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Topics - Garryl

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1
For one reason or another, you find yourselves within Sumberton, the city of bridges (or the city of ale, depending on who you ask). The Valley of Obelisks, while peaceful, always has work of some sort or another. Sumberton, sitting on the Marrilach River in the middle of the valley, is a center of local trade. Trade routes from Kovakk to the north and Liir-Hra to the east meet in Sumberton, from which goods are shipped downriver to the Sivar Lowlands, Elsir Vale, and beyond the kingdom of Marrilach. It can be hard not to want a piece of those riches, and there is no shortage of scurrilous individuals seeking a share of the profit at blade point. A good sword hand is always in demand to keep not-so-good men honest and secure the coin in the purse it belongs to. A skilled hunter can make a solid living from the bounties posted on brigands and pirates, assuming he can catch more criminals than arrows.

For those that seek a little more excitement than the boredom of escorting caravans and river barges, the valley's wildlife can always keep life interesting. The Marrilach River's banks are filled with farmland, orchards, and pastures out to twenty miles. But the further one goes from the river, the wilder the land and its inhabitants get. Pick a forest, or a canyon, or a mountain range, and you'll find all of the adventure you could want as it swoops down on you with sharpened claws. There's always one outlying village or another that needs a hand with monsters expanding their hunting grounds onto their doorsteps, and they always ask for aid in Sumberton. Even if the royal army can't or won't lend assistance, there's always someone brave enough, greedy enough, or dumb enough to try.

And so you find yourselves (alone or together) approached by a young messenger wearing the insignia of the Chicane Guild, one of Sumberton's largest guilds of river merchants. His master is looking for hired hands to complete a task of some danger. You seem a capable sort to the youth's allegedly well-trained eye, and he assures you that you will be well paid for your efforts. You doubt he is quite as skilled at appraisal as he makes himself out to be, but the promise of good payment does match the guild's reputation. If you are interested, he tells you, head to the Chicane Guild offices, just south of Sumberton Keep on the east bank of the river, and ask for Vintra Marktunsel. It's first come, first served, so be sure to arrive promptly. Before you can ask any more questions, the messenger dashes off, disappearing into the crowd, likely seeking out your competition for the very job offer you just received.

You make your way over to the Chicane Guildhouse, pausing momentarily to admire the fine tapestries being unloaded from a wagon around the building's side. At your request, a clerk glances at your peace bonded weapons before directing you to wait outside master Marktunsel's offices on the third floor. Every so often, another sellsword or adventurer trickles in to wait with you in the hall. A hard-faced human man looks you up and down, evaluating your every motion, as his obvious subordinate fidgets uncomfortably, uncertain as to what he should be doing. Another man mills about, his confidence plainly written on his face and etched into his sharp grin, while a wispy dragon coils and scrambles up and down him. The aasimar sitting calmly, however, radiates a regal sense of ease. If your guess is correct, these are other applicants for the same position that you have been summoned for. You suspect you may wind up working with them, and possibly with others who have yet to arrive.

2
Phantom Battlefield martial discipline
In the time before the fall of the Temple of the Nine Swords, the House of the Fallen Sun was nothing more than an underworld information network. The organization's services, like those of many others, were purchased in service of the Shadow Tiger horde. After the horde's disastrous assault on the Temple of the Nine Swords, many of the martial adepts that fought within its ranks found themselves bereft of purpose. Turning to any sense of the familiar, some of them found themselves in the employ of the very groups that they had purchased the services of just months prior, including the House of the Fallen Sun. The information network was more than willing to bring these skilled assassins, infiltrators, and warriors under its sway. Over time, these martial adepts adapted the techniques they had learned under the tutelage of Reshar and his students to better suit their new activities. These new twilight adepts combined their knowledge of the nine martial disciplines with the mundane and magical techniques employed by other agents of the House.

Among the many results of this merger of disciplines was the Phantom Battlefield martial discipline. It combines the illusory magics of beguilers and illusionists with the stealth and deception of Shadow Hand and Setting Sun.

Discipline Access
Twilight adepts have access to Phantom Battlefield, allowing them to learn and use its maneuvers. Swordsages can train in the ways of Phantom Battlefield by selecting it in place of one of the Desert Wind, Stone Dragon, or Tiger Claw disciplines, allowing them to learn and use its maneuvers instead. Like all martial disciplines, any character can dabble in Phantom Battlefield's techniques with the Martial Study and Martial Stance feats.

Discipline Key Skill: Disguise

Discipline Favored Weapons: Dagger, falchion, guisarme, kukri, rapier, unarmed strike, and whip.

Sidebar: Mirror Images and Projected Images
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Maneuvers by Level
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Afterimage
Phantom Battlefield (Stance)
Level: Swordsage 3, Twilight Adept 3
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
When you enter this stance and whenever you begin your turn while in this stance, you create a mirror image in your space. This image lasts for 1 round. When you leave this stance, the image it has created disappears.

This stance is a supernatural ability. This stance is an illusion (figment) effect.



Apparent Defense
Phantom Battlefield (Stance)
Level: Swordsage 1, Twilight Adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, your mirror images gain a dodge bonus to their Armor Class equal to your Charisma bonus (minimum +1). Additionally, whenever you create a mirror image, the image's duration is increased by 1 round. This does not affect the duration of any other aspects of the effect that produced the image. A mirror image still disappears normally when it is struck, and some abilities impose other conditions upon which a mirror image may disappear, which continue to apply as normal.

This stance is a supernatural ability.



Blurred Motion
Phantom Battlefield (Boost)
Level: Swordsage 2, Twilight Adept 2
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You gain concealment for 1 round. This imposes a 20% miss chance on attacks made against you and allows you to hide without anything to hide behind.

This maneuver is a supernatural ability. This maneuver is an illusion (glamer) effect.



Chains of Disbelief
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 4, Twilight Adept 4
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 4d6 points of damage, and your opponent must make a successful Will save (DC 14 + your Cha modifier) or become entangled for 1 round. During this time, your opponent automatically fails to disbelieve any illusion you produce, even when presented with incontrovertible proof. A successful save negates the entanglement and inability to disbelieve but not the extra damage.

This maneuver is a supernatural ability. This maneuver is a mind-affecting effect.



Clouded Visions
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 3, Twilight Adept 3
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will disbelief
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 5d6 points of damage, and your opponent must make a successful Will save (DC 13 + your Cha modifier) or suffer a 50% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance but not the extra damage.

This maneuver is a supernatural ability. This maneuver is a mind-affecting illusion (phantasm) effect.



Dancing Phantom Assault
Phantom Battlefield (Strike)
Level: Swordsage 8, Twilight Adept 8
Prerequisite: Three Phantom Battlefield maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If it hits, in addition to dealing normal damage, you create seven mirror images in your space. These images separate from you and remain in a cluster, each within 5 feet of at least one other image or you. The images disappear after 1 round.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Deceptive Edge
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 2, Twilight Adept 2
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will disbelief
As part of this maneuver, you make a single melee attack. If your opponent fails a Will save (DC 12 + your Cha modifier), you gain a +4 bonus on your attack roll and the attack deals an additional 2d6 points of damage. Otherwise, it is just a normal melee attack.

This maneuver is a supernatural ability. This maneuver is a mind-affecting illusion (phantasm) effect.



Dextrous Attack
Phantom Battlefield (Stance)
Level: Swordsage 1, Twilight Adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you gain a +2 bonus on all melee attack rolls, but you suffer a -2 penalty on all melee damage rolls.



