.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:05:44 PM
Carcass Eater

(http://www.wizards.com/dnd/images/libris_gallery/84742.jpg)

This gore-streaked, four-footed animal seems like a cross between a overlarge rat and a wolf, though even that can’t explain the extraordinary size of its toothy jaws.

Carcass eaters are most often found digging up fresh graves for food or, where opportunity is less available, hunting the night for prey.


Table 1: The Carcass Eater
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Con   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +1   +1    Carcass Eater Body, Skills
  2    +2     +3    +3    +0    +2   +2    Blood Frenzy
   
               
Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Carcass eaters attack with their sharp claws and teeth.

Carcass Eater Body
The Carcass Eater loses all other racial traits and is a small sized animal with two claws dealing 1d2 + Strength modifier damage, and one bite dealing 1d4 + Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +1 bonus on natural armour, and has scent and low light vision.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Ability Score Increase
At each level, the Carcass Eater gains a +1 bonus to its Dexterity and Constitution score.

Blood Frenzy (Ex)
A carcass eater that deals damage in combat against a living creature scents blood, which causes it to fly into a frenzy the following round. While in a blood frenzy, a carcass eater gains +4 to Strength, +4 to Constitution, and –2 to Armor Class. Sensing its victim’s death, the carcass eater claws and bites until its opponent is brought to negative hit points, at which time the creature immediately gains an additional bite attack against its fallen foe. This attack automatically hits, dealing 1d4 + Strength modifier points of damage. A carcass eater cannot end its rage voluntarily.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:06:07 PM
Cinderspawn

(http://www.wizards.com/dnd/images/libris_gallery/84743.jpg)

This tall, gaunt, coal-black humanoid flickers with a blue-white flame. Its bright yellow eyes gleam with menace.

Cinderspawn are burnt-out undead remnants of creatures of elemental fire. They hate living creatures for their warmth and seek to destroy all such beings.


Table 1: The Cinderspawn
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Cinderspawn Body, Skills
  2    +1     +0    +0    +3     +2    Charisma Drain
  3    +1     +1    +1    +3     +3    Frostfire Shield, Immunity to Fire, Size Increase
   

Class skills (2 + Int modifier per level):  Craft, Jump, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
A cinderspawn chooses targets carefully, using its mobility to reach vulnerable opponents that might otherwise be protected by comrades.

Cinderspawn Body
The Cinderspawn loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a touch attack dealing 2d6 cold damage and a base speed of 50 feet. It gains a natural armour bonus of +3. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Cinderspawn gains a +1 bonus to its Dexterity score.

Skills
A Cinderspawn has a +8 racial bonus on Jump checks.

Charisma Drain (Su)
Living creatures hit by a cinderspawn’s touch attack must make a DC 15 Fortitude save or take 1d6 points of Charisma drain. (Creatures with the fire subtype take a –4 penalty on this save.) When a cinderspawn drains a victim’s Charisma, it gains 5 temporary hit points, no matter how many points it drains.  These temporary hit points last for up to 1 hour. The save DC is Charisma-based.

Frostfire Shield (Su):
Any creature striking a cinderspawn with a natural attack or a melee weapon (except for reach weapons) takes 1d6 points of cold damage as the cinderspawn drains its body heat. This increase by 1d6 for every 2 hit dice of the cinderspawn.

Immunity to Fire
The Cinderspawn gains the fire subtype, and becomes immune to all fire damage. However, it becomes vulnerable to cold damage, and takes an extra 50% damage from all cold effects.

Size Increase
The Cinderspawn permanently increases its size category to Large, and gains all benefits and penalties thereof.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:06:26 PM
Crypt Chanter

(http://www.wizards.com/dnd/images/libris_gallery/84745.jpg)

A lone, wavering figure begins a song. The haunting melody echoes through the air, calling for you to dance. The music makes your soul shrivel, but it also makes you smile. How can something be so awful and so wonderful at the same time?

A crypt chanter’s voice is the perfect horror, at once compelling and dreadful. These undead creatures sometimes appear to be playing spectral viols, flutes, drums, or any other instruments they choose, varying from chanter to chanter.


Table 1: The Crypt Chanter
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Crypt Chanter Body
  2    +1     +0    +0    +3     +2    Turn Resistance
  3    +1     +1    +1    +3     +3    Draining Melody
  4    +2     +1    +1    +4     +4    Create Spawn
   

Class skills (2 + Int modifier per level):  Craft, Hide, Intimidate, Listen, Perform, Profession, Search, Spot

Requirements:
None
             
Class Features
A crypt chanter’s strength and shield is its music. A crypt chanter seeks to snare its victims with its music, and then drain them of life with the same melody. If threatened, a crypt chanter retreats into a nearby wall or other handy physical barrier.

Crypt Chanter Body
The Crypt Chanter loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d8 damage with a base speed of 30 feet, and a fly speed of 30 feet (perfect). The crypt chanter is powerless in daylight (see Libris Mortis).

Ability Score Increase
At each level, the Crypt Chanter gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Crypt Chanter can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Crypt Chanter loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Crypt Chanter, and melee attacks made by the Crypt Chanter against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Crypt Chanter have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Crypt Chanter against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Crypt Chanter is fully affected by the incorporeal subtype as normal.

Turn Resistance
The Crypt chanter gains a +2 bonus to turn resistance.

Draining Melody (Su)
A crypt chanter constantly sings, creating a magically charged allure. All creatures within 60 feet of a crypt chanter must make a DC 13 Will save or stand dazed as long as the music continues. This is a sonic, mind-affecting, compulsion effect. Beginning on the round after becoming dazed, creatures that failed the first saving throw must make a second saving throw (same DC) to avoid being affected as if by the enthrall spell (see page 227 of the Player’s Handbook). Enthralled victims also begin to gain 1d2 negative levels per round while the song continues, as long as they remain within range. If a creature gains a number of negative levels at least equal to its Hit Dice, it dies and becomes a spawn. When a crypt chanter bestows negative levels on a victim, it gains 5 temporary hit points for each negative level bestowed. These temporary hit points last for up to 1 hour. Creatures that successfully save upon hearing a crypt chanter’s music cannot be affected by that crypt chanter’s music again unless the chanter ceases singing for 1 full round (releasing all those it previously held in thrall) and begins a new song. The save DC is Charisma-based.

Create Spawn (Su)
Any humanoid slain by a crypt chanter through its draining melody (see above) becomes a crypt chanter 1d4 rounds later. Spawn are under the command of the crypt chanter that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life. This uses the normal 2 HD per character level limit for controlling undead. Any spawn that cannot be controlled are free willed.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:06:46 PM
Deathlock

(http://www.wizards.com/dnd/images/libris_gallery/84746.jpg)

Skeletally thin, this figure wears a dramatic cloak fringed with magical sigils. Its cadaverous eyes sizzle with cursed power, and deadly spells dance on its fingertips.

Deathlocks are undead born of the corpses of powerful spellcasters whose remains are so charged with magic that they are unable to lie quiet in the grave. Animate, but shorn of the spirit that once ruled their forms, deathlocks seek to bring all those they meet into an intimate embrace with death. Only their knowledge of spellcasting remains, though twisted and changed.

Sometimes deathlocks retain a single shred of memory from their former spirits. If the recollection was dear to the spirit that once inhabited the now shriveled and blasted body of the deathlock, the creature usually seeks out the source of that memory, hoping to destroy it, compromise it, or undo the deeds associated with it.

Table 1: The Deathlock
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Deathlock Body, Remembered Magics 
  2    +1     +0    +0    +3     Remembered Magics           
  3    +1     +1    +1    +3     Remembered Magics, Magic Eternal
   

Class skills (2 + Int modifier per level): Concentration (Cha), Craft (Int), Decipher Script (Int), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int)

Requirements:
Special: Must be humanoid or monstrous humanoid
             
Class Features
A deathlock prefers to use its spell-like abilities from a distance, disdaining melee. Thus, it can also use inflict minor wounds to heal itself.

Deathlock Body
The Deathlock loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with one bite natural attack dealing 1d4 + 1.5 Strength modifier damage and a base speed of 30 feet. It gains a +2 bonus on turn resistance, and a +1 bonus on natural armour.

Remembered Magics
At each level of the Deathlock class, the character recalls some small, but increasing, measure of the power that he once had. His caster level is equal to his class level.

At first level, he gains the ability to cast detect magic, inflict minor wounds, and read magic at will.
At second level, he gains the ability to cast cause fear, magic missile, and summon monster I three times a day.
At third level, he gains the ability to cast death knell and ghoul glyph twice a day.

Magic Eternal
If the Deathlock subsequently takes a level in an arcane casting class, his levels in Deathlock stack with the arcane caster class for all casting purposes (caster level, spell slots, spells known).
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:07:04 PM
Dessicator

(http://www.wizards.com/dnd/images/libris_gallery/84747.jpg)

This small, salt-encrusted humanoid figure looks parched and gasping. Around it, a dry, hot breeze seems to blow from nowhere.

Desiccators are the dried-out undead remnants of creatures of elemental water. They long to quench their tremendous thirst with the precious liquids of living creatures.

Thanks to their withered forms, desiccators are sometimes mistaken for mummies, although they wear none of the wrappings common to those creatures. Cursed to remain forever bereft of the watery form it had in life, the desiccator envies and despises all living things.


Table 1: The Dessicator
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Dessicator Body, Desiccating Breath
  2    +1     +0    +0    +3     Fatiguing Touch           
   

Class skills (2 + Int modifier per level): Craft, Listen, Search, Spot, Profession

Requirements:
None
             
Class Features
A desiccator opens combat with its breath weapon, seeking to weaken opponents’ resistance to its fatiguing touch.

Dessicator Body
The Dessicator loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 20 feet and a swim speed of 60 feet. It gains a -2 penalty on turn resistance if the creature turning it can also turn or rebuke elemental creatures, and a +3 bonus on natural armour.

Ability Score Increase
At each level, the Dessicator gains a +1 bonus to its Strength score.

Desiccating Breath (Su)
15-foot cone of desiccating air every 1d4 rounds, damage 1 Con, Fortitude DC 12 negates. (Creatures with the water subtype take a –4 penalty on this save.) The save DC is Charisma-based.

Fatiguing Touch (Su)
The slam of a desiccator, in addition to dealing 1d8 points of damage, makes living creatures fatigued. A DC 12 Fortitude save negates the fatigue but not the damage. (Creatures with the water subtype take a –4 penalty on this save.) If the victim fails the save, the desiccator also gains 5 temporary hit points, which last for up to 1 hour. A creature already fatigued cannot become exhausted as a result of this touch. The save DC is Charisma-based.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:07:21 PM
Dire Maggot

(http://www.wizards.com/dnd/images/libris_gallery/84748.jpg)

A four-foot-long dead-white segmented worm heaves into view. Eyeless, drooling stinking ichor from its clacking mandibles, the monstrosity resembles nothing so much as a maggot grown orders of magnitude too large.

A maggot is the worm-shaped larva of a fly, but a dire maggot is the larva of similarly monstrous flying vermin. While regular maggots are found in decaying matter, dire maggots are large, quick, and aggressive enough to seek out living prey for nourishment.


Table 1: The Dire Maggot
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will  Dex  Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +1     +2    +2    +0    +3   Dire Maggot Body, Reach
  2    +2     +3    +3    +0    +3   Paralytic Saliva
   
               
Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Dire maggots seek to paralyze their prey, though still-squirming prey is just as good to the maggot.

Dire Maggot Body
The Dire Maggot loses all other racial bonuses, and becomes a small sized vermin with one bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 40 feet and a climb speed of 40 feet. It gains vermin traits, except it retains its Intelligence score.

Reach
A Dire Maggot has a 5 foot racial bonus to reach.

Natural Armour Increase
At each level, the Dire Maggot gains a +3 bonus to its natural armour.

Vermin Traits
A dire maggot is immune to all mind-affecting spells and abili- ties (charms, compulsions, phantasms, patterns, and morale effects). It also has darkvision out to 60 feet.

Paralytic Saliva (Ex)
A creature bitten by a dire maggot must make a DC 13 Fortitude save or be paralyzed for 1 round. The save DC is Constitution-based.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:07:39 PM
Entomber

(http://www.wizards.com/dnd/images/libris_gallery/84750.jpg)

This shrunken and disfigured humanoid carcass moves under the power of its own animation, though the details of its shape are blurred beneath a coating of filth and grave dirt.

Entombers are undead animated by necromancers who prefer to leave the dirty work to their servants. The entombers are perfect for putting bodies in the ground, or bringing them out, depending on the needs of their masters. They usually inhabit cemeteries, catacombs, or other places where many corpses might be found. Unless specifically commanded otherwise, entombers treat all living creatures as subjects for their entombing power.

Entombers are filthy, streaked with dirt, and sometimes even bits of desiccated flesh (not their own), jewelry, and other small bits taken from the bodies they exhume or entomb. They stink of both carrion and embalming alchemical fluids. Closer scrutiny reveals their lips are sewn shut.


Table 1: The Entomber
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Entomber Body, Ability Score Increase
  2    +1     +0    +0    +3     Ability Score Increase, Natural Armour Increase, Damage Reduction       
  3    +1     +1    +1    +3     Ability Score Increase, Natural Armour Increase, Entomb, Exhume
   

Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession

Requirements:
Special: Must be humanoid or monstrous humanoid
             
Class Features
In melee combat, an entomber’s fi st is a powerful weapon. However, the fear associated with entombers is more due to their ability to entomb foes with their attack.

Entomber Body
The Entomber loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with one slam natural attack dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet and a burrow speed of 10 feet. It gains a +5 bonus on natural armour. Entombers' lips are sewn shut, so they cannot speak.

Ability Score Increase
At each level, the Entomber gains a +2 bonus to its Strength score.

Natural Armour Increase
At 2nd and 3rd level, the Entomber gains a +3 bonus to its natural armour.

Damage Reduction
At second level, the Entomber gains damage reduction 5/silver.