False Keenness
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 7, Twilight Adept 7
Prerequisite: Three Phantom Battlefield maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will disbelief
As part of this maneuver, you make a single melee attack. If your opponent fails a Will save (DC 17 + your Cha modifier), the attack automatically hits and is an automatic crit, regardless of the attack roll, and the attack's critical multiplier becomes x4.

This maneuver is a supernatural ability. This maneuver is a mind-affecting illusion (phantasm) effect.



Hall of Mirrors
Phantom Battlefield (Rush)
Level: Swordsage 6, Twilight Adept 6
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: 1 round
As part of this maneuver, move up to your speed. This movement does not provoke attacks of opportunity. You create a mirror image in each space you move out of, which separates from you and remains in that space. If you have any movement remaining, another mirror image separates from you and continues up to the remainder of your movement, leaving mirror images in the spaces it moves through just like you would. The mirror images created by this maneuver disappear after 1 round.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Illusion Barrier
Phantom Battlefield (Stance)
Level: Swordsage 5, Twilight Adept 5
Prerequisite: Two Phantom Battlefield maneuvers
Initiation Action: 1 swift action
Range: 10 feet
Area: 10-ft.-radius emanation around you
Duration: Stance
While you are in this stance, you and all creatures within 10 feet of you are invisible, as per the invisibility spell. Those affected by this stance can see each other and themselves as if unaffected by the stance. Any affected creature moving out of the area becomes visible, and creatures moving into the area become invisible. Affected creatures (including you) who attack unaffected targets negate the invisibility for themselves for 1 round. Attacking creatures affected by this stance does not negate its invisibility.

This stance is a supernatural ability. This stance is an illusion (glamer) effect.



Illusive Stride
Phantom Battlefield (Boost)
Level: Swordsage 3, Twilight Adept 3
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 swift action
Range: 50 ft.
Duration: 1 round
When you initiate this maneuver, you appear to teleport to a distant location, yet you secretly remain where you are. You create a single projected image in any space within 50 feet. The projected image remains in this space even if you move. The projected image lasts for 1 round or until either you make a successful attack or a successful attack is made against you. As normal, you are invisible while you have any projected images.

This maneuver is a supernatural ability. This maneuver is an illusion (figment, glamer) effect.



Mirror Dance
Phantom Battlefield (Counter) [Teleportation]
Level: Swordsage 8, Twilight Adept 8
Prerequisite: Four Phantom Battlefield maneuvers
Initiation Action: 1 immediate action
Range: 50 ft.
Target: A mirror image
As part of this maneuver, you swap places with one of your mirror images up to 50 feet away. You teleport to the image's space as it reappears seamlessly in your own. If you attempt to use this maneuver to move into an unoccupiable space, you do not move, and the maneuver is expended to no effect.

You can initiate this maneuver in response to an attack or effect directed at you or your image. An attack targeting you instead targets the image you swap potions with, and vice-versa. You may initiate this maneuver after the attack was declared and its target selected, but you must do so before any rolls are made.

If you use this maneuver to swap places with a mirror image occupying the same space as you, you do not move to a different space, although an attack directed at you is still redirected to the image you swap with.

As a secondary benefit, your seamless transition causes opponents to lose track of you. Unless they have a method of differentiating you from your mirror images, opponents that have previously determined which of your images is actually you no longer know which is real.

This maneuver is a supernatural ability.



Mirror Walk
Phantom Battlefield (Rush) [Teleportation]
Level: Swordsage 2, Twilight Adept 2
Initiation Action: 1 move action
Range: 50 ft.
Target: You
As part of this maneuver, you teleport up to 50 feet away. Your destination must be within the space of or adjacent to one of your mirror images, or adjacent to a mirror or mirrored surface at least as larges as you. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an unoccupiable space, you do not move, and the maneuver is expended to no effect.

This maneuver is a supernatural ability.



Perceptive Inversion
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 6, Twilight Adept 6
Prerequisite: Two Phantom Battlefield maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will negates
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 8d6 points of damage, and your opponent must make a successful Will save (DC 16 + your Cha modifier) or believe you are only an illusion. For 1 round, nothing you or anyone does, not even incontrovertible proof, will convince your opponent that you are anything other than a figment of its imagination. The opponent even acts as though any memories he has of you are merely caused by his imagination. Your opponent is not helpless against your attacks, and will still instinctively attempt to defend himself from your attacks, even as he is consciously convinced that they are not real. A successful save negates this effect but not the extra damage.

This maneuver is a supernatural ability.



Phantasmal Death Blow
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 9, Twilight Adept 9
Prerequisite: Four Phantom Battlefield maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Saving Throw: Will disbelief, then Fortitude partial
You strike at your foe in body and mind. What is in reality a minor nick seems as though it is a fatal wound as you push at your foe's thoughts to make that perception into truth.

As part of this maneuver, you make a single melee attack. If it hits, your opponent must make a Will save (DC 19 + your Cha modifier). On a failed save, you deal an extra 20d6 points of damage and your foe must make a Fortitude save at the same DC or be instantly slain.

This maneuver is a supernatural ability. This maneuver is a mind-affecting illusion (phantasm) effect.



Phantom Attack
Phantom Battlefield (Strike)
Level: Swordsage 1, Twilight Adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If it hits, in addition to dealing normal damage, you create a single mirror image in your space. The image separates from you and remains within 5 feet of at least one other image or you. The image disappears after 1 round.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Phantom Decoy
Phantom Battlefield (Counter)
Level: Swordsage 5, Twilight Adept 5
Prerequisite: Two Phantom Battlefield maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
You can initiate this maneuver whenever you would make a saving throw against an area effect. You must use this maneuver before rolling your saving throw. You gain a +4 bonus on your save. If you succeed, the following effects occur. You create a single projected image in your original space. You can move up to your speed to the nearest occupiable space outside of the effect's area. If no such space is available, you remain where you are. If your movement succeeds, you suffer no effects at all from the area effect that allowed the save, as though you weren't in its area. Regardless of the success or failure of your movement, the projected image remains in your original space. The projected image lasts for 1 round or until either you make a successful attack or a successful attack is made against you. As normal, you are invisible while you have any projected images.

This maneuver is a supernatural ability. This maneuver is an illusion (figment, glamer) effect.



Phantom Dodge
Phantom Battlefield (Counter)
Level: Swordsage 2, Twilight Adept 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
This maneuver creates a single mirror image in your space, which instantly separates from you, dodging in another direction and possibly drawing your enemy's attack. You can initiate this maneuver in response to being targeted by an attack, before your attacker has checked for concealment or made her attack roll. Your attacker must newly select which of you or the new mirror image she is directing the attack at. Unless your attacker has some special senses that allow her to distinguish you from your mirror image or your mirror image is otherwise ineffective (for example, if your attacker cannot see you), she has a 50% chance to target the newly created mirror image instead of you. This may also be ineffective against attack forms that can affect multiple targets, such as a horrid wilting spell, as your attacker may simply be able to designate both you and the new image as targets regardless. Likewise, it offers no protection against area effects. You can initiate this maneuver against any form of targeted attack, including both weapons and spells. After resolving the attack, the mirror image disappears, regardless of if it was successfully struck or not.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Phantom Escape
Phantom Battlefield (Counter)
Level: Swordsage 7, Twilight Adept 7
Initiation Action: 1 immediate action
Duration: 1 round
This maneuver functions just like phantom dodge, except that after resolving the attack, you become invisible as a projected image appears in your space and separates from you. Both you and the projected image may make a 5-foot step (you and the image need not move into the same space). The projected image lasts for 1 round or until either you make a successful attack or a successful attack is made against you. As normal, you are invisible while you have any projected images.