Entomb (Su)
Whenever an entomber succeeds on a slam attack, it can attempt to entomb its foe. The foe must make a DC 14 Reflex save or be pounded bodily into a shallow grave. The save DC is Charisma-based. This ability doesn’t work in locations with a basement or open level immediately below, nor can the creature entomb victims in magical, living, or animate materials, or materials with a hardness higher than 8. The upthrust bulge of cracked flooring material, earth, or stone reveals the location of the victim to compatriots. Two standard actions spent clearing away the broken flooring material reveals the entombed victim, who can use his or her next action to stand from a prone (and dusty) position. Attempting to rescue a friend in this way can provoke attacks of opportunity. The victim is treated as if pinned by an opponent (the earth) with a grappling check of 20. Breaking free of first the “pin” and then the “grapple” allows the victim to stand from a prone position on his or her next round. If compatriots of the victim have partially cleared away the covering material, then the victim need only make a single check before standing from the prone position. Each round the victim spends fully or partially entombed is a round in which the victim suffocates.

Exhume (Su)
When an entomber spends a standard action and touches the top of a grave or space where a creature is buried no deeper than 10 feet, the body immediately rises to the surface, leaving no hole or tunnel. A body is not harmed when brought to the surface in this manner.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:08:09 PM
Rainment

(http://www.wizards.com/dnd/images/libris_gallery/84766.jpg)

An empty set of clothing, dingy and stained, flings itself forward, seemingly eager to reach you.

A raiment is the clothing of a victim of some atrocious crime, animated by the spirit of the vengeful victim, intent on using its only remaining tool to cause as much pain and suffering as its long-missing flesh felt in death

The clothing sometimes retains other personal belongings of its former owners as well. Different raiments may appear in different styles of dress, but most require a sufficient mass of clothing to give them a shape and the ability to wrap their sleeves around the necks of prospective victims.


Table 1: The Rainment
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Rainment Body, Ability Score Increase, Improved Grab
  2    +1     +0    +0    +3     Ability Score Increase, Damage Reduction, Constrict
   

Class skills (2 + Int modifier per level): Craft, Hide, Move Silently, Profession

Requirements:
None
             
Class Features
A raiment sometimes lies quiescent, like a pile of cast-off rags, attacking only when its victims are close enough to surprise.

Rainment Body
The Rainment loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one coat sleeve natural attack dealing 1d2 + Strength modifier damage with a base speed of 20 feet. It gains a +1 bonus on natural armour, and blindsight out to 60 feet. Rainments cannot speak.

Ability Score Increase
At each level, the Rainment gains a +2 bonus to its Strength score.

Damage Reduction
At second level, the Rainment gains damage reduction 5/magic.

Improved Grab (Ex)
To use this ability, a raiment must hit a Large or smaller opponent with a coat sleeve attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. A raiment is hard to grapple because of its body configuration, so it gains a +4 bonus on its grapple checks. If it wins the grapple check, it establishes a hold and can constrict.

Constrict (Ex)
A raiment deals 1d2+3 points of damage with a successful grapple check against a Large or smaller creature, in addition to the normal 1d2+3 points of damage for its regular attack. Because it wraps itself around its victim’s neck, a creature in the raiment’s grasp cannot speak or cast spells that have verbal components.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:08:34 PM
Skulking Cyst

(http://www.wizards.com/dnd/images/libris_gallery/84770.jpg)

The horrible creature walking into view is a mass of free-roaming intestines, flaccid organs, and a few odd rib bones. Dragging behind it like a dead weight is a lolling, maggot-ridden humanoid head.

A skulking cyst is disgorged from the rotting corpse of a living creature, born of a necrotic cyst that eventually kills its host.

A skulking cyst prefers shadows and dark corners, only revealing the horror of its form when it strikes lone victims from hiding. Though often cloaked in the detritus of a previous victim, the skulking cyst’s true “heart” is a 1-foot-diameter spherical sac that contains fluid and semisolid necrotic flesh, which slowly undulates as if in a mockery of breath.


Table 1: The Skulking Cyst
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skulking Cyst Body, Ability Score Increase, Skills
  2    +1     +0    +0    +3     Ability Score Increase, Undead Magic
  3    +1     +1    +1    +3     Ability Score Increase, Attach, Blood Drain
   

Class skills (2 + Int modifier per level):  Climb, Craft, Hide, Listen, Move Silently, Profession, Search, Spot, Tumble

Requirements:
None
             
Class Features
A creature of shadows, a skulking cyst prefers to launch attacks on lone victims from dark ceilings and sewer grates.

Skulking Cyst Body
The Skulking Cyst loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with two intestine loop natural attacks dealing 1d6 + Strength modifier damage with a base speed of 30 feet and a climb and swim speed of 30 feet. It gains a +4 bonus on natural armour, fire resistance 5, turn resistance +2, and blindsight out to 60 feet. Skulking Cysts cannot speak.

Ability Score Increase
At each level, the Skulking Cyst gains a +2 bonus to its Dexterity score.

Skills
A skulking cyst has a +8 racial bonus on Hide and Move Silently.

Undead Magic
At second level, the skulking cyst gets the ability to cast Darkness three times per day, and Necrotic Cyst once per day.

Attach (Ex)
If a skulking cyst hits with an intestine, it latches onto the opponent’s body. An attached skulking cyst is flat-footed.

Blood Drain (Ex)
A skulking cyst drains blood, dealing 1d4 points of Constitution damage in each round it remains attached.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:08:46 PM
Slaymate

(http://www.wizards.com/dnd/images/libris_gallery/84772.jpg)

This pale creature resembles a human child with slug-white skin. Its black eyes are too knowing for their size, and its too-wide mouth is home to rot and ruin.

Slaymates are undead creatures given a semblance of life when a guardian’s betrayal, either outright or through negligence, leads to death. A slaymate’s appearance is a weird and twisted re? ec- tion of the form it had in life.

Slaymates are highly prized by necromancers, and thus are rarely encountered alone, but instead are found in the presence of evil spellcasters and others who dabble in necromancy. Many a slaymate can be found riding, papoose style, on the back of a necromancer who values the slaymate’s special abilities.


Table 1: The Slaymate
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Slaymate Body, Pale Wasting
  2    +1     +0    +0    +3     Pale Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Slaymates, when forced to fight, have a disease-laden bite.

Slaymate Body
The Slaymate loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one bite natural attack dealing 1d3 + Strength modifier damage with a base speed of 20 feet. It gains a +4 bonus on natural armour.

Pale Wasting (Su)
Supernatural disease — bite, Fortitude DC 12, incubation period 1 day; damage 1d6 Con and 1d6 Str. The save DC is Charisma-based.

Pale Aura (Su)
A slaymate produces an invisible aura in a 10-foot radius around itself. Any creature within the aura that uses a metamagic feat on a spell from the school of necromancy can prepare or use the spell as if it took up a spell slot one level lower than what the metamagic necromancy spell would normally require.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:09:06 PM
Skin Kite

(http://www.wizards.com/dnd/images/libris_gallery/84768.jpg)

A knot of flaccidly flapping membranes kites through the air, now drifting with the currents, now stooping swiftly through the air toward you.

Skin kites are undead creatures made up of the stolen skin of past victims. They feed on the skin of living beings, replenishing their own constantly rotting skin, as well as using new skin as spawning material for new skin kites.

No two skin kites appear the same. They display a range of different colors, depending on the creatures from which they were harvested. Many skin kites have rotting clumps of hair or fur, unintended additional trophies from past victims.


Table 1: The Skin Kite
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Skin Kite Body, Ability Score Increase, Meld
  2    +1     +0    +0    +3     Ability Score Increase, Steal Skin, Launch Kite
   

Class skills (2 + Int modifier per level): Craft, Hide, Listen, Move Silently, Spot, Profession

Requirements:
None
             
Class Features
A skin kite attacks by landing on a victim and melding a portion of its undead membrane with its victim’s skin.

Skin Kite Body
The Skin Kite loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a small sized undead with one touch natural attack dealing 1d4 + Strength modifier damage with a base speed of 10 feet and a fly speed of 40 feet (average).

Ability Score Increase
At each level, the Skin Kite gains a +2 bonus to its Dexterity score.

Meld (Ex)
If a skin kite hits a Small or larger creature with a melee touch attack, it melds with the opponent’s body. An attached skin kite is effectively grappling its prey. The skin kite loses its Dexterity bonus to AC, but while melded, it is hard to remove. Skin kites have a +12 racial bonus on grapple checks. A melded skin kite can be struck with a weapon or grappled itself. To remove a melded skin kite by grappling, the opponent must achieve a pin against the skin kite, which forcefully peels the creature off and also deals 1d6 points of damage to the opponent.

Steal Skin (Ex)
A skin kite steals portions of its foe’s skin, absorbing them directly into itself, dealing 1d6 damage and 1d4 points of Charisma damage in each round when it remains melded.

Launch Kite (Ex)
When a skin kite has absorbed 4 points of Charisma (through its steal skin ability), it attempts to retreat to a safe place where it can take a full-round action to spawn a new skin kite with the stolen skin. A freshly launched skin kite has a number of hit points equal to the original’s current total (its full normal hit points are equal to the original’s full normal total, even if its current hit points are lower than that). Skin kites created in this way are under the control of the creator. This uses the normal 2 HD per character level limit for controlling undead. Any skin kites that cannot be controlled are free willed.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:09:18 PM
Spectral Lyricist

(http://www.wizards.com/dnd/images/libris_gallery/84773.jpg)

A smiling, brightly clothed figure stands before you

In life, a spectral lyrist used its powers of performance and persuasion to further the cause of evil and strife, whether by urging listeners to commit violence or simply luring the innocent to their deaths. Cursed to forever walk the earth, it blames those still alive for its undead state and seeks to commit even greater evils against them.

A spectral lyrist can appear as any Medium humanoid, and it doesn’t share the insubstantial or diaphanous appearance of other incorporeal creatures when so disguised. A lyrist is weightless, regardless of appearance.


Table 1: The Spectral Lyricist
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Cha   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1    Spectral Lyricist Body, Charisma Drain
  2    +1     +0    +0    +3     +2    Alter Appearance
  3    +1     +1    +1    +3     +3    Bardic Music
   

Class skills (2 + Int modifier per level):  Bluff, Craft, Diplomacy, Disguise, Intimidate, Listen, Perform, Profession, Spot

Requirements:
None
             
Class Features
A spectral lyrist uses its ability to bluff and change its appearance to present itself as a friendly creature, putting victims at ease until it can use its fascinate and suggestion abilities. Once victims are close enough, it uses its touch attack to drain their Charisma.

Spectral Lyricist Body
The Spectral Lyricist loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack (see below) with a fly speed of 60 feet (good). It gains a natural armour bonus of +5.

Ability Score Increase
At each level, the Spectral Lyricist gains a +1 bonus to its Charisma score.

Incorporeal
At 1st hit dice, the Spectral Lyricist can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Spectral Lyricist loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the spectral lyricist, and melee attacks made by the Spectral Lyricist against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Spectral Lyricist have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Spectral Lyricist against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Spectral Lyricist is fully affected by the incorporeal subtype as normal.

Charisma Drain (Su)
Living creatures hit by a spectral lyrist’s touch attack must make a DC 15 Forti tude save or take 1d6 points of Charisma drain. The save DC is Charisma-based. When a spectral lyrist drains a victim’s Charisma, it gains 5 temporary hit points and 1 temporary Charisma point, no matter how many points it drains. Temporary hit points and ability points gained in this way last for 1 up to hour.

Alter Appearance (Su)
As a free action once per round, a spectral lyrist can alter its appearance. It can appear as any humanoid creature of Medium size, and it gains a +10 bonus on Disguise checks when it uses this ability. Unless the disguise is pierced by a successful Spot check, onlookers don’t even notice the lyrist’s incorporeal nature until an attack passes harmlessly through the creature.

Bardic Music (Su)
A spectral lyrist has the bardic music abilities of fascinate and suggestion. These function identically to the bard class features of the same name. A spectral lyrist can use these abilities a total of six times per day. If the spectral lyricist subsequently takes a level in a class granting bardic music, his levels in spectral lyricist stack for all purposes.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:09:36 PM
Tomb Mote

(http://www.wizards.com/dnd/images/libris_gallery/84775.jpg)

These tiny, vaguely humanoid creatures are animated accumulations of tomb litter—shards of bone, lone teeth, matted hair, bits of shattered tombstone, and grave dirt.

Tomb motes sometimes spontaneously arise in graveyards with a high concentration of buried magic, undead activity, and/or mass burials. As accumulations of grave detritus, tomb motes are surprisingly smart and  vicious.


Table 1: The Tomb Mote
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Tomb Mote Body, Ability Score Increase, Disease
  2    +1     +0    +0    +3     Ability Score Increase, Quickness
   

Class skills (2 + Int modifier per level):  Craft, Hide, Move Silently, Profession

Requirements:
None
             
Class Features
Tomb motes typically attack from ambush due to their size. If possible, they attempt to attack a foe en masse.

Tomb Mote Body
The Tomb Mote loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a tiny sized undead with one bite natural attack dealing 1d4 + Strength modifier damage with a base speed of 20 feet and a swim speed of 20 feet. It gains a +3 bonus on natural armour and damage reduction 2/cold iron or magic.

Ability Score Increase
At each level, the Tomb Mote gains a +2 bonus to its Dexterity score.

Disease (Ex)
A creature struck by a tomb mote’s bite attack must make a DC 11 Fortitude save or be infected with a disease known as corpse bloat (incubation period 1d3 days, damage 1d6 Str). The skin of a diseased victim turns a hue of green, bloats, and is warm to the touch. The save DC is Charisma-based.

Quickness (Su)
A tomb mote is supernaturally quick. It can take an extra standard action or move action during its turn each round. It can use this once per day per hit dice.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:09:53 PM
Voidwraith

(http://www.wizards.com/dnd/images/libris_gallery/84778.jpg)

This creature appears to be a formless cloud of darkness, broken only by two pinpoints of glowing red. A breeze blows toward it, as if it were drawing air into its body.

A voidwraith is an undead manifestation of elemental air. It hungers for the breath of the living.

Voidwraiths vaguely resemble wraiths in their appearance, but are more amorphous and cloudlike. Still, they share the wraith’s hatred for all living things.


Table 1: The Voidwraith
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex   Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2    Voidwraith Body, Skills
  2    +1     +0    +0    +3     +4    Steal Breath
  3    +1     +1    +1    +3     +6    Airless Aura
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Profession, Spot

Requirements:
None
             
Class Features
A voidwraith lurks in dark places until it can sweep out and attack a living victim. Thanks to its stealth and speed, it often surprises targets.

Voidwraith Body
The Voidwraith loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is an incorporeal medium sized undead with an incorporeal touch attack dealing 1d4 damage with a fly speed of 60 feet (perfect). It gains a natural armour bonus of +5. It has a -2 penalty to its turn resistance against any creature that can also turn or rebuke elemental creatures.

Ability Score Increase
At each level, the Voidwraith gains a +2 bonus to its Dexterity score.

Incorporeal
At 1st hit dice, the Voidwraith can be harmed by all forms of attack, and can attack others as if it was corporeal. it can interact with unattended corporeal objects for one round three times per day and cannot fly higher than 5 feet off the ground, plus an additional 5 feet per 2 hit dice. It cannot completely hide within objects and interacts with water as if it had a swim speed equal to its fly speed. It cannot chose not to be heard by Listen checks though she does receive a +5 circumstance bonus to Move Silently.

Upon gaining its 5th hit dice, the Voidwraith loses the ability to interact with corporal objects, but can now fly and interact with water as per the incorporeal subtype and receive a +10 circumstance bonus to Move Silently. Nonmagical attacks made by corporeal creatures against the Voidwraith, and melee attacks made by the Voidwraith against corporeal targets, are now ineffective. Magical weapons and spells used by corporeal creatures against the Voidwraith have a 10% chance miss chance, increasing by 10% at 6th, 7th, 8th and 9th hit dice. There is a maximum of a 50% miss chance. Positive energy, negative energy, force effects such as magic missile, and attacks made with ghost touch weapons ignore this miss chance. Magical weapons used by the Voidwraith against corporeal targets have the same miss chance if they aren't ghost touch weapons.

Upon gaining its 10th hit dice, the Voidwraith is fully affected by the incorporeal subtype as normal.

Skills
A voidwraith has a +4 racial bonus on Hide checks.

Steal Breath (Su)
Living creatures hit by a voidwraith’s touch attack must succeed on a DC 13 Fortitude save or take 1d2 points of Constitution drain. (Creatures with the air subtype take a –4 penalty on this save.) When a voidwraith drains a victim’s Constitution, it gains 5 temporary hit points, no matter how many points it drains. Temporary hit points gained in this way last for 1 up to hour. The save DC is Charisma-based. If the target creature is holding its breath and fails the save, the number of rounds of remaining breath is reduced by 2 per point of Constitution drained. If this reduction exhausts all of the target’s remaining breath, it creature must begin making Constitution checks or start to suffocate (see Suffocation, page 304 of the Dungeon Master’s Guide).

Airless Aura (Su)
A voidwraith’s body is surrounded by an aura of near vacuum at all times. This means that any creatures adjacent to the voidwraith have no air to breathe and must hold their breath (see Suffocation, page 304 of the Dungeon Master’s Guide).
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on April 18, 2014, 02:10:08 PM
Wheep

(http://www.wizards.com/dnd/images/libris_gallery/84779.jpg)

The empty orbs of this wizened corpse leak a vile, black ichor that streaks the creature’s face and body, coating its clawed limbs. As the ichor runs into the creature’s mouth, it bubbles and pops, so that its constant wailing emerges as a gurgling keen.

Wheeps are undead servants of more powerful unliving lords, usually serving as bodyguards but sometimes sent on missions to procure from guarded cemeteries the remains of particularly powerful and trusted figures. Their average size belies a powerful undead strength, fueled by their undying sorrow.

Eyeless, a wheep is in constant pain, sniffiing and crying aloud unless it is trying to hide or move silently. From its hollow eye sockets, a wheep continuously produces a poison with the appearance of black bile. It is easy to track wheeps that have passed through an area in the last hour, because they leave behind a trail of their poisonous tears.


Table 1: The Wheep
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +2     Wheep Body
  2    +1     +0    +0    +3     +6    +4     Poison Tears
  3    +1     +1    +1    +3     +9    +6     Damage Reduction
  4    +2     +1    +1    +4     +12   +8     Unholy Grace
  5    +2     +1    +1    +4     +15   +10    Fast Healing
  6    +3     +2    +2    +5     +18   +12    Weeping Dirge
   

Class skills (2 + Int modifier per level):  Craft, Hide, Listen, Move Silently, Profession, Spot

Requirements:
None
             
Class Features
Those close enough to hear a wheep’s cries may be taken aback, but they are likely to be far more threatened by the creature’s poison-coated claws and maw.

Wheep Body
The Wheep loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with two claws dealing 1d8 + Strength modifier damage, and one bite deal 1d6 + Strength modifier damage with a base speed of 30 feet. It gains turn resistance of +4, and blindsight out to 60 feet.

Ability Score Increase
At each level, the Wheep gains a +3 bonus to its Strength score.

Natural Armour Increase
At each level, the Wheep gains a +2 bonus to its natural armour.

Poison Tears (Ex)
The poison tears that continually pour from a wheep’s empty eyes are actually an injury poison that coats the creature’s claws and fills its mouth. Whenever a wheep succeeds on a claw or bite attack, its foe is subject to the poison—injury, Fortitude DC 14, initial and secondary damage 1d6 Con. The save DC is Charisma-based. After an hour, the poisonous bile decomposes and evaporates, losing all efficacy.

Damage Reduction
The wheep gains damage reduction 5/magic and piercing

Unholy Grace (Su)
A wheep adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
 
Fast Healing
A wheep gains fast healing +10.

Weeping Dirge (Su)
When it chooses (which is almost always, unless moving silently), a wheep can spend a free action each round crying and blubbering. All who hear the wheep’s awful, grave-born sorrow must make DC 14 Will saves or be shaken for the duration of the encounter. Once a particular creature saves against a wheep’s dirge, that creature cannot be affected again by the same wheep for 24 hours. This is a sonic effect. The save DC is Charisma-based.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 02:46:37 PM
Angel of Decay

(http://www.wizards.com/dnd/images/libris_gallery/84733.jpg)

A repulsive, extremely tall, humanlike creature with long, rotting wings and peeling flesh, this monstrosity continually sheds rivulets of filth and decay, creating a pool of rot in which it stands.

A mockery of a true angel, an angel of decay may appear similar to an angelic outsider only by happenstance, not design. It is an undead creature that is powered by decay.

When a healthy creature softens, crumbles, and liquefies in death, an indefinable essence wafts away like putrid steam off stagnant beach sand. This decomposing flesh radiates an essential energy in its dissipation, and an angel of decay can extract the power resident therein.


Table 1: The Angel of Decay
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   Wis  Int  NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +1   +1   +1     Angel of Decay Body
  2    +1     +0    +0    +3     +5    +2   +2   +2     Reach
  3    +1     +1    +1    +3     +8    +3   +3   +3     Damage Reduction, Wings of Rot
  4    +2     +1    +1    +4     +10   +4   +4   +4     Unholy Grace
  5    +2     +1    +1    +4     +13   +5   +5   +5     Rotting Touch
  6    +3     +2    +2    +5     +15   +6   +6   +6     Size Increase
  7    +3     +2    +2    +5     +18   +7   +7   +7     Spell Resistance
  8    +4     +2    +2    +6     +20   +8   +8   +8     Rotting Aura
   

Class skills (2 + Int modifier per level):  Concentration, Craft, Diplomacy, Hide, Knowledge (arcana), Listen, Move Silently, Profession, Search, Sense Motive, Spellcraft, Spot, Survival

Requirements:
None
             
Class Features
An angel of decay prefers to wade into combat, literally, since when it touches down, it produces a constantly renewing pool of liquid corruption.

Angel of Decay Body
The Angel of Decay loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with two claws dealing 1d10 + Strength modifier damage with a base speed of 30 feet. It starts with a natural armour bonus of +5.

Ability Score Increase
At each odd level, the Angel of Decay gains a +3 bonus to its Strength score. At each even level, the Angel of Decay gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.

Natural Armour Increase
At each level, the Angel of Decay gains a +1 bonus to its natural armour.

Reach
An angel of decay has a 5 foot racial bonus to reach.

Damage Reduction
The Angel of Decay gains damage reduction 10/magic and adamantium

Wings of Rot
An angel of decay grows wings of foul, decayed flesh, constantly dripping ill fluids. At 3rd level, these wings can be used to make two 1d4 wing slam attacks. At 6th level, they grant the angel of decay a flight speed of 50 feet (poor).

Unholy Grace (Su)
A Angel of Decay adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.
 
Rotting Touch (Su)
An angel of decay that hits a single foe with more than one attack in a round rots its opponent’s flesh. This effect automatically deals an extra 1d6+6 points of damage and heals the angel of decay of 5 points of damage.

Size Increase
The Angel of Decay permanently increases its size category to Large, and gains all benefits and penalties thereof, except as detailed here. Its claw attacks increase to 2d6, and its wing slams to 1d6.

Spell Resistance
Upon reaching its 7th level, an angel of decay gains spell resistance equal to 10 + class level + charisma modifier.

Rotting Aura (Su)
When the creature is not flying, rivulets of vile corruption stream from an angel of decay’s body, constantly regenerating and renewing a pool of odiferous rot all around the creature. An angel of decay’s pool of rot is a 15-foot-radius spread. Any corporeal creature standing on the ground within that area must make a DC 20 Reflex saving throw each round or take 5d6 points of damage (half that on a successful save) as its flesh begins to succumb to decay. The creature must also succeed on a subsequent DC 20 Will saving throw (regardless of whether it succeeds on the fi rst save) or be nauseated for 1 round. In each round that a creature takes damage from an angel of decay’s rotting aura, the angel of decay heals 5 points of damage per victim. This save DC is charisma based.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 03:16:16 PM
Aptropal Scion

(http://www.wizards.com/dnd/images/libris_gallery/84734.jpg)

This creature’s hairless, overlarge head surmounts its wet, wrinkled, and bloated humanoid body. Its eyes are glassy and vacant. Its arms are too slender, and its tiny hands end in cruelly sharpened nails, while its legs are atrophied, dead things that hang useless below it.

Atropal scions are clots of divine flesh given form and animation by bleak-hearted gods of death. When a stillborn godling rises spontaneously as an undead, a great abomination is born. If that abomination is defeated, but any fragment or cast-off bit of flesh remains, an atropal scion may yet arise from those fragments, lessened in power from its divine beginnings, but no less hateful for its stature.

An atropal scion is a power to be reckoned with, and once animate in the world, seeks power over both life and unlife in an unrelenting bid for domination that only its lifeless tissue is able to sustain.


Table 1: The Aptropal Scion
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Wis  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +0   +1     Aptropal Scion Body, Fast Healing, Magic of the Dead Gods
  2    +1     +0    +0    +3     +1   +2     Rebuke Undead
  3    +1     +1    +1    +3     +1   +3     Damage Reduction
  4    +2     +1    +1    +4     +2   +4     Unholy Grace
  5    +2     +1    +1    +4     +2   +5     Flight
  6    +3     +2    +2    +5     +4   +6     Death Gaze
  7    +3     +2    +2    +5     +3   +7     
  8    +4     +2    +2    +6     +4   +8     Negative Energy Aura
   

Class skills (2 + Int modifier per level):  Concentration, Craft, Knowledge (arcana), Knowledge (Religion), Listen, Move Silently, Profession, Spellcraft, Spot

Requirements:
None
             
Class Features
A soul-numbing cold comes before and follows an atropal scion. The life energy of heroic creatures is suppressed in its foul aura, and the life force of lesser creatures is extinguished. It directs its spell-like abilities and death gaze upon those foes its mere presence cannot kill.

Aptropal Scion Body
The Aptropal Scion loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d8 + Strength modifier damage with a base speed of 20 feet.

Ability Score Increase
At each even level it gains a +1 bonus to its Wisdom.

Natural Armour Increase
At each level, the Aptropal Scion gains a +1 bonus to its natural armour.

Fast Healing
An atropal scion gains fast healing equal to its class level (max +8).

Rebuke Undead (Su)
An atropal scion can rebuke or command undead as a cleric of the same level as the atropal scion’s HD.

Damage Reduction
The Aptropal Scion gains damage reduction 10/adamantium

Unholy Grace (Su)
A Aptropal Scion adds its Charisma modifier as a bonus on all its saving throws and as a deflection bonus to its Armor Class.

Magic of the Dead Gods (Sp)
At each level of the Aptropal Scion class, the character gains some small, but increasing, measure of the power that he might have had. His caster level is equal to his class level.

At first level, he gains the ability to cast speak with dead three times a day.
At second level, he gains the ability to cast invisibility three times a day.
At third level, he gains the ability to cast desecrate three times a day.
At fourth level, he gains the ability to cast dispel magic three times a day.
At fifth level, he gains the ability to cast animate dead three times a day.
At sixth level, he gains the ability to cast bloodstar three times a day.
At seventh level, he gains the ability to cast cone of cold three times a day.
At eighth level, he gains the ability to cast teleport three times a day.
At 12th hit dice, he gains the ability to cast create undead three times a day.
At 13th hit dice, he gains the ability to cast plane shift three times a day.

Flight
The atropal scion gains a fly speed of 30 feet (good).

Death Gaze (Su)
Death, range 60 feet; Fortitude DC 10 + 1/2 class level + charisma negates. Humanoids who die from this attack are transformed into free willed wights 24 hours later.

Negative Energy Aura (Su)
A 60-foot-radius negative energy aura surrounds an atropal scion. All undead in the aura (including the atropal scion) are treated as if they have +4 turn resistance and fast healing 5. Living creatures in the aura are treated as having two negative levels unless they have some sort of negative energy protection or protection from evil. Creatures with 2 or less HD fall dead in the negative energy aura (and, at the atropal scion’s option, rise as wights under the atropal scion’s command 1 minute later).

Magic Eternal
If the Aptropal Scion subsequently takes a level in an arcane casting class, his levels in Aptropal Scion stack with the arcane casting class.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 03:29:30 PM
Blaspheme

(http://www.wizards.com/dnd/images/libris_gallery/84735.jpg)

Appearing similar to a corpse that has been dug up and surgically modified, this creature stands nearly 7 feet tall, but is extraordinarily thin. Its arms are extra long, hanging nearly to mid-calf. Its head is wide and wedge-shaped, with a split mouth that opens wider than that of a normal humanoid. Its teeth glitter like shards of black, steaming ice.