This maneuver is a supernatural ability. This maneuver is an illusion (figment, glamer) effect.



Phantom Jaunt
Phantom Battlefield (Rush) [Teleportation]
Level: Swordsage 7, Twilight Adept 7
Prerequisite: One Phantom Battlefield maneuver
Initiation Action: 1 move action
Range: 50 ft.
Target: You
Duration: 1 round
As part of this maneuver, you create a projected image in your space and invisibly teleport up to 50 feet away. You must have line of sight and line of effect to your destination. If you attempt to use this maneuver to move into an unoccupiable space, you do not move. Regardless of the success or failure of your teleportation, you still create the projected image and the image remains in your original space. The projected image lasts until for 1 round or until either you make a successful attack or a successful attack is made against you. As normal, you are invisible while you have any projected images.

This maneuver is a supernatural ability. This maneuver is an illusion (figment, glamer) effect.



Phantom Shift
Phantom Battlefield (Counter)
Level: Swordsage 4, Twilight Adept 4
Initiation Action: 1 immediate action
This maneuver functions just like phantom dodge, except that after resolving the attack, you may make a 5-foot step.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Shattered Mirrors
Phantom Battlefield (Stance)
Level: Swordsage 8, Twilight Adept 8
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, whenever a creature successfully attacks one of your mirror images in melee and causes it to disappear, the image magical energy violently discharges into the creature. This deals 2d6 points of damage to the creature that struck the image.

This stance is a supernatural ability.



Shifting Phantom Strike
Phantom Battlefield (Strike)
Level: Swordsage 5, Twilight Adept 5
Prerequisite: Two Phantom Battlefield maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
As part of this maneuver, you make a single melee attack. If it hits, in addition to dealing normal damage, you create three mirror images in your space. These images separate from you and remain in a cluster, each within 5 feet of at least one other image or you. The images disappear after 1 round.

This maneuver is a supernatural ability. This maneuver is an illusion (figment) effect.



Shrouded Visions
Phantom Battlefield (Strike) [Mind-Affecting]
Level: Swordsage 1, Twilight Adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
Saving Throw: Will disbelief
As part of this maneuver, you make a single melee attack. If it hits, you deal an extra 1d6 points of damage, and your opponent must make a successful Will save (DC 11 + your Cha modifier) or suffer a 20% miss chance on all melee and ranged attacks for 1 round. A successful save negates the miss chance but not the extra damage.

This maneuver is a supernatural ability. This maneuver is a mind-affecting illusion (phantasm) effect.



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3
Homebrew and House Rules (D&D) / Variant - Healing Surges
« on: July 07, 2017, 02:24:33 PM »
Healing Surges variant
I'm interested in the concept of healing surges. It's a nice idea, to free hit point recovery from the shackles of magic and seems to promote a more heroic play style (instead of taking days of bed rest or chewing on the CLW stick). 4E did and gave it the name (subsequently back-ported to 3.5 by several different homebrewers), and 3.5 itself was no slouch and tried something similar with UA's reserve points. Here's my shot at it.

In the end, what does this all mean? In the short term, it means that characters have a fair bit more stamina over the course of the day, or at least don't have to spend 750g on a wand of cure light wounds or lesser vigor. You should have enough healing surges to keep you going throughout one or two adventuring days, even at low levels (even first level characters will generally have between 2 and 6 healing surges, and are generally healing a greater proportion of their hit points due to rounding and the more favorable CL + Con formula). A character who goes down early in the fight (without dying, of course), will generally have most of his healing surges left, so he can be brought back easily with a DC 20 Heal check (not gravely wounded, just knocked out). Meanwhile, later on after multiple battles, that same hit point loss is a lot more serious, possibly requiring major surgery for the character to be brought back without magic or lots of bed rest.

That's the other thing. Healing surges replenish at a relatively slow rate, even though you can store up a fair number of them. With someone who has invested ranks in Heal around (finally, the skill has a use), you're still only getting back 2 healing surges per character per day when you're off adventuring (and only get 8 hours of rest). For short adventures, characters will be full of vim and vigor, coming back easily even after hard fights. After a while, the battles will begin to take their toll, and characters won't bounce back quite as easily as their healing surges deplete faster than they are replenished.

Finally, surge feats bring a new resource mechanic to bear. Mundane characters can get some useful abilities, and even spellcasters can get in on the action (although generally not as well, since most spellcasters have poor Fort saves... Clerics/Druids excepted).

This variant would also work better if death comes a little further than -10. Dying at -10 or -1/4 your max HP (whichever is better) would give some opportunity to actually use those second wind while unconscious rules. Going all the way down to -1/2 max HP, or even full -max HP would do so even more, while also reinforcing the idea that running out of hit points doesn't mean you're on the brink of death, but running out of healing surges does. Any character with 4 or more healing surges (most adventurers at least by level 6, since who takes a Con score less than 14?) has as many or more hit points stored up in healing surges as in actual hit points.



Healing Surges
Healing surges represent the depths of your stamina and your ability to recover from extreme exertion and injury. Healing surges are most commonly used with the second wind action, enabling you to heal damage you have suffered.

The maximum number of healing surges you can have at any one time is equal to your base Fortitude save bonus + your Constitution modifier, minimum 1 healing surge. If your maximum healing surges are reduced, such as through Constitution damage or negative levels, you lose any remaining healing surges in excess of your new maximum. You do not, however, gain additional healing surges when your maximum increases.

Although you cannot normally spend more healing surges than you have, some effects may reduce your remaining healing surges below 0. While at negative healing surges, you are fatigued. If your negative healing surges are in excess of your normal maximum healing surges, you are instead exhausted.

Creatures that do not heal naturally, such as most constructs and unintelligent undead, do not receive healing surges.

Rest and Recovery
Under this variant, you do not regain hit points normally through rest. Instead, you regain healing surges, which you can immediately spend to recover hit points through a second wind. Instead of the normal recover of 1 hit point per level and 1 point of damage to each ability score that you gain from 8 hours of rest, you recover 1 healing surge. Proportionately larger recoveries (such as for extended bed rest or with treatment and a successful Heal check) cause you to recover proportionately more healing surges. Any other benefits you may gain from rest apply normally.

Some effects and abilities, such as a druid's wild shape, cause you to recover from damage as though you had rested. This healing is likewise converted to healing surges, and enables you to take a second wind.

Taking a second wind (see below) is normally a standard action. Whenever you regain a healing surge due to resting or effects that simulate the recuperative effects of rest, you can take a second wind. This does not take an action. If you regain multiple healing surges at once, you can take up to that many second winds. When you take a second wind in this way, you can only spend from the healing surges you were about to regain, and you spend those healing surges before considering whether they may be lost due to exceeding your maximum healing surges.

New Action: Second Wind
Taking a second wind is a standard action. You must spend 1 healing surge to take a second wind. Some effects allow you to take a second wind even if you don't have enough healing surges remaining, allowing you to spend healing surges you don't have, reducing your healing surges to a negative amount.

Taking a second wind immediately heals you for an amount of hit points equal to one quarter your maximum hit points, rounded up, or your character level + your Constitution bonus (if positive), whichever is greater. Like with magical healing, this also removes a like amount of nonlethal damage. In addition, you heal 1 point of damage to each of your ability scores.