Crafted in bygone days by power-mad wizards searching to create the perfect undead guardians, blasphemes still roam forgotten areas, seeking to destroy nonevil creatures with their blasphemous bite. They are most likely to be encountered near ruins of ancient cities where magic was valued more highly than personal liberty or morals. If the secret of creating or calling a blaspheme into the world still exists, it is buried in just such a location.

Each blaspheme is created with parts from multiple ancient corpses, with teeth specially harvested from sacrifices to evil powers. However, blasphemes are not hulking, slow-moving constructs; rather, they are lithe and deadly, aware of their surroundings and capable of directing their own actions.


Table 1: The Blaspheme
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +1     Blaspheme Body
  2    +1     +0    +0    +3     +4   +2     Erratic Charge
  3    +1     +1    +1    +3     +6   +3     Damage Reduction, Immunity to Cold
  4    +2     +1    +1    +4     +8   +4     Blasphemous Contact
   

Class skills (2 + Int modifier per level):  Craft, Listen, Profession, Spot, Survival

Requirements:
None
             
Class Features
A blaspheme resonates with evil power, the focus of which is concentrated in its teeth. Thus, blasphemes charge into combat in almost every situation, attempting to bite their victims as quickly as possible.

Blaspheme Body
The Blaspheme loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a bite dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour,

Ability Score Increase
At each level it gains a +2 bonus to its Strength.

Natural Armour Increase
At each level, the Blaspheme gains a +1 bonus to its natural armour.

Erratic Charge (Ex)
When a blaspheme charges, it can make one turn of up to 90 degrees during its movement. All other restrictions on charges still apply. For instance, it cannot pass through a square that blocks or slows movement, or one that contains a creature. A blaspheme must have line of sight to a targeted opponent at the start of its turn.

Damage Reduction
The Blaspheme gains damage reduction 5/slash

Immunity to Cold
The blaspheme is completely immune to all cold damage.

Blasphemous Contact (Su)
Each time a blaspheme bites a nonevil creature, the creature is dazed for 1 round and takes 1d6 points of Strength damage. There is no saving throw against this effect.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 03:45:53 PM
Bleakborn

(http://www.wizards.com/dnd/images/libris_gallery/84736.jpg)

This frigid corpse is so cold that it is frosted with icy crystals. Sensing the warmth of life, it shambles eagerly toward its victims. Its eyes reflect the vacuum of the void, its touch chills to the bone, and its very presence seems to drain the heat from your pores.

When inactive, a bleakborn appears to be nothing but a humanoid corpse, slain either by bitterly cold conditions (or if in a warmer environment, as if by a magical cold attack so potent that the corpse still sparkles with ice crystals). However, whenever any living creature comes to within 30 feet of an inactive bleakborn, the warmth and life of the interloper revive the undead creature, giving it purpose and a icy semblance of life.

Bleakborns are also referred to as Moil zombies in some lesser-known tomes about undead, in supposed reference to the cursed city in which they first arose. A bleakborn is not marked by direct violence; rather, it looks like a humanoid that has been flash-frozen, with discoloration and some ruptured flesh showing here and there.


Table 1: The Bleakborn
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +1     Bleakborn Body
  2    +1     +0    +0    +3     +3   +2     Cold to the Touch
  3    +1     +1    +1    +3     +5   +3     Fire Lover
  4    +2     +1    +1    +4     +6   +4     Heat-Draining Aura
  5    +2     +1    +1    +4     +8   +5     Create Spawn       
   

Class skills (2 + Int modifier per level):  Diplomacy, Hide, Intimidate, Listen, Search, Sense Motive, Spot, Survival

Requirements:
None
             
Class Features
A bleakborn actively moves toward living creatures, attempting to keep them within range of its heat-draining aura. If possible, a bleakborn pummels a living creature with its ice-cold limbs, hoping to deprive its victim of all warmth and life.

Bleakborn Body
The Bleakborn loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d6 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +5 bonus to natural armour, and +2 turn resistance.

Ability Score Increase
At each odd level it gains a +2 bonus to its Strength. At each even level it gains a +1 bonus to its Strength.

Natural Armour Increase
At each level, the Bleakborn gains a +1 bonus to its natural armour.

Cold to the Touch (Su)
The touch of a bleakborn deals 2d6 points of cold damage. Each 3 points of cold damage dealt heals a bleakborn of 1 point of damage. If this amount of healing would cause a bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. Anyone who hits a bleakborn in melee also takes 1d6 points of cold damage, unless wielding a reach weapon.

Contingent Healing
A bleakborn only heals when in range of a living creature that it can affect with its heat-draining aura. Even if brought to 0 hit points or less, a bleakborn eventually heals if a living creature at some future date wanders within 30 feet of the bleakborn’s remains, automatically triggering its heat-draining aura. As long as affected creatures are within its heat-draining aura, a bleakborn’s contingent healing remains active. A bleakborn does not have immunity to cold. While a bleakborn doesn’t take cold damage from its own abilities, it can take cold damage from another of its kind.

Create Spawn (Su)
Any humanoid slain by a bleakborn becomes a normal zombie in 1d4 rounds. These spawn are under the command of the bleakborn that created them and remain enslaved until its destruction. They do not possess any of the abilities they had in life.

Fire Lover (Su)
A magical fire attack heals a bleakborn of 1 point of damage for each 3 points of damage the attack would otherwise deal. If this amount of healing would cause bleakborn to exceed its full normal hit point total, it gains any excess as temporary hit points. These temporary hit points last for up to 1 hour. For example, a bleakborn hit by a fireball that would normally deal 18 points of damage instead gains 6 hit points. A bleakborn makes no saving throws against fire effects.

Heat-Draining Aura (Su)
All living creatures (except those immune to cold damage) that approach within 30 feet of a bleakborn are subject to its heat-draining aura. Victims must make a DC 10 + 1/2 class level + charisma Fortitude save. If they fail, they take 2d6 hit points of cold damage per round as their living heat is sucked away, but if they succeed, they lose only 1d6 hit points per round that they remain in the radius.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 04:05:10 PM
Blood Amniote

(http://www.wizards.com/dnd/images/libris_gallery/84737.jpg)

A clot of animate blood the size of a small house, this amoeba of failed life is hungry to add new blood to its oozing body.

The half-congealed blood of past victims gives a blood amniote its form, and its ties to the Negative Energy Plane give the creature animation. It seeks only to pierce the fleshy carapace of all living creatures it comes upon so it can draw out the blood beneath.

Vestiges of past victims completely drained of blood remain imprinted on blood amniotes. Observers sometimes see these random memories as faces that briefly form on the surface of a blood amniote, only to fall away again to formlessness moments later.


Table 1: The Blood Amniote
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1   +2     Blood Amniote Body, Fast Healing, Ooze Traits
  2    +1     +0    +0    +3     +2   +4     Reach, Size Increase
  3    +1     +1    +1    +3     +3   +6     Blood Call
  4    +2     +1    +1    +4     +4   +8     Size Increase
  5    +2     +1    +1    +4     +5   +10    Self Spawn
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
When a blood amniote senses potential prey, it quickly moves to engage, hoping to draw out the blood of its victims in full quantity.

Blood Amniote Body
The Blood Amniote loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a slam dealing 1d8 + 1.5 Strength modifier damage with a base speed of 30 feet. It starts with a +3 bonus to natural armour, and Blindsight 60 ft.

Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.

Natural Armour Increase
At each level, the Blood Amniote gains a +2 bonus to its natural armour.

Fast Healing
An blood amniote gains fast healing equal to its class level (max +5)

Ooze Traits
Despite being undead, a blood amniote has all the benefits and disadvantages of being an ooze. Blood amniotes are immune to all mind-affecting spells and abilities, and they are blind, giving them immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. Blood amniotes also have immunity to poison, magic sleep effects, paralysis, polymorph, and stunning, and they are not subject to extra damage from critical hits or flanking.

Reach
A blood amniote has a 5 foot racial bonus to reach.

Size Increase
The Blood Amniote permanently increases its size category to Large, and gains all benefits and penalties thereof, except its slam attacks increase to 1d10. At 4th level, it increase again to Huge, and gains all benefits and penalties thereof, except its slam attacks increase to 2d6.

Blood Call (Su)
Whenever a blood amniote strikes a living creature in melee combat, its touch causes the target’s body to expel a portion of its own blood through the pores. The expelled blood gathers and flows across the intervening distance between the prey and the blood amniote. This attack deals 1d4 points of Constitution damage to the foe. If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns (see below).

Self Spawn (Ex)
If a blood amniote deals as many points of Constitution damage during its existence as its hit dice total, it self spawns, splitting into two identical blood amniotes, each with a number of hit points equal to the original blood amniote’s full normal total. Blood amniotes created this way are under the creator's control. This uses the normal 2 HD per character level limit for controlling undead. Any blood amniotes that cannot be controlled are free willed.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 04:16:38 PM
Bloodmote Cloud

(http://www.wizards.com/dnd/images/libris_gallery/84738.jpg)

This cloud of buzzing insects boils toward its victims, droning ominously in its strangely deep pitch and accompanied by the sickly sweet aroma of blood.

A bloodmote cloud is made up of undead mosquitoes with a blood thirst. While a living mosquito is hardly more than an annoyance, and a swarm of the same is hardly cause for alarm, the appearance of a concentrated swarm of undead bloodsuckers is a calamity.


Table 1: The Bloodmote Cloud
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +1   Bloodmote Cloud Body, Distraction
  2    +1     +0    +0    +3     +2   Blood Drain
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
A bloodmote cloud seeks to engulf and suck dry any living prey it encounters. A bloodmote cloud is never sated.

Bloodmote Cloud Body
The Bloodmote Cloud loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a fine sized undead swarm with a fly speed of 20 feet. It gains fine swarm traits, and a radius of 10 feet.

Ability Score Increase
At each level it gains a +1 bonus to its Dexterity.

Blood Drain (Ex)
A bloodmote cloud drains blood and deals 1d3 points of damage and 1d2 points of Constitution damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)
Any living creature that begins its turn with a bloodmote cloud in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 04:23:06 PM
Bone Rat Swarm

(http://www.wizards.com/dnd/images/libris_gallery/84739.jpg)

With the scrabble of hundreds of bony claws, a mass of tiny skeletal creatures surges across the floor, with pinpoints of red light gleaming in their empty eye sockets.

A bone rat swarm is a mass of undead skeletal rats. Though individually such creatures would pose little risk, in great numbers they can strip a creature clean in short order.


Table 1: The Bone Rat Swarm
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Dex  NA     Special Abilities   
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +2   +2     Bone Rat Swarm Body, Damage Reduction
  2    +1     +0    +0    +3     +4   +4     Immunity to Cold, Distraction
   

Class skills (2 + Int modifier per level): None

Requirements:
None
             
Class Features
A Bone Rat Swarm seeks to engulf and suck dry any living prey it encounters. A Bone Rat Swarm is never sated.

Bone Rat Swarm Body
The Bone Rat Swarm loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a tiny sized undead swarm with a base speed of 15 feet, and a climb speed of 15 feet. It gains tiny swarm traits, and a radius of 10 feet.

Ability Score Increase
At each level it gains a +2 bonus to its Dexterity.

Swarm Attack
A bone rat swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move.

Damage Reduction
The bone rat swarm gains damage reduction 5/bludgeoning.

Immunity to Cold
The bone rat swarm is completely immune to all cold damage.

Distraction (Ex)
Any living creature that begins its turn with a bone rat swarm in its space must succeed on a DC 10 + 1/2 class level + charisma modifier Fortitude save or be nauseated for 1 round.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on April 18, 2014, 04:37:54 PM
Boneyard

(http://www.wizards.com/dnd/images/libris_gallery/84740.jpg)

The pile of bones before you stirs. The bones rise and reform, and as each bone finds its proper place, the shape of a huge serpentine creature emerges, one whose form is composed of interlocking bones, its head the skull of some unnamed and long-dead beast.

A boneyard is an undead creature made entirely from the bones of other dead creatures. However, unlike a skeleton or similar monster, a boneyard’s form is fluid in the sense that it can appear merely as a pile of bones, or as a serpent composed of bones, or some other form of its choice. Boneyards have been called by many names, depending upon where they are encountered, including bone weirds, dancing bones, and bonetakers.


Table 1: The Boneyard
Hit Die: d12

Code: [Select]
Level  BAB    Ref   Fort  Will   Str   Wis  Int  NA     Special Abilities   
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     +3    +1   +1   +2     Boneyard Body, Improved Grab
  2    +1     +0    +0    +3     +5    +2   +2   +4     Reach, Bone Subsumption
  3    +1     +1    +1    +3     +8    +3   +3   +6     Damage Reduction, Size Increase
  4    +2     +1    +1    +4     +10   +4   +4   +8     Spell Resistance
  5    +2     +1    +1    +4     +13   +5   +5   +10    Fast Healing, Flight
  6    +3     +2    +2    +5     +15   +6   +6   +12    Size Increase, Immunity to Cold
  7    +3     +2    +2    +5     +18   +7   +7   +14    Summon Skeletons
  8    +4     +2    +2    +6     +20   +8   +8   +16    Utter Subsumption
   

Class skills (2 + Int modifier per level): Balance, Climb, Hide, Jump, Listen, Move Silently, Search, Spot

Requirements:
None
             
Class Features
A boneyard seeks to bite and subsume the bones of its foes. If it can start a grapple, it pulls victims directly into its mass.

Boneyard Body
The Boneyard loses all other racial bonuses, and gains the following Undead traits.
(click to show/hide)

It is a medium sized undead with a bite dealing 1d10 + 1.5 Strength modifier damage with a base speed of 20 feet. It starts with a natural armour bonus of +4.

Ability Score Increase
At each odd level, the Boneyard gains a +3 bonus to its Strength score. At each even level, the Boneyard gains a +2 bonus to its Strength score. At each level it gains a +1 bonus to its Wisdom and to its Intelligence.

Natural Armour Increase
At each level, the Boneyard gains a +1 bonus to its natural armour.

Improved Grab (Ex)
To use this ability, a boneyard must hit a Large or smaller opponent with its bite attack. It can then attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can try to utterly subsume all the bones in the victim’s body.

Reach
An Boneyard has a 5 foot racial bonus to reach.

Bone Subsumption (Su)
Whenever a boneyard successfully bites a foe, the victim must make a DC 10 + 1/2 class level + charisma Fortitude save (except for undead victims, which make Will saves). On a failed save, the victim’s bones begin to melt away from the body to meld with the form of the boneyard. The victim takes 1d4 points of damage to Constitution, Dexterity, and Strength per four class levels (minimum 1d4). This ability works only on creatures that possess a skeletal structure (so it works on many undead, but it is useless against constructs, elementals, oozes, and plants).

Damage Reduction
The Boneyard gains damage reduction 10/-.

Size Increase
The boneyard permanently increases its size category to Large, and gains all benefits and penalties thereof, except its bite attack increases to 2d6. At 6th level, it increase again to Huge, and gains all benefits and penalties thereof, except its bite attack increases to 2d8.

Spell Resistance
Upon reaching its 7th level, a boneyard gains spell resistance equal to 10 + class level + charisma modifier.

Fast Healing
A boneyard gains fast healing of 2 + class level (max +10).

Flight
The boneyard gains a fly speed of 60 feet (good).

Immunity to Cold
The boneyard is completely immune to all cold damage.

Summon Skeletons (Su)
A boneyard can summon undead creatures from its own bones once per day: 3–6 troll skeletons or 2–4 young adult red dragon skeletons. The undead arrive in 1d10 rounds and serve for 1 hour or until they are reabsorbed back into the boneyard.

Utter Subsumption (Su)
If a boneyard wins a grapple check after using its improved grab ability, it attempts to pin the target on its next action. A boneyard that begins a turn with a victim still pinned and that makes one more successful grapple check automatically tears every bone from the victim’s body, instantly killing the victim.
Title: Re: Strat's Thread of Monster Classes and Random Crap
Post by: Stratovarius on September 06, 2014, 01:29:28 PM
Summon Undead

Given the actual Summon Undead spells have always been crap and never reached far enough to be a complete set, I figured I'd replace them with a set that actually makes sense. And allows more freedom to the caster. If you're wondering at where the CRs came from, they're the same as those from the Astral Construct power.

Summon Undead I
(click to show/hide)

Summon Undead II
(click to show/hide)

Summon Undead III
(click to show/hide)

Summon Undead IV
(click to show/hide)

Summon Undead V
(click to show/hide)

Summon Undead VI
(click to show/hide)

Summon Undead VII
(click to show/hide)

Summon Undead VIII
(click to show/hide)

Summon Undead IX
(click to show/hide)
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on September 14, 2015, 10:37:05 AM
Random Incarnum feat that came to mind recently. Probably too odd for normal play.


Fraternal Soul
You can have learned how to engage with incarnum to boost similar spells to those you have memorized
Prerequisite: CON 13, Must cast spells using a spellbook
Benefit: Once per day, you can invest essentia into this feat. Whenever you cast a spell that shares a subschool or descriptor with another spell you have memorized, you gain a +1 bonus on your caster level for every other spell you have memorized, up to a maximum equal to the number of points of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on November 12, 2015, 05:44:49 PM
The material here is adapted from or based on Dark Sun 3.5, and something I got interested in after building the Walker in the Wastes class mentioned below.

Preserving and Defiling
Magic-users using preserving and defiling drains energy from the surrounding soil. The method used labels these magic-users as defilers or preservers. Preservers have the self–control to gather energy without destroying plants, but the strength of their magic suffers as a result. Those who do not, or who feel no remorse about the damage caused, become defilers. Defilers leave behind sterile soil and infertile ash when they cast spells, slowly changing the world they inhabit into a barren wasteland. Such is the price of power.

Preserving and defiling is a cast mechanic that originally appeared in Dark Sun, where magic-users slowly turned the world into a barren desert in their pursuit of greater glory, but it is something that can be dropped onto any caster with ease. When using this ruleset, a magic-user chooses whether to be a preserver or defiler at character creation. In Dark Sun, this choice is only applied to arcane casters, but depending on the setting can be applied to any class. Walker in the Wastes (http://www.minmaxboards.com/index.php?topic=16478.0) is a defiling divine class, for instance.

Preserving
Preservers are those casters who have decided to protect the land, to take only what they need and nothing more. This can be for many reasons, be they noble, selfish, or otherwise, but universally preservers recognize the need to protect the plant life that fuels their magics. To a preserver, power might be just as important as to a defiler, but they can see the to the future, beyond a time when a momentary abuse of power strips away possibilities and options. Unlike defilers, a preserver can be of any alignment, for choosing to preserve the land in no way determines the strength or desires of a preserver's soul.

When casting a spell as a preserver, a magic-user leaves behind a circle of wilted, but not destroyed, plant life as he draws energy from the surrounding flora. The radius of this wilting is 5 ft. x spell slot level expended. While this loss of life energy does not kill the plants, if a preserver continues to draw on the same terrain repeatedly, he will eventually draw enough energy to turn the area to ash, much like a defiler. If a square is used to provide energy for more than three spells in a 24 hour period, the plant life in that square collapses to ash as if it had been defiled. This does not count as a use of defiling. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. In addition, preservers take a -2 penalty to caster level and spell DCs, for their magic is inherently weaker than that of defilers. Magic-users cannot draw energy to cast spells from inside an area that has been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Defiling
The choice to defile is a voluntary one, one most often undertaken because it is the quickest and easiest route to power. Certainly, in a straight contest, a defiler will always succeed versus a preserver. But magical power such as that wielded by a defiler comes at a cost, both to the land and to the soul. Defilers cannot be good, and indeed are almost always evil, for to wield their magics they must voluntarily inflict pain and suffering upon those around them, often including their own allies.

When casting a spell using defiling, a magic-user leaves behind an ashen circle of destroyed plant life. The radius is 5 ft. x spell slot level expended. Creatures except the magic-user caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 4 hp damage x spell level of the slot expended. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. Magic-users cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.

Corruption & Atonement
At any time, a preserver can choose to cast a spell by defiling. This is usually done in a moment of extreme need, when the penalty to caster level from casting a spell via preserving makes taking the risk of defiling acceptable. It should be noted that this is an evil act, as the preserver is wilfully killing plant life and causing pain to living creatures when such is not necessary. It is this wanton disregard for the health of the ecosystem and the needs of those who live there that makes almost all defilers eventually fall to evil.

Any preservers who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the save lose their preserver status and become tainted. Tainted preservers are not defilers, but risk becoming so. Tainted preservers may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted preserver, restoring her preserver status (reset the number of times defiled to zero). The preserver loses 100 XP per spellcaster level. Defilers can also seek redemption, but lose 1000 XP per spellcaster level. Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.

Repairing the land damaged by defiling requires the intercession of a nature priest or a druid. The means by which they can reinvigorate flora burnt to ash is by investing the drained terrain with magical energy drawn from another source through the use of the rejuvenate spell, detailed below.

Table 1: Terrain Modifiers
Code: [Select]
Terrain Type   Examples                                           DC Modifier   Caster Level Modifier
-----------------------------------------------------------------------------------------------------
Lifeless       Air, obsidian planes, negative energy plane        Spell Fails   Spell Fails
Desolate       Salt flats, glaciers                               –2            –2
Barren         Boulder fields, stony barrens, scrublands, taiga   –1            –1
Infertile      Cities, rocky badlands, stony barrens, scrubland   +0            +0
Fertile        Verdant plains, savannahs, swamps, mud flats       +1            +1
Abundant       Forests, oceans, gardens                           +2            +2


Spells
(click to show/hide)

Raze Feats
Raze feats are feats that require the spellcaster to be a defiler, and can only be applied when defiling. Multiple raze feats can be applied simultaneously. For example, a defiler who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell. A wizard’s bonus feats can be used to acquire Raze feats if the wizard fulfills the feat prerequisites.
(click to show/hide)

Conservation Feats
Conservation feats are feats that require the spellcaster to be a preserver, and can only be applied when preserving. Multiple conservation feats can be applied simultaneously. A wizard’s bonus feats can be used to acquire conservation feats if the wizard fulfils the feat prerequisites.
(click to show/hide)

Parasite
Parasites are casters who have learned how to drain energy from living creatures, including themselves, instead of plant life. They can come from both preserver and defiler stock, but they are never good, for draining energy from the living has long since robbed them of the capability for remorse or pity.
(click to show/hide)
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 04, 2017, 07:11:23 AM
Swappable Abilities

So, the goal of this is to create a number of abilities that, while they might not be 100% drop in with one another, are similar enough in balance that they can easily be changed out. There's two primary aspects to this to start, which is the skirmish/sneak attack/etc. line, and the various rages that exist. I've tried to make them all trigger at the same levels as one another in order to make things easier to use. To use this, pick one activation, one type, and all restrictions of a given category (Rage, Precision Damage, Bloodlust).

If there's any type of Rage or Precision Damage I've missed, please let me know.

Rages
A barbarians's anger, a Savage's frenzy, or the mystical focus of a Sohei, all of these are merely aspects of a controlled burst of inner emotion, focused outwards.

Activations
Uses/Day: 1 use every 2 levels (either odds or evens). Duration is 3 + (newly improved) Con modifier rounds.
On Damage Dealt: A character who deals damage in combat against a (living) enemy scents blood, which causes him to fly into a rage the following round. A character cannot end his rage voluntarily. It ends only when all creatures he has wounded in combat are dead or have fled the battle.
On Damage Received: A character who is dealt damage in combat responds by flying into a rage. A character cannot end his rage voluntarily. It ends only when the creature(s) that wounded him are dead or have fled the battle.

Types
Blood Frenzy (Ex): While in a blood frenzy, a character gains +4 to Strength, +4 to Dexterity, and –4 to Armor Class. If his attacks bring an opponent to negative hit points, he immediately gains an additional attack against its fallen foe. At 5th, 10th, 15h, and 20th level, increase the benefits by +2.
Rage (Ex): In a rage, a character temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but he takes a -2 penalty to Armor Class. At 5th, 10th, 15h, and 20th level, increase the benefits to Strength and Constitution by +2.
Ki Frenzy (Ex): A character gains the ability to focus her ki power into a frenzy of berserk energy. In this frenzied state, she temporarily gains +2 to Strength and +2 to Dexterity. Her speed increases by 10 feet, and she can choose to make a flurry of blows with a full attack action in melee, making one extra attack per round while suffering a —2 penalty on every attack. At 5th, 10th, 15h, and 20th level, increase the benefits to Strength and Dexterity by +1, and increase the bonus to movement by +5 feet.
Frenzy (Ex): While frenzied, a character gains a +6 bonus to Strength and, if she makes a full attack action, gains a single extra attack each round at her highest bonus. (This latter effect is not cumulative with haste or other effects that grant additional attacks.) However, she also takes a —4 penalty to Armor Class and takes 2 points of nonlethal damage per round. At 5th, 10th, 15h, and 20th level, increase the benefit to Strength by +3.
Resilient Fury (Ex): A character gains a +4 bonus to Constitution, and damage reduction 2/-. At 5th, 10th, 15h, and 20th level, increase the benefits to Constitution by +2 and the damage reduction by 1/-.

Restrictions
Calm Mind: While raging, a character cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. He can use any feat he has except Combat Expertise, item creation feats, and metamagic feats.
Fatigue: At the end of the rage, the character loses the rage modifiers and restrictions and becomes fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter. This can only be applied to rages that have a duration, instead of triggering.

Precision Damage
The lethal precision of the rogue, the fast and deadly assault of the scout, or the sudden blade of the ninja.

Activations
Flanking: The character’s attack deals extra damage any time her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the character flanks her target.
Dexterity: Whenever a character’s target is denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), the character deals extra damage with her attack.
Movement: A character deals extra damage on all attacks she makes during any round in which she moves at least 10 feet away from where she was at the start of her turn.
Accuracy: A character deals extra damage on all attacks she makes when wielding a light or one-handed piercing weapon, and having no weapon or shield in the off-hand.
Psychic: A character deals extra damage on the first attack of each round she makes against a living, nonmindless target.

Types
Sneak Attack/Sudden Strike/Precise Strike (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 every odd level.
Skirmish (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). At 3rd level, a character's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Flanker's Grace (Ex): A character gains a bonus to speed of +10 feet at 1st, and increases by +10 for every four levels gained above 1st (+20 at 5th, +30 at 9th, +40 at 13th, and +50 at 17th level). At 3rd level, a character's bonus to armour class is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).
Psychic Strike (Su): A character's damage bonus is 1d8 at 1st, and increases by 1d8 for every five levels gained above 1st (2d8 at 5th, 3d8 at 10th, 4d8 at 15th, and 5d8 at 20th level).

Restrictions
Living: Damage only applies against creatures that are not immune to criticals.
Range: Precision damage only applies within 30 feet of the target.

Bloodlust
Bloodlust is kind of off on its own, as it's halfway between a rage and precision damage. It follows the Skirmish pattern, but does not deal precision damage.

Activations
Damage: A character deals additional damage against any creature or object that has already been dealt damage this round.

Types
Bloodlust (Ex): A character's damage bonus is 1d6 at 1st, and increases by 1d6 for every four levels gained above 1st (2d6 at 5th, 3d6 at 9th, 4d6 at 13th, and 5d6 at 17th level). At 3rd level, a character attack bonus is +1, and increases by +1 for every four levels gained above 3rd (+2 at 7th, +3 at 11th, +4 at 15th, and +5 at 19th level).

Restrictions
Living: Damage only applies against living creatures.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 04, 2017, 07:18:35 AM
These are most of the general feats I've created over the years. I've tried to clean out any that are in some way tied to one of my systems. There's also a few that are rebuilds of existing crapping PHB feats.

Feats

Aberrant Transfer [Psionic]
You can gain a supernatural ability of a metamorphed aberration form.
Prerequisites: Manifester level 5th.
Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any. You gain uses equal to the creature into which you metamorph (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Aberrant Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. This supernatural ability must come from an aberration.
Normal: You cannot use the supernatural abilities of creatures whose form you assume.
Special: You can gain this feat multiple times. Each time, you gain one additional supernatural ability. You cannot choose the same ability twice.

Aberration Hunter [Psionic]
You strike with the knowledge of the peculiar vulnerabilities of aberrations.
Prerequisites: Str 13, Int 13.
Benefit: To use this feat, you must expend your psionic focus. For your next attack, your weapon is treated as if it had the aberration bane quality. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

Anomalous Voice [Psionic]
Your voice is unnatural, twisted and altered by strange changes within your vocal apparatus. The resulting sound is painful to all who hear it.
Prerequisites: Bardic music ability, Perform (Sing) 9 ranks.
Benefit: By expending a single use of your bardic music ability, you may cause a creature within 30 feet of you to save against a DC of 10 + one half your perform ranks + your Charisma or become nauseated for as long as you continue to sing.