New Action: Recuperate
While you are at 0 or fewer hit points, have nonlethal damage equal to or greater than your current hit points, or have one or more ability scores reduced to 0 through ability damage, you can recuperate once per round on your turn, even if you are unconscious or unable to act. Recuperating does not take an action.

Recuperating functions as a second wind. However, when you recuperate, the maximum healing you receive is limited. Recuperating will never provide more healing than is necessary to restore you to 1 hit point, nor will it remove more nonlethal damage than is necessary for your nonlethal damage to equal your hit point total - 1, nor will it heal more damage to any ability score than is necessary to restore that ability score to 1.

As with any healing, recuperating causes you to become stable and stop losing hit points if you were dying or disabled.

Negative Levels
Negative levels reduce your maximum healing surges. For each negative level you have, your maximum healing surges is reduced by 1, to a minimum of 1 healing surge. Negative levels also reduce the number of hit points you recover with a second wind by 1 (this replaces any change due to your reduced maximum hit points and level).



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4
[D&D 3.5] Shattered Gates of Slaughtergarde / Info Dump
« on: July 07, 2017, 10:05:45 AM »
Links:
  • Original interest check/recruiting thread on the temp boards.
  • New thread on the restored boards.
  • Our PbP board.
  • This site looks to have the player-public information regarding the module and the campaign site.
Game Rules
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5
Rolling thread, for all your die rolling needs.

Please make your die rolls and describe what they're for here (eg: Attack roll vs. doom monster of doomy doom), then link to them from the relevant posts in the IC thread.

6
Thread for enemy and NPC stats.

I'll try to post enemy defensive/reactive info here, so you can do any rolls and whatnot needed to fully resolve your actions without having to wait for me to respond every time.

7
D&D 5e / Is Passive Perception an Ability Check?
« on: July 04, 2017, 07:37:45 PM »
Is passive Perception an ability check? Stealth refers to a passive Perception score, which seems to have its own separate rules from an ability check and no actual direct connection to one. I ask because the blinded and deafened conditions cause you to automatically fail any checks based on sight and sound, respectively. However, if passive Perception isn't an ability check, that means you can still be aware of a sneaking opponent even while you can't see or hear.

8
Play By Post / [D&D 3.5 + Homebrew] Shattered Gates of Slaughtergarde
« on: July 03, 2017, 09:48:28 PM »
Continued from the temp boards. Links may or may not get updated.

Our PbP board is up!

Having just finished my grad courses for the summer, I'm in the mood to try to run a PbP game. I'd like to do The Shattered Gates of Slaughtergarde, although I could also be convinced to give Red Hand of Doom a try. I ran Slaughtergarde for my tabletop group back when we were playing, and it was a nice, solid, enjoyable dungeon crawl. We were going to do RHoD, but the group kind of fell apart a couple of encounters in.

This site looks to have the player-public information regarding the module and the campaign site.

If anyone knows any good resources for showing the dungeon/battlefield online, that's something I could use a hand with.

Rule set: 3.5 edition Dungeons and Dragons
Players: 4 or 5
Starting level: 1st
Character creation: 32 PB, average hp for rolled HD (1st level is still maximized). Average starting gold for 1st level.
Optimization: Tier 3-ish.
Resources: Core + any splatbooks I can get the relevant parts of + lots of homebrew. My library is limited to Tome of Battle + Races of Destiny/Stone/Wild, so anything beyond that check with me first. Homebrew-wise, most of my own brew is in, and there are a ton of other great homebrewers on this forum.
Posting: I know games tend to stall out during combat. I had some ideas to help alleviate that. I don't know which will work, so I'm just throwing them out there.
  • I'll try to post the defenses (hp, AC, saves, etc.) for any monsters you're fighting. That way, when you attack or cast a spell, you can do all of the defensive rolls for them and figure out the results without having to wait for me to do it.
  • To keep things moving, one combat round will be at most one week. One week after the round starts, anybody who hasn't posted an action (either a final action or at least a tentative plan) for their character forfeits their turn and the game moves on. And if I'm the one who forgets to do anything, I guess the monsters will, too.
  • I'm not a huge fan of team initiative, game balance-wise, but it is an option.
House rules and generally-applied homebrew:
  • No xp penalties for multiclassing.
  • I've been dying to try out healing surges in a game, so that's in.
  • The Demolition and Endurance skills are in. Of the classes currently being looked at for play, Endurance is a class skill for the marshal, commander, and naturalist, and the commander's cohort will get a bonus to it with wild focus. I don't think anyone's playing a class that would get Demolition.
  • No flaws. If you really need them for your build, we can renegotiate.
  • Yes to PHB2 Retraining, although not full on rebuilding.
You can find a complete listing of my homebrew here. I'll be updating it with links as I get things reposted here. Let me know if you have any priority requests.

Pre-Approved Homebrew
Other Approved Homebrew
Disapproved Homebrew
I think that's it for game rules. Am I missing anything?

9
D&D 5e / Starting up, what's good?
« on: July 03, 2017, 11:01:20 AM »
My new tabletop group is meeting for the first time this Wednesday. We're trying out 5th edition, and we're all new to it. The first session is just going to be all of us learning the rules and trying it out with some premade characters. After that, we'll be continuing with the premades or making our own characters. I don't know how far we'll be going, what variants or optional rules we'll be using, etc.

So, I'm interested in knowing what's good, in a general sort of way. My first instinct after skimming the PHB was a half-elf bard, sorcerer, or warlock. Warlock seems particularly good in the first few levels, with its quick-recharging spellcasting being relatively front-loaded.

Also, an oddity popped up in my reading. A long rest recovers 1/2 your hit dice (which are now like 4th edition's healing surges that you spend to heal when resting... cool). But you're always rounding down. That means at 1st level, when you only have one HD, you don't recover any on a long rest. Did this get fixed with errata or anything?

10
Board Business / Insert Spoiler Icon Missing
« on: February 28, 2017, 01:43:20 PM »
I know this has been the case since around the beginning of these boards and I'm only bringing it up now at the end of the boards' lifespan.

The Insert Spoiler icon (http://www.minmaxboards.com/Themes/Thing/images/bbc/spoiler.gif) is missing. It's supposed to show up among the controls when you're making a post, right in between the Insert Quote and Insert Unordered List buttons. Since the image itself is missing, you just have a line of text ("Insert Spoiler") instead.

Going to the image's url gives a 404 page missing error from Bluehost. I think the icon file is just missing, or possibly misnamed. Not a big deal.

11
Other Games / 1001 TCG Card Ideas
« on: December 06, 2016, 08:12:03 PM »
Just a bunch of card ideas for card games I've been playing or thinking about.

Magic: The Gathering
(click to show/hide)

Hearthstone
(click to show/hide)

13
Handbooks / Unlimited Bone Works, a Guide to Skeletons and Zombies
« on: July 04, 2016, 03:02:04 PM »
Unlimited Bone Works, a Guide to Skeletons and Zombies

Discussion thread.

The main intent behind this guide is to evaluate which monsters are good options for animating as skeletons and/or zombies. So first, a quick summary of how those templates work and what makes good minions with them.

Both skeleton and zombie are acquired templates that can be applied to any non-undead corporeal creature with a skeletal system. With the animate dead spell, skeletons can only be created from a mostly intact skeleton or a mostly intact corpse with bones. Likewise, animate dead can only create zombies from a mostly intact corpse with a true anatomy. Animate dead also can't turn creatures that are too powerful (more than 20 HD for skeletons, or more than 10 HD for zombies) into undead. Since this is the most common way of creating skeletons and zombies, animate dead is how this guide will evaluate the viability of creatures to be animated. For the most part, anyways.

When a creature is animated as a skeleton or a zombie, a number of things are the same regardless of which template is used. the table below summarizes the similarities and differences.

SkeletonsZombies
TypeType changes to undead (d12 for HD, +1/2 BAB, poor base Fort, poor base Reflex, good base Will). It does not gain the augmented subtype.
SubtypesSubtypes indicating alignment (chaotic, evil, good, lawful) or kind (angel, demon, devil, goblinoid, reptilian, etc.) are lost. Subtypes of other sorts are retained.
Hit DiceHD from class are dropped (min. 1 HD), what's left is set to d12.HD from class are dropped (min. 1 HD), what's left is doubled and set to d12.
Speed and Movement ModesMovement modes retained except for winged flight.Movement modes retained. Flight maneuverability decreased to clumsy.
Natural ArmorNatural armor bonus is dropped and replaced by a fixed value based on size (up to +10 for Colossal).Natural armor bonus is retained and further increased based on size (up to +11 for Colossal).
AttacksLoses natural weapons and weapon usage that requires flesh. Gains one claw per hand, base damage is based on size or creature's original claw damage (if it had one), whichever is better.Natural weapons and weapon usage are retained. Gain a single slam attack, base damage is based on size or creature's original slam damage (if it had one), whichever is better.
Weapon ProficienciesRetained. Additionally, all undead are proficient with simple weapons and with any weapon mentioned in their entries.
Armor ProficienciesNot mentioned, so presumably retained. Additionally, undead are proficient with any type of armor they are mentioned as wearing, and shields if they are proficient with any form of armor.
Special AttacksLost.
Special QualitiesLost, for the most part. Extraordinary special qualities that improve a skeleton or zombie's melee or ranged attacks are retained.
Damage ReductionDR 5/bludgeoning.DR 5/slashing.
ImmunitiesSkeletons are immune to cold. Additionally, they gain a large number of immunities as a result of the undead type.Zombies gain a large number of immunities as a result of the undead type.
SensesBoth skeletons and zombies have darkvision 60 ft. as a result of the undead type.
ActionsNormal.Single actions only. A zombie can perform only a single move or standard action per round, like a staggered creature. It can charge up to its speed (rather than double) as a standard action.
Base SavesFort +1/3 HD, Ref +1/3 HD, and Will +1/2 HD + 2.
Ability ScoresStr +0, Dex +2, Con --, Int --, Wis 10, Cha 1.Str +2, Dex -2, Con --, Int --, Wis 10, Cha 1.
SkillsMindless, so no skill points.
FeatsMindless, so no normal feats. Gains Improved Initiative as a bonus feat.Mindless, so no normal feats. Gains Toughness as a bonus feat.
AlignmentAlways neutral evil.
Challenge RatingBased on HD (roughly 1/2 HD).Based on HD (roughly 1/3 HD).

Some important things to take away from this, and a few other useful tidbits:
  • Some useful subtypes are retained. In particular, the fire subtype, which grants fire immunity (its cold vulnerability is negated by the cold immunity both templates grant). Unfortunately, the reverse is true with the cold subtype, which induces fire vulnerability (the cold immunity being redundant).
  • Since undead have no Constitution score, hit points from Hit Dice (avg. 6.5 hp/HD) are normally all that skeletons and zombies get (+3 from toughness doesn't count for enough). The desecrate spell can add an additional +1 or +2 hp/HD to undead animated within its area (among other benefits). This is very important, as it increases a skeleton or zombies hit points by up to 31%.
  • Skeletons can only fly with magical flight (like a Lantern Archon or a Will o' Wisp, if they were allowed to be skeletons).
  • Zombies can keep winged flight. This makes undead flying mounts somewhat viable for transport at lower levels. However, zombies can take only a single action per round and always have clumsy maneuverability. With a minimum forward speed of 1/2, zombies cannot effectively fight in midair without either charging to attack or having a very low movement speed (to move far enough with only 5-foot steps). Even then, the terrible turning means that anything not stuck in place can just get out of the way. Thus, flying zombies are decent transports, lousy combat mounts, and useless aerial combatants.
  • Skeletons lose their natural armor bonus, replacing it with a very unimpressive value. Great for armor-wearing creatures that didn't have much, or any, natural armor to begin with, but creatures that relied on very high natural armor as a defense become much easier to hit.
  • Zombies get to keep their natural armor bonus and increase it further. On a good base creature, they can get really hard to hit, especially if given armor, too.
  • Light armor and barding with an ACP of -0 has no penalty even when you're non-proficient. Even if your skeletons and zombies aren't proficient, give them leather armor or masterwork studded leather for an extra +2/+3 AC.
  • Skeletons with lots of hands get a lot of claw attacks. No, a skeleton millipede does not get 1000 claw attacks, only hands count.
  • Keeping proficiencies means that creatures with class levels (even though they lose them) and of types that grant proficiencies (such as outsiders) add an extra, if minor, benefit.
  • Extraordinary special qualities that improve a skeleton or zombie's melee or ranged attacks are retained. That's a very specific and rare subset of abilities, but it includes some very useful ones like a Cloud Giant's oversized weapon and a Goliath's powerful build.
  • A skeleton with a good Strength score and a good weapon can deal good damage. The difference between a one-handed and a two-handed weapon is less important for a skeleton, as a one-handed weapon opens up an extra secondary claw attack to offset the lost damage, although a two-handed weapon will usually deal more damage.
  • Zombies make poor damage dealers at higher levels. Single actions only means no full attacks ever, so only one attack per round even with BAB +6 or higher. At low levels, however, that's not a meaningful restriction. Zombies can still make attacks of opportunity, so a larger zombie or one armed with a reach weapon can put out more hurt than you'd expect. Hydra zombies are a special case, as their capacity to attack with each head isn't even an ability (neither a special attack nor a special quality), so it isn't lost to the template.
  • Even simple weapons usually deal more damage than a skeleton's claw or a zombie's slam. Consider giving morningstars and longspears to any of your undead minions with the hands to wield weapons.
  • Properly optimized base creature selection can make skeletons and zombies that are much stronger than their CR would imply. For your average creature, though, they're in the right ballpark.



Creating and Controlling Undead
The two most common ways of getting undead minions are commanding undead (for evil Clerics) and creating them with animate dead. Commanding undead requires a lot of investment to take control of anything useful, but has a very wide range of options (virtually any undead creature at all). A Cleric's control pool thus tends more often to be used for more interesting undead with varied abilities. Animate dead however, is simple and powerful. It only makes skeletons and zombies (plus variations on that for some categories of creatures, and a couple of specific creatures in non-core splatbooks that are beyond the scope of this guide). It makes up to 2 HD/level of undead per casting (4 HD/level in an area of desecrate) and allows you to control up to 4 HD/level of undead with it. Clerics get it as a 3rd-level spell, while Sorcerers and Wizards get it as a 4th-level spell. The only real downside is that it costs 25 gp per HD of undead you animate to cast animate dead. Since both of these methods are limited by the total HD of undead controlled, you generally want your undead soldiers to be efficient in herms of HD. If you are evaluating minions that do the same thing about as effectively but that have different HD totals, the one that does it with fewer HD is generally more valuable.