Always At Hand
Prerequisites: None
Benefit: The character always has something around that can help with just such a situation. If he spends one round crafting a tool, he can then gain a +2 untyped bonus on his next skill check. The tool then breaks.

Ancient Materials
Skilled in the use of weapons from the past, you are more accustomed to them than to modern weapons.
Prerequisites: BAB +2.
Benefit: Whenever you use a weapon made of stone, bone, wood, or other early materials, you gain a +1 bonus to your attack roll, and a +3 bonus to damage.

Arachnid Heart
Prerequisites: None
Benefit: You have a long-standing bond with spiders and their ilk. If a spider is about to attack you, you may make a Charisma check (DC 10). If the check succeeds, that spider refuses to attack you for 24 hours, unless you or an ally attack it. You also gain a +4 bonus on climb checks.

Artisanal Creation
Prerequisites: Craft 4
Benefit: When crafting an item, you no longer need to make skill checks for mundane or masterwork items, and any mundane or masterwork item you craft grants the user a +1 competence bonus on any rolls using the item. However, the time needed to craft the item is 1 hour longer.

Axethrower
Prerequisites: None
Benefit: When you make a ranged attack with a thrown weapon (axe, spear, javelin, or the like), you may add your Strength bonus instead of your Dexterity bonus to the attack roll. In addition, on your turn, before making any attack rolls, you can choose to subtract a number from all thrown weapon attack rolls and add the same number to all thrown weapon damage rolls. This number may not exceed your base attack bonus. The penalty on attack rolls and the bonus on damage rolls applies until your next turn.

Blood-Spiked Charger
Prerequisites: Power Attack, Str 13, BAB +3, Proficiency with spiked armor and spiked shields
Benefit: You throw yourself into the fray, using your spiked armor and spiked shield to tear your opponents to pieces.
Spiked Avalanche: When charging while wearing spiked armor and carrying either a spiked shield or nothing in your hands, you can throw yourself into the air, transforming into a deadly, spiked projectile. A successful attack at the end of the charge with either your spiked shield or your spiked armor deals extra damage equal to twice your Strength bonus. You can attack with both your spiked armor and a spiked shield on this charge, each one benefiting from the Strength bonus, but you take a -2 penalty on each attack. This does not incur any penalties for two weapon fighting.
Spiked Rebuke: When you are carrying a spiked shield, you can lash out at your foes with your shield in response to their attacks. Determine what your AC would be without your spiked shield. If an opponent's attack hits against this lower AC but misses against your actual AC, you may make an attack of opportunity against that foe with your spiked shield.
Spiked Slam: As a standard action when you are wielding a spiked shield, you can opt to make only a single attack at your best base attack bonus. You brace yourself behind your spiked shield, drive yourself forward, and slam into your foe. You enter your foe's space, knocking them backwards five feet. Your attack deals extra damage equal to twice your Strength and an additional 1d6 per size category (small is 1d6, medium 2d6, and so on).

Bow and Blade
You shift seamlessly between fighting with a bow and a blade, shooting an arrow one moment and stabbing the next.
Prerequisites: Dexterity 13, BAB +1.
Benefit: You can wield a bow with a light weapon in your off hand, without incurring any penalty to ranged combat. You may sheathe and draw the bow and light weapon at the same time as a free action.

Clash of Blades
You lock blades with your opponent, challenging him to a test of strength.
Prerequisites: Strength 14, BAB +2.
Benefit: As a standard action, you lock your blade with that of an enemy you threaten, and neither of you can move or attack this turn. At the end of the round, make an opposed Strength check. The loser is knocked back 5' for every 5 points he lost the check by. This can only be used against any given enemy once per encounter.

Cleave
Prerequisites: BAB +1
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. If your BAB is +6 or better, you can take a 5-foot step between each attack.

Cluttered Throat [Metapsionic]
You can shift the origination point of your vocal powers.
Benefit: To use this feat, you must expend your psionic focus. When you do so, you may choose the origination point and direction of the power you manifested. It must have the sonic descriptor. The point of origin may be up to 5 feet per manifester level away from you. Using this feat increases the power point cost of the power by two. The power's total cost cannot exceed your manifester level.

Consumptive Fetish
Prerequisites: Must have consumed a sentient creature (Intelligence score of 3 or greater) fully, living or dead.
Benefit: You have a taste for the forbidden flesh of the living, eating their bodies, sometimes dead, but often as it squirms in your grasp. Whenever you eat a sentient creature, you gain 1d4 temporary hit points and a +2 bonus to Strength. Additionally, your effective caster level goes up by +1. These benefits last for one hour. If the creature was alive at the beginning of the consumption, the benefits are doubled. It takes one minute to consume a medium sized creature.

Crafty Offense
You flip your weapon from hand to hand as you strike, distracting and unnerving enemies.
Prerequisites: Dexterity 13, Charisma 13, Bluff 5 ranks.
Benefit: During a full attack action, you may feint once as a free action. If you succeed, instead of the normal effect your foe takes a -1 penalty to AC against your next attack for every 2 points by which you succeeded at the opposed skill check. Each time you use this ability against the same foe in the same combat, he gains a cumulative +10 bonus on the sense motive check. (+0 on the first, +10 on the second, +20 on the third, etc.).

Crossbow Expert
Prerequisites: BAB +3, Point Blank Shot, light or heavy crossbow proficiency
Benefit: You are skilled in lining up accurate, deadly shots with your crossbow. Perhaps you add custom-made sights to your weapon, or you have learned to maximize the stability and precision the weapon offers.   
Punch Through: When you make a ranged attack with a crossbow, you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, including any applicable extra damage (such as from a sneak attack or a flaming weapon).
Melee Archer: You provoke no attacks of opportunity for using a crossbow in melee combat. In addition, you threaten the squares adjacent to you as if your crossbow was a melee weapon.
Crossbow Sniper: You gain a bonus on damage rolls equal to your Dexterity bonus. If you have the skirmish or sneak attack ability, the maximum range at which you can make such attacks increases to 60 feet. In addition, the time required for you to reload your crossbow is reduced to a free action. The reloading change does not apply to a ponderous arbalest.

Custom Fitment
Prerequisites: Craft 6
Benefit: When crafting an item, you design it for a single individual, tweaking it so that it fits them just so. However, this usually makes it more difficult for anyone else to use. A custom fitted item grants the individual it was designed for a +1 competence bonus on any rolls using the item. Anyone else using the item takes a -1 penalty on all rolls using the item.

Deatheater
You have chosen to consume nothing but the rotting flesh of the long dead
Prerequisites: Must have spent a month living on nothing but carrion
Benefit: You become immune to mundane (non-magically caused) diseases. In addition, you gain a temporary +2 bonus to constitution and strength for one hour whenever you consume a pound or more of rotting flesh. You may gain this benefit a maximum of three times per day.

Dodge
Prerequisites: Dex 13
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses and all other benefits of this feat. Also, dodge bonuses (such as this one and a dwarf's racial bonus on dodge attempts against giants) stack with each other, unlike most other types of bonuses. While fighting defensively, you can attempt to negate a single attack made by the target of your Dodge feat. If this opponent attacks you, use an immediate action to make a d20 roll modified by your highest base attack bonus. The result is used as your normal AC and touch AC against that single, specific attack from your opponent. You cannot use this feat if your Dexterity bonus to AC does not apply against your opponent's attack. At BAB +6, you may designate a second target against whom your dodge bonus applies. In addition, after making a single melee attack, you can use the withdraw action (moving up to twice your speed) as a move action. Once per round, when you make an attack of opportunity, you may take a 5-foot step after you attack. This 5-foot step doesn't count against your limit of one 5-foot step per round or against any movement you take on your turn. You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. At BAB +11, you gain a +1 competence bonus on attack rolls against designated foes. When a melee attack by one of your dodge targets misses you, that attack has a chance to strike another target of your choice that is both adjacent to you and within the attacker's reach. The attacker uses the same attack roll for the redirected attack. You may use this once per round. If there are no other targets adjacent to you and within the attacker's reach, you can't have attacks strike others. At BAB +16, your dodge benefits apply against any enemy you threaten. In addition, you no longer provoke attacks of opportunity for movement from those you threatened at the beginning of your turn.

Dwarven Shield Specialist
Prerequisites: BAB +3, exotic shield proficiency, Improved Shield Bash
Benefit: As a warrior, much of your combat training has focused around the use of your shield as a weapon, relegating your axe to secondary status.
Slam of the Stars: As a standard action or as a charge action, you may make an attack with your shield against an opponent. If you hit, you force the target damaged by this attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) in addition to dealing damage normally. A defender who fails this saving throw is dazed for 1 round (until just before your next action).
The Ground Rushes Upward: If you hit an opponent with your shield as part of a charge action or a shield bash, in addition to dealing damage normally, you may make a trip attack without provoking an attack of opportunity. If you lose, the defender does not get to try to trip you in return.
Agile Shield: When making a shield bash and armed strike attack as part of a full attack action, you take a -2 penalty on each attack. These penalties replace the normal ones you incur for fighting with two weapons.

Elemental Gestalt
Prerequisites: BAB +3 or Caster level 3, Energy Affinity
Benefit: You are skilled in mixing together elemental attacks in order to confuse and bewilder your opponents. The elemental energy can be from any source, and you must affect the target with both types in either the same round or on consecutive rounds. DC for all effects is 10 + 1/2 character level + primary attribute modifier for the chosen attack form (Strength or Dexterity for physical attacks, or the appropriate spellcasting attribute).
Acrid Fumes: You strike with acid followed by fire. The flames turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both elements is nauseated for 1 round. Those who make a successful Fortitude save are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities.
Ooze Burst: You strike with fire followed by sonic. Any creature struck by both elements spend the following round coughing, and treat the square they are in as affected by fog cloud for one round. In addition they must save or go blind for one round.
Improved Conduction: You strike with cold followed by electricity. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both elements are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves are fatigued for 1 round.
Sparking Flames: You strike with fire followed by electricity. The electricity reignites the flames, setting the affected creatures on fire.

Energy Affinity
You favor one specific energy type over all others.
Prerequisite None
Benefit: Choose one type of energy to become your privileged energy: acid, cold, electricity, fire, or sonic. Any time you deal damage of your chosen energy type, you deal an extra 1 point of damage per die.
Special: You can choose this feat multiple times. Each time it applies to a different type of energy.

Fencer's Song
Prerequisites: Perform (Sing) 6, Bardic music ability
Benefit: By expending one of your daily uses of bardic music, you may sing the ballad known as the Fencer's Song. Activating a Fencer's Song is a free action. Once activated, your weapons threat range doubles (this does not stack with other effects), and you gain the ability to ignore any effect or ability that prevents precision damage or critical hits. You cannot use this feat if you are carrying a shield, wearing medium or heavy armor, carrying a medium or heavy load, or using a weapon other than a piercing weapon that qualifies for Weapon Finesse. A Fencer's Song lasts for a number of rounds equal to your ranks in Perform (Sing). When the Fencer's Songe ends, you become fatigued for the next 10 minutes.

First into Battle
Pleasure in battle is one of your great strengths, and none are faster into combat than you.
Prerequisites: Dexterity 15.
Benefit: If you are the first creature to make a successful melee attack in an encounter, you gain a +2 morale bonus to attack rolls and a +4 morale bonus to damage rolls for the remainder of the encounter.

Fractured
Your bones are crippled and weak, but your mind has compensated.
Prerequisites: Constitution of less than 13.
Benefit: Your constitution shrinks, and you lose 2 points permanently. You gain 1 point in intelligence, wisdom, and charisma.

Fraternal Soul
You can have learned how to engage with incarnum to boost similar spells to those you have memorized
Prerequisite: Con 13, must cast spells using a spellbook
Benefit: Once per day, you can invest essentia into this feat. Whenever you cast a spell that shares a subschool or descriptor with another spell you have memorized, you gain a +1 bonus on your caster level for every other spell you have memorized, up to a maximum equal to the number of points of essentia invested in this feat. Once the amount of essentia invested is chosen, it cannot be altered and remains invested for 24 hours. You gain 1 point of essentia.

Gibbering Telepathy [Psionic]
You have learned to communicate mentally, but the result is not always what you wish.
Prerequisites: Manifester level 6th.
Benefit: You gain telepathy with a 100 foot range. However, all speech is communicated only in thoughts that aberrations can understand, and any who are not aberrations have a 10% chance per contact of becoming confused for one round, as the strain of the gibbering and grating voices in their head causes them to lose focus. They may succeed at a will save of 10 + your Wisdom modifier to resist this effect. Creatures need only make a single save each round.

Greater Two Weapon Fighting
Prerequisites: Improved Two Weapon Fighting, BAB +11
Benefit: You get a third attack with your off-hand weapon. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +3 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6. When making an attack of opportunity, you may make an attack with your off hand against the same target at the same time. You must decide before your first attack roll whether you want to also use your off hand. If you do, both attacks take the standard penalties for fighting with two weapons. When fighting with two weapons and using the full attack option, you can on your action decide to attack normally or to sacrifice a number of your off-hand attacks for that round in exchange for a +2 dodge bonus to your AC per attack sacrificed. If you take this option, you still suffer penalties on your attacks as if you were fighting with two weapons. If you are also using a buckler, its AC bonus stacks with the dodge bonus.

Greater Spell Focus (Descriptor)
Prerequisite: Spell Focus (Descriptor) in the chosen descriptor.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select. This bonus stacks with the bonus from Spell Focus (Descriptor).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell descriptor.

Hammer of Thunder
Prerequisites: BAB +3, Two Weapon Fighting, Improved Trip
Benefit: You have learned how to combine your weapons for a variety of effects
Anvil of Thunder: If you hit the same creature with both an axe and a hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be dazed for 1 round.
Hammer's Edge: If you hit the same creature with both a sword and a hammer in the same round, it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or fall prone.
High Sword Low Axe: If you hit the same creature with both a sword and an axe in the same round, you may make a free trip attempt against that foe. (If you succeed, you may immediately use your Improved Trip feat to gain an additional attack against your foe.)