Sorcerers and Wizards also have command undead (not to be confused with the higher-level and much more temporary control undead), which lets them order about nonintelligent undead with no saving throw for 1 day/level. They're cheating cheaters. For the cost of a single 2nd-level spell slot per day, they can control 1 mindless undead creature per level, regardless of HD or other factors. It gets even worse if they use more than one spell slot per day, or make use of Extend Spell (or a lesser metamagic rod of it). The only downside is spell resistance applies (not really an issue, since skeletons and zombies never keep it) and the fact that the spell itself can be dispelled. Obviously, these guys only care about making and controlling the biggest and nastiest skeletons and zombies they can get their hands on.

14
Gaming Advice / When did Chokers get Quckness?
« on: June 26, 2016, 07:16:28 PM »
Chokers have the Quickness ability, which gives them an extra action. This is present in the SRD. However, they don't have this ability in my actual printed Monster Manual, and it doesn't seem to be corrected in the errata. Is this something that WotC just overlooked in the book, or what?

15
Tomb of Battle: The Book of Dead Warriors / [Creature] Dark Unicorn
« on: June 26, 2016, 02:41:31 AM »
Dark Unicorn creature
Dark unicorns are descended from a line of unicorns corrupted by dark magic. They are attuned to death, not life.

From a distance, dark unicorns are all but indistinguishable from regular unicorns. As one gets closer, the dark unicorns features seem to twist and morph, revealing the true, subtle mockery of the unicorn's beauty. Teeth too sharp, piercing eyes as black as a moonless night, what seemed to be a silver mane actually gunmetal gray up close, a bone-white and pitted horn, and so forth.

Dark unicorns are attuned to the flow of negative energy, rather than positive energy. They are healed by negative energy and can channel it through their horns. Mindless undead can often be found in their company, mistaking a dark unicorn for a more powerful necromantic master.

Dark Unicorn      CR 4
Always CE Large Magical Beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Listen +12, Spot +12
Aura magic circle against good (5th)
Languages Common, Sylvan
_________________________________________
AC 19, touch 12, flat-footed 16; magic circle against good
   (-1 size, +3 Dex, +7 natural)
hp 52 (5 HD)
Immune charm, compulsion, poison
Fort +9, Ref +7, Will +6; magic circle against good
_________________________________________
Speed 60 ft. (12 squares)
Melee horn +11 (1d8+7 plus 1d6 negative energy) and 2 hooves +4 melee (1d4+2)
Space 10 ft.; Reach 5 ft.
Base Atk +5; Grp +14
Special Actions baleful teleport 1/day (+9 melee touch; DC 19)
Spell-Like Abilities (CL 5th):
   At will -- detect good, detect undead, inflict light wounds (1d8+5; +9 melee touch; DC 18)
   3/day -- inflict moderate wounds (2d8+5; +9 melee touch; DC 19)
   1/day -- poison (+9 melee touch; DC 21; CL 8th)
_________________________________________
Abilities Str 20, Dex 17, Con 21, Int 10, Wis 21, Cha 24
SQ false beauty, undead empathy +18
Feats Alertness, Skill Focus (Survival), Tomb-Tainted SoulB
Skills Disguise +7*, Jump +21, Listen +12, Move Silently +9, Spot +12, Survival +8
Advancement 6-10 HD (Large); Level Adjustment +4 (cohort)
_________________________________________
Baleful Teleport (Su) Once per day, a dark unicorn can touch another creature with its horn. If the subject fails a Fortitude save, it takes 5d6 points of damage as miniscule portions of its body are teleported across the dark unicorn's home. The subject must then make an additional Will save or be teleported 1d20x5 ft. in a random direction. If it is teleported into a solid object, the subject is ejected into the nearest occupiable space and takes an additional 1d6 points of damage. The save DC is Charisma-based. A dark unicorn can only use this ability while in its home.
False Beauty (Su) From a distance, a dark unicorn looks like a regular unicorn. A DC 27 Spot check is necessary to recognize the dark unicorn for what it is from far away, although any creature that comes within 10 feet of it automatically sees through the illusion. This is an illusion (glamer) effect.
Magic Circle against Good (Su) This ability continuously duplicates the effect of the spell. A dark unicorn cannot suppress this ability.
Magic Horn (Su) A dark unicorn's horn functions as a +2 weapon, and it deals an additional 1d6 points of damage from negative energy (as per an inflict spell) with each hit. Its power fades if removed from the dark unicorn.
Undead Empathy (Ex) A dark unicorn can improve the attitude of a mindless undead. This ability functions just like a Diplomacy check made to improve the attitude of a person. The dark unicorn rolls 1d20 and adds her Hit Dice and her Charisma modifier to determine the undead empathy check result. A dark unicorn has a +6 racial bonus on the check.
   To use undead empathy, the dark unicorn and the undead must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing an undead in this way takes 1 minute but, as with influencing people, it might take more or less time.
   A dark unicorn can also use this ability to influence an undead with an Intelligence score of 1 or 2, but it takes a -4 penalty on the check.
   Additionally, mindless undead instinctively react to a dark unicorn as though it were another undead creature. Typically, this means a starting attitude of indifferent or unfriendly (rather than hostile).
Skills Dark unicorns have a +4 racial bonus on Move Silently checks. Dark unicorns have a +10 racial bonus on Disguise checks to look like unicorns.



Change Log
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16
Gaming Advice / Non-Magical Enhancement Bonuses
« on: June 23, 2016, 11:12:34 PM »
A number of materials grant nonmagical enhancement bonuses to damage.
- Byeshk gives +1 damage to a bludgeoning weapon for 1500 gp.
- Blue Ice gives +1 damage to a slashing weapon for 500 gp.
- I seek to recall Starmetal or something like that giving a full on +1 enhancement bonus, complete with bypassing DR and hitting incorporeal creatures, all without being magical.

Are there any other materials or properties that do this sort of thing?

17
Homebrew and House Rules (D&D) / Microbrews
« on: June 10, 2016, 04:43:22 PM »
This is a collection point for all of those small little homebrew ideas I've put in the 1001 Homebrew Ideas thread and have completed, but that aren't quite enough in and of themselves to merit a thread of their own.

Index

18
Homebrew and House Rules (D&D) / Cheap Magic Items
« on: May 19, 2016, 10:11:20 PM »
Cheap Magic Items
Magic items primarily for characters of level 3 and lower. All sorts of cheap effects you can buy for under 1000 gp or so.



Attunement
Some items are noted as requiring a period of attunement. This functions just like the many magic items in the Magic Item Compendium that must be worn for a certain amount of time before function, except explicitly tied together under a unified mechanic.

You must wear an item that requires attunement for 24 hours before you can access its abilities. If it is taken off, it becomes inactive until worn for an additional 24 hours. Some items specify a different attunement period, but otherwise function the same.

If a single item combines the properties of multiple items, such as a headband of refocusing and intellect +2, only the properties that normally require attunement are limited by it; the other properties, which normally require no attunement, still function even while the item is still attuning itself.



Change Log
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19
Tomb of Battle: The Book of Dead Warriors / [PrC] Grim Reaper
« on: May 16, 2016, 11:20:32 PM »
Grim Reaper prestige class
"Why waste a good corpse?" is a line that many experienced necromancers have uttered at one point or another during their careers. Grim reapers tend to take it a step further. Any body is fair play for them, even if it's still living.

When the Temple of the Nine Swords was destroyed by the Shadow Tiger horde, a cabal of necromancers were inspired to raise their art to new heights. Working obsessively to capture the martial mastery they had witnessed in their undead creations, the cabal studied the magic of death alongside blade magic. The new techniques they developed eventually became codified as the Restless Bones discipline, and the more martially inclined among their number became the first death knights. Those few that attained mastery of both the new forms of blade magic and the traditional necromantic practices found ways to combine their greatest strengths.

   Alignment: Any evil.
   Skills: Craft (any) 8 ranks, Knowledge (religion) 8 ranks.
   Martial Maneuvers: Must know at least two Restless Bones maneuvers.
   Martial Stances: Must know at least one Restless Bones stance.
   Spells: Ability to cast 2nd-level spells.
   Special: Ability to rebuke undead.
   Special: Must have animated a creature you personally killed as undead (such as with the animate dead spell or the Corpsecrafter stance).

Hit Die: d10

Table: The Grim Reaper


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known


Spellcasting
1+1+0+0+2Necromantic Affinity, Rebuke Undead, Weapon Focus100--
2+2+0+0+3Call of the Grave000+1 level of existing spellcastng class
3+3+1+1+3Death Pulse +2100+1 level of existing spellcastng class
4+4+1+1+4Weapon Specialization010+1 level of existing spellcastng class
5+5+1+1+4Undead Affinity100+1 level of existing spellcastng class
6+6+2+2+5Death Pulse +3001--
7+7+2+2+5Negative Energy Affinity100+1 level of existing spellcastng class
8+8+2+2+6Greater Weapon Focus010+1 level of existing spellcastng class
9+9+3+3+6Death Pulse +4100+1 level of existing spellcastng class
10+10+3+3+7Reaper's Commanding Presence001+1 level of existing spellcastng class

Class skills (2 + Int modifier per level): Concentration, Craft, Diplomacy, Knowledge (religion), Martial Lore, Profession, and Spellcraft.

Weapon and Armor Proficiency: As a grim reaper, you gain proficiency with the kama, scythe, and sickle.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Restless Bones or Undying Call disciplines. You must meet a maneuver's prerequisites to select it. You add your full grim reaper level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At 4th level and 8th level, you gain an additional maneuver readied per day.

Stances Known: At 6th level, you learn a new martial stance from the Restless Bones or Undying Call disciplines. You must meet a stance's prerequisites to select it.

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

Bonus Feats: At 1st level, choose one of the kama, scythe, or sickle. You gain Weapon Focus with that weapon as a bonus feat. At 4th level, you gain Weapon Specialization with that weapon. At 8th level, you gain Greater Weapon Focus with that weapon. You need not meet the prerequisites of these bonus feats.

Necromantic Affinity: You add the following spells to the spell list of any spellcasting class you progress as a grim reaper: 2nd-animate dead, 5th-create undead, 7th-create greater undead. You gain a +2 bonus to your caster level with these spells when determining which undead you can create or animate with them. You also get a +2 bonus to your effective level when attempting to command undead created by these spells as they form.

Rebuke Undead (Su): Your grim reaper levels stack with your levels in other classes when determining the effects of your ability to rebuke undead. For example, a cleric 3/death knight 2/grim reaper 5 would be able to rebuke undead as an 8th level Cleric.

Call of the Grave (Su): Beginning at 2nd level, whenever you kill a living creature, you may have it rise 1d4 minutes later as an undead under your control. Your ability to control undead in this way is identical to the way you control undead controlled through rebuking. The maximum Hit Dice of undead you can control in this way is equal to your highest caster level among spellcasting classes you have progressed as a grim reaper + your initiator level + your grim reaper level. You may voluntarily relinquish command on any commanded undead creature or creatures in order to command new ones. Otherwise, newly risen undead beyond your control limit are free-willed and may attack you or your allies.

When you kill a creature, you choose whether or not you wish it to rise and as what type of undead. You cannot raise corporeal undead from incorporeal creatures. You cannot raise undead of a larger size category than the slain creature (except for templates that alter the base creature's size). You cannot select templates that the base creature does not meet the requirements for. Any other specific limitations for creating a given undead (as indicated in its description) must also be met. The types of undead available to you depend on your level, as indicated on the table below.

Table: Call of the Grave
Minimum Grim Reaper LevelUndead Available
2ndSkeleton, Zombie
3rdGhoul
4thGhast, Shadow
5thAllip, Mummy
6thWight, Wraith
7thSpectre, Tomb Guardian
8thReturned
9thDread Wraith, Mohrg
10thBodak, Devourer

Death Pulse (Su): Starting at 3rd level, you can expend a restless bones maneuver as a swift action to release a burst of negative energy in a 10-foot radius around you. You can choose whether or not you are affected by or protected from this. Creatures in the area take 1d8 damage + 1 damage/level from this negative energy (undead are healed instead, normally). Undead that you command through call of the grave, rebuking, the animate dead spell, or Restless Bones maneuvers are further empowered by this negative energy burst. They gain a +2 bonus on all attack rolls, weapon damage rolls, saving throws, and to their Armor Class for 1 round. This bonus increases to +3 at 6th level, and to +4 at 9th level. This is a Necromancy effect.

Undead Affinity (Su): Beginning at 5th level, undead react to you more favorably. Mindless undead will ignore you unless they are provoked or they are under the command of another. Intelligent undead do not instinctively feel hatred, bloodlust, or other negative sentiments towards you (although they may still hate you for more rational reasons), and will generally have an initial attitude of indifferent upon first meeting you, rather than hostile or unfriendly. You gain a +4 bonus on Diplomacy checks for the purpose of influencing intelligent undead. Undead will still react normally (usually with hostility) to your allies, however.

Negative Energy Affinity (Ex): Beginning at 7th level, you are healed by negative energy and harmed by positive energy, as though you were undead.

Reaper's Commanding Presence (Su): Starting at 10th level, while you are in a Restless Bones stance, you can forgo its normal benefit as a swift action to gain the effect of reaper's commanding presence. This ability lasts as long as you would maintain the stance, or as described below. You can also stop using reaper's commanding presence and resume gaining the benefit of the stance as a swift action.

While you use this ability, once per round as a free action, you can mentally give an order to any number of undead that you command through call of the grave, rebuking, the animate dead spell, or Restless Bones maneuvers. You can choose which of your undead minions receive this order, but you must give the same order to each of them (you cannot give different orders to different creatures). This is a purely mental action. It does not require you to speak, nor even for your undead to be within hearing range.

Additionally, while you use this ability, whenever you animate a creature with call of the grave, it rises after 1d4 rounds, rather than 1d4 minutes.



Change Log
(click to show/hide)

20
Tomb of Battle: The Book of Dead Warriors / [PrC] Styx Guide
« on: May 14, 2016, 02:22:30 AM »
Styx Guide prestige class
Styx guides are tasked with bringing peace to restless souls and sending them on their way to their appointed afterlives.

   Skills: Knowledge (religion) 8 ranks, Survival 8 ranks, Swim 4 ranks.
   Martial Maneuvers: Must know at least one 2nd-level or higher Undying Call maneuver.
   Martial Stances: Must know at least one Undying Call stance.

Hit Die: d10

Table: The Styx Guide


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Maneuvers
Known

Maneuvers
Readied

Stances
Known

Spells Per Day
1st2nd3rd4th5th
1+1+0+2+2Domains (1st, 2nd)1001--------
2+2+0+3+3Rest in Peace0002--------
3+3+1+3+3Planar Attunement11021------
4+4+1+4+4Domains (3rd)00132------
5+5+1+4+4Sailing the Styx100321----
6+6+2+5+5Domains (4th)010332----
7+7+2+5+5Charon's Favor1003321--
8+8+2+6+6Domains (5th)0003332--
9+9+3+6+6--11033321
10+10+3+7+7Domains (6th), Psychopomp00133332

Class skills (4 + Int modifier per level): Balance, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (religion), Knowledge (the planes), Listen, Martial Lore, Profession, Sense Motive, Spot, Survival, and Swim.