Handwright
Prerequisites: Craft 6
Benefit: When you take this feat, select a single category of magical items, such as Rings, or Arms and Armour. When crafting an item from this category, crafting takes only 75% of the normal time, and you pay only 75% of the cost of the item.
Special: You may take this feat multiple times. Each time select a new category of magical items.

Hunter's Strike
Many long years using a bow to find food has taught you how to prevent prey from running away.
Prerequisites: BAB +4
Benefit: As a standard action, you may make a single attack with a +2 bonus.  If it succeeds, your foe suffers a -4 penalty to his Dexterity score, and his speed is reduced by 50%.  The penalties last until your foe is the beneficiary of at least 1 point of healing, or a successful DC 15 Heal check.

Improved Two Weapon Fighting
Prerequisites: Two Weapon Fighting, BAB +6
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +2 shield bonus to your Armor Class. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. If you successfully hit an opponent with both of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. When making a full attack action against an opponent with a shield, you may give up your first off-hand attack. If you do, you momentarily pin your opponent's shield with your off-hand weapon, and your foe gains no Armor Class benefit from her shield until the end of your action.

Innocence Amid Profanity [Psionic]
You have sheltered your mind from the vicious attacks of those who would harm it.
Prerequisites: Wis 15.
Benefit: By expending your psionic focus, you may delay the impact of any ability burn, damage, drain, or penalty to your Intelligence, Charisma, and Wisdom statistics by one minute. This does not delay any other effects from the same power or ability. This is an immediate action.

Ironguard Soldier
Prerequisites: BAB +3, membership in the Ironguard, dwarven war axe, exotic armour, and exotic shield proficiency
Benefit: Trained in the techniques of the Ironguard of the Tokunnir, you have become a masterful defensive combatant. When using a dwarven war axe while using an exotic shield and armour, you gain access to the options listed below.
Fear No Arrow: Whenever you are the target of a ranged attack, you may take an immediate action to deflect it, provided you are not flat-footed. This does not apply against boulders, siege weapons, spells, or other unusual ranged attacks.
Come to Me: You also gain one half your armour bonus as a bonus to attack rolls in any round you have not moved. In addition, when an enemy draws an attack of opportunity from you, you may make a shield bash in addition to the normal attack. This does not incur any penalties for two weapon fighting.
Resilience of Iron: You gain damage reduction of X/-, where X is equal to one half your armour bonus.

Joyous Chant
Prerequisites: Bardic Music
Benefit: You have found your purpose in life in the celebration and memories of music. Any Bardic Music or similar you create has any morale benefits increased by +1, and the effects of any morale boosting song linger for 1 round longer than normal.

Joyous Chant
You lead a mighty chorus to the heavens, heartening your friends against the coming frenzy.
Prerequisites: Charisma 13.
Benefit: As a swift action, you can begin a joyous chant.  While chanting, all allies who can hear you gain a +1 bonus to saves against fear, which increases by +1 for every five other allies who chant with you.  This bonus lasts as long as you keep chanting, although the bonus may decrease due to number of people chanting.  In addition, whenever an ally joins the chant, you are buoyed up and gain a +1 morale bonus to attack and AC for one round (you cannot gain this benefit more than once from a given ally during any particular chant).

Keeping Score
You track the enemies you have killed in combat, your prowess increasing as each falls before you.
Prerequisites: BAB +2.
Benefit: You gain a cumulative +1 bonus to AC and +1 bonus to damage every time you slay a total number of Hit Dice of creatures equal to half your class level.  Whenever you go more than one hour without slaying a creature, the benefit resets to zero.

Knife in the Back
Prerequisites: Sneak Attack 1d6
Benefit: Your sneak attack dice increases by 1d6. However, any dice granted by this feat do not count towards any prerequisites.
Special: You can take this feat multiple times.

Knock Aside
You stride forward, striking aside foes who stand between you and your goal.
Prerequisites: Strength 16.
Benefit: When you strike a foe for 10 or more damage, you make a free bullrush attempt that does not cause an Attack of Opportunity to move that foe one square to the left or to the right. You may make an additional 5' step into the square that the foe was knocked out of.

Last Surge
Wounded and bloody, your stature grows, and you stand tall, thrusting aside lesser men as if they were kindling.
Prerequisites: Constitution 13.
Benefit: If you have less than 25% of your total hit points remaining, you gain a +1 bonus to attack rolls, a +2 bonus to damage, a +1 bonus to AC, and a +1 bonus to to all saves for every 5% under 25% (minimum of one boost).

Lessons of the Forebearers
Prerequisites: Knowledge (History, Arcana, or Religion) 11.
Benefit: By making a DC 25 Knowledge check as a swift action, you remember some fragment or flash of insight that the old ones had about the particular situation that you find yourself in. You gain a +2 bonus on the next action that you make. This ability can be used once every 5 rounds.

Lore of the Lost
Prerequisites: Knowledge (History, Arcana, or Religion) 9.
Benefit: When you choose this feat, pick a particular race to whom the lost incident applies. When interacting with members of that race, if you succeed at a DC 20 knowledge check, you gain a +2 bonus to all social interaction skills (Bluff, Persuade, Intimidate, Sense Motive). You may only gain this benefit once with each individual member of a race.
Special: You can take this feat multiple times. Each time you take the feat after the first time, you may either choose a different race, or increase your bonus in regards to a specific race by +2.

Master And Slave [Psionic]
You have altered the call slightly, and now draw in more abnormal thralls.
Prerequisites: Thrallherd class ability.
Benefit: When you call a new thrall for your thrallherd or twofold master class abilities, you now call aberrations, rather than more normal creatures. Your old followers slowly die off and are replaced by aberrant creatures of the appropriate rating as well.

Mental Rigour [Psionic]
You have learned to take what affects you, and use it as a weapon against your twisted foes.
Prerequisites: Manifester level 5th.
Benefit: While you are under the effect of a power or spell that grants traits taken from an aberration, you gain a +1 bonus to attack and damage against aberrations, or +1 DC on your powers against aberrations. You may expend your psionic focus to gain a bonus on attack and damage or DCs equal to one half the level of the highest power that grants you aberration traits. This increased bonus lasts for one round.

Mental Twilight [Psionic]
You dream up the dark things in your mind, all that haunted and haunts you.
Prerequisites: Wis 13.
Benefit: When manifesting a power or making an attack, you may expend your psionic focus to add the fear descriptor to the strike. If the foe (or foes) is struck by your power or attack, it must make a will save against 15 + your Charisma modifier or become shaken for one round. Creatures not of your race gain a +2 bonus on this save.

Mighty Thewed
You use your massive strength to bludgeon your foes, hitting them so hard that their weapon falls from their grasp.
Prerequisites: Strength 18.
Benefit: Whenever you strike a foe for 15 or more damage, you may make a free disarm attempt against that foe.  Your opponent may not attempt to disarm you if your disarm attempt fails.

Mind Of Unknowable Thought [Metapsionic]
Your body has begun its transformation. Your mind must follow.
Prerequisites: Knowledge (dungeoneering) 11, Writhing Mind, Writhing Body, cannot be of aberration racial type.
Benefit: Your mind begins to twist into the abnormal thought patterns of the aberration. By expending your psionic focus, you increase the DC by 1 of a power from the telepathy discipline, and treat the power as if it had one more power point invested in it. This can exceed your manifester level.
Special: You have a 50% chance of being affected by effects that target aberrations.

Music of the Joust
Prerequisites: Perform 6, Bardic music ability
Benefit: By expending one of your daily uses of bardic music, you or one ally you designate receives a damage bonus to their next charge attack equal to twice your Charisma modifier. This is a free action, and can be used once per round. If this has not been used by the end of the targeted creature's next turn, the bonuses dissipate.

Nature's Avenger
Prerequisites: Sneak Attack 3d6
Benefit: All sneak attack dice now deal elemental damage. You must choose from acid, cold, electricity, or fire damage upon taking the feat. This choice is permanent. This does not allow you to sneak attack a creature you normally would not be able to.

Nibble Away
Unlike some of your berserk friends, you have learned to weaken and then kill a foe with many small strikes.
Prerequisites: Dexterity 13, BAB +2.
Benefit: Whenever you successfully strike a creature but do 5 or less damage, you gain another attack at the same attack bonus with a -3 penalty.

Perfect Two Weapon Fighting
Prerequisites: Greater Two Weapon Fighting, BAB +16
Benefit: When making a full attack, you can make as many attacks with your off-hand weapon as with your primary weapon, using the same base attack bonus. You no longer take the normal penalties for fighting with two weapons. When wielding two weapons (not including natural weapons or unarmed strikes), you gain a +4 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +8. You gain the benefit of any one weapon style feat that requires two weapon fighting, regardless of its other requirements and the type of weapon(s) necessary.

Phalanx Fighting
Prerequisites: BAB +1, heavy, tower, or exotic shield proficiency
Benefit: You are trained at fighting in ranks and files.
Shield Wall: If you are using a heavy shield and a one-handed weapon, you gain a +2 bonus to your Armor Class. If you are within 5 feet of an ally who is also using a heavy shield and one-handed weapon and who also has this feat, you may form a shield wall. A shield wall provides an extra +4 bonus to AC and a +1 bonus on Reflex saves to all eligible characters participating in the shield wall. In addition, any creature threatened by two or more allies in a shield wall is treated as flanked.
Formation Expert: To use this maneuver, you must be within a single move of an ally who is rendered helpless or dying, and every square between you and the fallen comrade must be empty or occupied by an ally. You can immediately take a single move action (as if you had readied an action to do so) to move into the square the fallen ally occupies.
Pile On: If your ally attacks and hits an enemy you and he are flanking, you can make an immediate attack of opportunity against that target. You gain the attack of opportunity only on the first successful attack.

Pierce the Hide
You have fought for long years against animals and men who wear hides, and have learned how to easily penetrate their defenses.
Prerequisites: None.
Benefit: You gain a +2 attack bonus against foes in light armour, and a +1 attack bonus against foes in medium armour. For creatures wearing no armor, treat their natural armour as the appropriate armour type for this ability, with natural armor bonuses of +1 to +3 equivalent to light armor, +4 to +5 as medium, and +6 or more as heavy.
Special: Must be wielding a piercing weapon.

Quick Afoot
You dance around a foe, frustrating his attacks and reply with jabs and thrusts of your own.
Prerequisites: Dexterity 15.
Benefit: Each time a foe swings at you and misses, you may make a 5' step around the foe (You must remain within his reach) that does not generate an Attack of Opportunity. For each step made, you gain a cumulative +1 bonus on attacks this round.

Quick Draw
Prerequisites: BAB +1
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill, page 81) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You may use this feat only once per round and once per opponent during any single combat encounter. If an opponent provokes an attack of opportunity from you, you can draw a weapon as an immediate action to deliver the attack of opportunity. That opponent is treated as flat-footed against the attack.

Razor-Edged Shield
You have taken a sharpening stone to the edge of your shield, leaving it with a bladed edge to cut unwary foes.
Prerequisites: None.
Benefit: As part of a full attack action, you may make a single attack with a heavy or larger shield that you wield, treating it as a short sword with an enhancement bonus equal to the shield's enhancement bonus.  You retain your shield bonus to AC, but suffer a -2 penalty on all attack rolls made during the round.

Reachstrike
Prerequisites: BAB +1, Power Attack, proficiency with a polearm
Benefit: You have mastered the style of fighting with a polearm, and can use all parts of the weapon - blade, spike, hook, or butt - to strike devastating blows.
Spinning Halberd: When you make a full attack with your polearm, you gain a +1 dodge bonus to your Armor Class as well as an additional attack with the weapon at a -2 penalty. This attack deals points of bludgeoning damage equal to 1d6 + 1/2 your Strength modifier.
Stonebreaker: If you hit the same creature with two attacks in the same round, you can rend as a swift action. This attack deals base damage from your polearm + 1-1/2 times your Str bonus.
Swift Grip: As part of a full-attack action, you can make one attack with a pole arm as if it had reach, allowing you to strike an opponent 10 feet away. If the pole arm already grants reach, treat its reach as if it extended 5 feet farther. Alternately you can choose to lose the benefit of reach with your polearm. In return, you can use that weapon to threaten and attack spaces adjacent to you.

Resilient Health
Prerequisites: Fast Healing class feature.
Benefit: In addition to the bonus provided by your fast healing class feature, you are able to heal ability damage at the rate of one point an hour.

Savage Fury
You take a furious joy in combat, revelling in each thunderous blow, a giddy frenzy that allows you to dance through combat, accepting blows unthinkingly.
Prerequisites: None
Benefit: Each time you strike a creature and deal 10 or more damage to it, you gain 5 temporary hit points from battle lust.  The temporary hit points granted by this feat stack with each other, and last until the end of the encounter.
Special: You cannot fight defensively or take the Total Defense action, and each round must attack the nearest enemy creature if able.

Schooled by the Forebearers
Prerequisites: Knowledge (History, Arcana, or Religion) 16, Lessons of the Forebearers
Benefit: By making a DC 40 Knowledge check as a swift action, you recall the exact action that is required to escape from the problem in which you find yourself. You gain a +4 bonus on the next action that you make. This ability can only be used once every 5 rounds.

Shaman's Rites
Prerequisite: 3rd level spellcasting, able to cast Summon Nature's Ally V
Benefit: The shaman gains three rites, which he may perform to help and to benefit his allies. Each of these takes 10 minutes to perform, and affects one ally per caster level. All allies must be within 50 ft.
Shattermace
Prerequisites: BAB +3, Power Attack, proficiency with a mace
Benefit: You smash through the enemy ranks, using a mace as your weapon of choice
Can Opener: Once per round you can declare that a melee attack you make with a mace, heavy mace, or warmace against an 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 gain a +2 morale bonus on attack rolls and damage rolls against that enemy until the start of your next turn.
Lightning Mace: Whenever you roll a threat on an attack roll while using a mace, you gain an additional attack at the same attack bonus.
Three Mountains: If you strike the same creature twice in the same round with your mace it must make a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or be nauseated by the pain for 1 round.

Shattered Skeleton
Your body cannot resist the heavy blows of combat.
Prerequisites: Constitution of less than 13.
Benefit: You take an extra 1d6 damage from any bludgeoning weapon. However, the weakened body has strengthened your mind, and you gain a bonus on all intelligence, charisma, and wisdom based skills equal to 1/4 your character level, minimum 1.

Shield-Breaking Strike
You hammer away at your opponent, swinging as much at his shield as at him.
Prerequisites: BAB +3.
Benefit: Each time you swing at a creature using a shield or armour and miss by an amount equal to or less than the opponent's shield plus armour bonus to AC, roll damage normally. Apply half of the damage rolled to the shield (minus hardness), and one-quarter of the damage as bludgeoning damage to the target as you crush through its defences. If there is no shield, apply the half damage to the armour (minus hardness).

Slip Away
Prerequisites: Sneak Attack 1d6
Benefit: By forgoing the damage from a sneak attack, you may instead move 5 feet for every 1d6 die you have forgone. This movement is a free action that does not provoke an attack of opportunity from the creature you struck. It otherwise provokes attacks of opportunity as per normal.

Spell Focus (Descriptor)
Benefit: Add +1 to the Difficulty Class for all saving throws against spells possessing the descriptor you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell descriptor.

Spring Attack
Prerequisites: BAB +2
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack. At BAB +6, you may designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. You can make a second attack as part of your attack action. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them. At BAB +11, you may designate a third target to be affected by this feat. You can make a third attack as part of your attack action. You can use all attacks against one of the opponents targeted with this feat, or split your attacks between them. At BAB +16, you may designate a fourth target to be affected by this feat. You can make a fourth attack as part of your attack action. You can use all attacks against one of the opponents targeted with this feat, or split your attacks between them.

Steadfast Bulwark
Prerequisites: BAB +3, heavy or exotic armour proficiency
Benefit: You apply your Constitution modifier to damage in any round in which you do not move and are wearing heavy or exotic armour. In addition, you gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).

Step Into It
You move forward into your blows, adding momentum to your striking.
Prerequisites: BAB +3.
Benefit: After you have made a 5' step towards a foe, if you strike him, you gain a +5 damage on your first strike. The step must be towards the foe, and not laterally around it.

Throwing Charge
You have learned how to distract and wound a foe as you charge him, flinging a weapon at him as you charge.
Prerequisites: BAB +2.
Benefit: As part of a charge attack, you may make a single attack with a thrown weapon at any point during your movement against the creature you target with your charge, then draw a melee weapon as a free action. You gain the normal attack bonus from charging on your thrown attack.  If you hit with your thrown weapon, the targeted creature cannot set versus a charge.

Throwing Savant
Prerequisites: BAB +3, Axethrower, throwing weapon proficiency
Benefit: Throwing savants depend on quick reflexes, good planning, and deadly aim.
Two with One Blow: Whenever you make a thrown weapon attack against an opponent, if there is another foe within 10 ft. of the initial target, you may take a —4 penalty on the attack roll and attempt to hit both opponents at once. The attack may hit either, both, or neither opponent depending on the roll and the Armor Class of each opponent. Damage for each opponent is resolved separately. If the attack roll results in the threat of a critical hit, roll to confirm each critical hit separately.
Lightning Ricochet: You can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks.
Storm of Throws: As a full-round action, you may throw a throwing weapon at your full base attack bonus at each opponent within 30 feet. All weapons thrown need not be the same type; for instance, a human could throw a mix of daggers, darts, and throwing axes.

Time's Quickness
Prerequisites: This feat can be taken at first level only.
Benefit: You permanently lose two points of constitution, and they can never be restored. You gain a +4 bonus to initiative, and a 5' bonus to speed.

Tortoise Hammer
You have learned to accept blows in order to respond with your own.
Prerequisites: Strength 14, Constitution 12.
Benefit: You may only use this feat while wearing heavy armor and a heavy or larger shield, and wielding a bludgeoning weapon.  Whenever an attack would have hit you except for the AC provided by your shield, you may make a counter attack with your bludgeoning weapon at a -5 penalty. You may do this a maximum of once per round.

Trampling Charge
You cut a swath through your enemies, bowling them aside like so many sticks.
Prerequisites: Strength 16.
Benefit: You may make a special charge at a single square no more than twice your speed away.  The normal restrictions on making a charge apply, except that your target square need not be adjacent to an enemy, and your charge can move through squares occupied by opponents.  Make a trip attempt with a +3 bonus against each opponent you pass within 5 feet of at any point along your movement.  You do not need to make a touch attack to initiate the trip, and your opponents do not receive attacks of opportunity to prevent the trip attempt, nor can they attempt to trip you back if your attempt fails.  However, you provoke attacks of opportunity due to your movement as normal, and any creature making such an attack gains a +4 bonus to the attack rolls and +2 to the damage rolls against you. If your target square is adjacent to an enemy, you may attack normally at the end of a charge.
Note: If you have the Improved Trip feat, you cannot make an immediate attack against any creature you successfully trip.

Trophy Collector
You wear trophies taken from defeated foes, strung in a necklace or hanging from your armour, in an attempt to intimidate foes.
Prerequisites: Constitution 13.
Benefit: The stench of your defeated foes sickens enemies within 5 feet of you who fail a Fortitude save (DC 10 + 1/2 class level + Constitution modifier).

Twisted Body, Twisted Mind [Psionic]
You have completed the transformation into the thing that should not be.
Prerequisites: Knowledge (dungeoneering) 14, Mind of Unknowable Thought.
Benefit: You have completed your transformation, and your type changes to aberration. When you select this feat, choose a single aberration type. By expending your psionic focus, you become the aberration as described in its stat block, except that you retain your own hit points, mental stats, and feats. The aberration form is advanced so that its hit dice equals your level, but it does not gain extra feats from this advancement. Items are subsumed into the body of the creature and cease to function, unless the items are affected by a Wilding Clasp or have similar properties. You may manifest at your normal level -2. This transformation and the reduced manifester level lasts for 5 rounds.

Two Weapon Fighting
Prerequisites: Dex 15 or BAB +1
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you are making a charge and wielding weapons in both hands, you can attack with both of your weapons. If you do so, you lose the bonus on attack rolls normally granted by a charge. The -2 penalty to AC from charging still applies. As a standard action, you can make a melee attack with your primary weapon and your off-hand weapon. Each weapon deals its normal damage. Damage reduction and other resistances apply separately against each weapon attack.

Unseen Vulnerability
Prerequisites: Sneak Attack 3d6
Benefit: You ignore all immunity to sneak attacks, regardless of the source, and can now sneak attack creature types formerly immune to it.

Vengeance Duel
You call out a single enemy, challenging him to a duel, testing his mettle to see if he is truly worthy.
Prerequisites: BAB +4.
Benefit: You may call out a single creature whose CR is equal to or greater than your level - 1. All other creatures involved in the combat must make a Will save vs DC 10 + 1/2 character level + your Charisma modifier to attack you.  You gain a +1 bonus attack rolls and a +3 bonus to damage rolls made against the targeted creature. Every time the creature strikes you for more than 10 points of damage, the bonus to attack and damage each increase by +1.  These bonuses last until the end of the encounter.

Warrior's Prayer
You cry to the ancient gods, asking of them a boon. They respond, and give you what you wish for.
Prerequisites: Character Level 6th, Wisdom 13.
Benefit: Twice per day, as a standard action, you can cast a single divine spell of 3rd level or lower chosen from the cleric list, with a caster level equal to your BAB.  You choose the spell when casting, and need not cast the same spell both times.  You cannot use this spellcasting ability to meet prerequisites.

Weapons in Harmony
Prerequisites: Two Weapon Fighting
Benefit: When fighting with two weapons and with a one-handed weapon as your primary, if your primary weapon has a +1 or better enhancement bonus, you may treat your off-hand weapon as if it had a +1 enhancement bonus. As you improve your skills with two weapon fighting, you learn how to transfer more magical energy from your primary weapon to your off-hand weapon. If you have Improved Two Weapon Fighting and your primary weapon has a +2 or better enhancement bonus, you may treat your off-hand weapon as if it had a +2 enhancement bonus. If you have Greater Two Weapon Fighting and your primary weapon has a +4 or better enhancement bonus, you may treat your off-hand weapon as if it had a +4 enhancement bonus. If you have Improved Two Weapon Fighting and your primary weapon has one or more +1 weapon special abilities, you may treat your off-hand weapon as if it had a single one of those +1 weapon special abilities. If you have Greater Two Weapon Fighting and your primary weapon has one or more +1 or +2 weapon special abilities, you may treat your off-hand weapon as if it had up to two of those +1  or +2 weapon special abilities. If you have Perfect Two Weapon Fighting, you may treat your off-hand weapon as if its enhancement bonus and weapon special abilities are an exact copy of your primary weapon (unless such abilities are inapplicable). If there is more than one eligible weapon special ability, you may choose to alter the choices you have made as a move action.

Weight of Stroke
Your time your blows, holding them back until they would cause the most damage.
Prerequisites: BAB +5.
Benefit: You may choose to forgo attacks during a full-attack action or when granted an attack of opportunity you would be able to make (i.e., when you have at least one attack of opportunity remaining to you for the round).  For each attack that you forgo in a given round, you gain a cumulative +5 bonus to damage on all attacks that you do make on your next turn.

Whisper of Steel
You emphasize defense over offense, choosing to deflect blows over striking lesser ones.
Prerequisites: Intelligence 13, BAB +4.
Benefit: You may choose to forgo attacks during a full-attack action or when granted an attack of opportunity you would be able to make (i.e., when you have at least one attack of opportunity remaining to you for the round).  For each attack that you forgo in a given round, you gain a cumulative +2 bonus to AC until the end of your next turn.

Worship The Deep [Psionic]
You look to the aberration as the source most profound, and harken to their wisdom.
Benefit: When you gain this feat, you take a -2 penalty on all Wisdom-based skill checks, Will saves, and Wisdom ability checks. You may use items normally restricted to aberrations, and any divine spell or psionic power cast to benefit a creature of the aberration type has its caster level increased by two. If a psionic power can be augmented, treat it as if it had two power points expended to augment it.

Writhing Body, Writhing Mind [Psionic]
You begin a slow transformation into an aberration.
Prerequisites: Knowledge (dungeoneering) 8, Con 13, cannot be of aberration racial type.
Benefit: Your body begins to take on some aberration traits. You gain darkvision out to 60 feet, as well as light fortification as your body writhes and twists out of the norm. Your mind becomes more susceptible to the influences of the aberration, and you take a -4 penalty to all Will saves against effects originating from an aberration.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on March 04, 2017, 07:25:16 AM
This basically changes Truenaming from a stand-alone magic system to one that can be glued on to any character to give them access to the abilities, at the cost of a single feat.

Truespeak
(INT; TRAINED ONLY)
Use this skill to master the tortuous pronunciation of truenames, each of which involves a dozen syllables, precise timing, and vocalizations foreign even to the most multilingual character. If you’re a truenamer, you use this skill every time you deliver an utterance or make a recitation. If you’re a spellcaster with a truename spell at your disposal, you make a Truespeak check to cast the spell properly. Members of prestige classes such as the fiendbinder, acolyte of the ego, and brimstone speaker make Truespeak checks to activate their class features.

You can also make a Truespeak check as a free action to identify an utterance being spoken, even when it’s not your turn. The DC of this check is equal to the DC to speak the utterance you wish to identify.

Of the standard classes, only the truenamer has Truespeak as a class skill. Other characters can avoid the high cost of cross-class skills by taking the Truename Training feat.

This skill doesn’t represent your ability to learn and know truenames so much as it represents your ability to say them aloud. Each truename is complex and exacting enough that just overhearing a truename—even a personal truename—doesn’t give you any particular facility for pronouncing it yourself. That takes continuous vocal exercises and endless study.

Check: You can pronounce the truename of a creature (such as “orc,” “horse,” or “red dragon”) by succeeding on a Truespeak check with a DC of 15 + (2 × the creature’s CR). For creatures that don’t have Challenge Ratings, such as player characters, use a DC of 15 + (2 × the creature’s HD). Speaking the truename of a magic item has a DC of 15 + (2 × item’s caster level).

You gain a +4 competence bonus on Truespeak checks for saying your own personal truename.

Because saying a truename is such an idiosyncratic, exacting task, you can’t take 10 or take 20 on Truespeak checks.

Action: Speaking a truename is a standard action that provokes attacks of opportunity.

Try Again: Yes.

Synergy: If you have 5 ranks in Truespeak, you gain a +2 bonus on any Knowledge checks made to conduct truename research.

Adjustments
Law of Resistance and Law of Sequence are removed.

For every skill point invested into the Truespeak skill, you learn one truename. Refer to the chart below to see what you can learn. At any level when a truenamer gains access to a new level of utterances, he can also replace a utterance he already knows with another utterance of the same or a lower level, and from the same lexicon. For example, when he gains access to third level utterances, the truenamer can, if he chooses, either replace a 1st level utterance he knows with another 1st level utterance or replace a 2nd level utterance he knows with a utterance of either 1st or 2nd level.

Table 1: Maximum Utterance Level Known
Code: [Select]
Level  Evolving Mind Crafted Tool Perfected Map
1st    1st           —            —
2nd    1st           —            —
3rd    2nd           —            —
4th    2nd           1st          —
5th    2nd           1st          —
6th    3rd           1st          —
7th    3rd           2nd          —
8th    3rd           2nd          1st
9th    3rd           2nd          1st
10th   4th           2nd          1st
11th   4th           3rd          1st
12th   4th           3rd          2nd
13th   4th           3rd          2nd
14th   5th           3rd          2nd
15th   5th           4th          2nd
16th   5th           4th          3rd
17th   5th           4th          3rd
18th   6th           4th          3rd
19th   6th           5th          3rd
20th   6th           5th          4th

Utterance Specialist [Truename]
Prerequisite: Able to use Utterances, Truespeak 5
Benefit: You reduce the DC of your Utterance checks by -5.

Utterance Master [Truename]
Prerequisite: Able to use Utterances, Truespeak 8, Utterance Specialist
Benefit: You reduce the DC of your Utterance checks by a further -5.
Title: Re: Strat's Thread of Random Crap
Post by: Stratovarius on May 28, 2020, 04:18:10 PM
GUERILLA
Prerequisite: None
Benefit: You gain a +1 bonus on initiative checks. When you are wearing light or medium armor, reduce the armor check penalty of the armor by 1 (minimum 0). Spot, Listen, Hide, and Move Silently ranks cost 1 skill point, even if these skills are cross-class for you. The maximum number of ranks you can purchase in a cross-class skill remains the same.