Weapon and Armor Proficiency: As a styx guide, you gain no new weapon or armor proficiencies.

Domains: At 1st level you select two of the following domains: Exorcism, Healing, Repose, Renewal, Travel, and Water. You gain access to that domain and its granted power as a cleric of your styx guide level. If you already had access to that domain from another source, your styx guide levels stack for the purpose of the granted power. The spells of the domains you have selected form your styx guide spell list.

At 4th level and again at every even-numbered level thereafter, you select another of the above domains, eventually gaining access to all six of them by 10th level.

Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit or Undying Call disciplines. You must meet a maneuver's prerequisites to select it. You add your full styx guide level to your initiator level to determine your total initiator level and your highest-level maneuvers known.

At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day.

Stances Known: At 4th level and 10th level, you learn a new martial stance from the Devoted Spirit or Undying Call disciplines. You must meet a stance's prerequisites to select it.

Spells: As a styx guide, you gain the ability to cast a small number of divine spells, which are drawn from the spell lists of the domains you have access to. You must choose and prepare your spells in advance.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.

You prepare and cast spells the way a cleric does, though you cannot lose a prepared spell to spontaneously cast a cure spell in its place. You may prepare and cast any spell from your domains, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Rest in Peace (Su): Starting at 2nd level, whenever you kill or destroy a creature, you can quickly usher its soul on its way to its afterlife. If you do, the creature cannot be returned to life through most magical means, nor can its body be animated as undead. Only a miracle, true resurrection, or wish spell, or another similarly powerful effect can be used to return the creature to life or animate its corpse in unlife. Using this ability in this way takes no action.

You can also sanctify the corpse of a creature that has died or was destroyed within the past 1 day per class level, ushering its soul along and preventing it from being raised or animated as above. This requires a short ritual that takes 1 minute. This has no effect on a creature that has already been returned to life in another body, whose soul has been trapped or destroyed, or that never had a soul to begin with.

This ability can only affect a creature with a soul separate from its body. Creatures without souls and those without a dual nature (that is, those whose bodies and souls form a single unit), are unaffected.

Planar Attunement (Ex): Starting at 3rd level, you become protected from some of the dangers of the Grey Wastes of Hades, through which the Styx flows. You are not subject to any ill effects of the plane's evil alignment, nor are you subject to its entrapping trait, no matter how long you spend there.

Sailing the Styx (Su): Beginning at 5th level, you can guide any sailing vessel or river ship and its occupants through the river Styx. This allows you to travel from any waterway to any waterway, no matter where they are or even if they are on the same plane, assuming that you know your way and how to navigate through the Styx and its many tributaries (see below). Aside from a ship or boat, you and your fellow travelers need no special tools to undertake this journey, it involves sailing through the Gray Wastes of Hades. You are protected from the evil, hope-draining power of the plane (see planar attunement, above), and this protection extends to your fellow travelers as long as they remain with your group, but these are not the only dangers the plane has to offer.

You can bring other willing creatures with you, provided that these subjects are present and and aboard your ship or aboard another one in convoy with it at the time you set out on your journey. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break line of sight for more than a short time, your companions are stranded wherever you leave them. You need not personally maintain line of sight with all of your fellow travelers; travelers can follow other travelers in a sequence leading up to you or your ship.

Beginning a journey always takes at least 1 hour. This can include time spent organizing your group, checking supplies, confirming your destination, and other preparations. Even if none of these are necessary (for example, you are traveling alone to a location you know by heart), it still takes 1 hour to get underway.

The journey lasts while you and your fellow travelers continue to travel together, until either (1) you reach your intended destination, (2) you desire to end the journey while still traveling, (3) you or anyone traveling with you breaks the line of sight chain connecting the travelers for more than 2 rounds, or (4) the journey is terminated by some outside means. When the journey ends, you and your fellow travelers halt in whatever portion of Hades you happen to be traversing. You immediately know when the journey ends.

Table: Sailing the Styx
Destination
Knowledge
Survival
Check Modifier
None1n/a
Secondhand (you have heard of the destination)-10
Firsthand (you have visited before)+0
Familiar (you have visited three or more times)+5
1. If you have no direct knowledge of your destination, you must
have some connection to it in order to travel there; see below.

Connection
Survival
Check Modifier
Likeness or picture of destination+2
Object from destination+4
Cartographer’s map of destination+10
Journey
Distance
Journey
Complexity
Arrival
Distance
Same country32-40 (2d20) miles
Same continent45-100 (5d20) miles
Same planet510-200 (10d20) miles
Same plane, different planet610-1000 (10d%) miles
Coterminous or coexistent plane610-1000 (10d%) miles
Non-coterminous plane810-1000 (10d%) miles
Alternate Prime Material plane1010-1000 (10d%) miles
Dimensionally locked or otherwise inaccessible plane12100-10000 (10d% x10) miles

Depending on your skill in navigation, your journey may take a longer or shorter period of time. For each 8 hours you travel, make a Survival check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for a journey should be set at 20. Hidden, obscure, or particularly inaccessible locations can have DCs of 25, 30, or higher. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the associated tables.

Each successful check indicates that you are one step closer to your goal. The first successful check leads you to and through the tributary of the Styx connected to your local waterway, bringing you into Hades. To exit Hades and finally arrive at your location, you must succeed on a number of checks equal to or greater than the journey's complexity within a span of 6 days. (If you fail to make enough successful checks within the first 6 days, you can continue to make one check per 8 hours until you get the requisite successes within a span of 6 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear within the indicated distance upstream of your intended destination.

Charon's Favor (Ex): Beginning at 7th level, your work in escorting the souls of the dead to their final resting places has ingratiated you to Charon, who ferries the souls of the dead across the river Styx. When you are returned to life with reincarnate, resurrection, revivify, and similar such effects that restore life to the dead, you receive no level loss, no Constitution loss, and no loss of spells or powers. If such spells or effects would revive you and you alone, their expensive material components (should they have any) are reduced to a single gold piece, and they never have any experience cost. You can be returned to life with lesser magics such as raise dead even if you were killed by a death effect, although any other limitations, such as the amount of time since your death or the need for a complete body still remain.

Psychopomp: Starting at 10th level, the work you have done guiding souls to the afterlife has forever changed you. Your type changes to outsider and you gain the augmented subtype in accordance with your previous type. You are considered a native of both your original home plane (granting you the native subtype if that was the Prime Material Plane) and of Hades. You gain the traits of your new type (and subtype), and you retain the traits of your previous type (except where they are contradictory, such as the need to eat, sleep, and breathe). Do not recalculate your existing racial hit dice, if any. Unlike other outsiders, you can still be brought back from the dead as if you were a member of your previous creature type.

Additionally, your connection to the Grey Wastes of Hades and your cosmic role as a guide for the dead lends you protection. You gain DR 10/magic, allowing you to ignore the first 10 points of damage from any attack with a non-magic weapon or by any natural attack made by a creature that doesn’t have similar damage reduction. You are immune to death effects, and you gain a +4 bonus on your saving throws against all Necromancy effects and against effects that manipulate positive or negative energy.

Finally, you no longer have a maximum age. You continue to age normally, but you will not die of old age no matter how old you become.



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