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Beguilers, as masters of enchantment and illusion, are much weaker off within such an undead-laden land as Ravenloft than within brighter campaign settings - but those Beguilers that do exist within the demiplane have found ways to cope with, even if not to fully mitigate their limitations.
There is also the Fraternity of Shadows secret society seeking to gain mastery over the mists forming the material of Ravenloft through the use of illusion magic, and while wizardry and sorcery are seen as superior gateways towards this goal, beguilers aren't unknown among their ranks.

ACF: Grave Whisperer
Acquired at: 2nd & 6th Level
Replaces: Surprise Casting and Suprise Casting (move action).
Benefit: At 2nd level, you gain Song of the DeadDrC as a bonus feat. Beginning on 6th level, the spell level adjustment for Song of the Dead is reduced to 0.
You also add Disrupt Undead (0th level) and Control Undead (6th level) to your spell list.

Dread Necromancer
With the keen interest the Dark Powers take into acts of necromancy, Dread Necromancers tend to have the career path of a shooting star, burning brightly along a very short and suddenly ending path. Still they are popular as a quick way to power among those ruthless or shortsighted enough to take up this calling.

Rebuke Undead: See Cleric entry.

Scabrous Touch: Using this class feature requires a Powers Check.

Summon Familiar: In addition to the existing choices, the familiar of a dread necromancer may be a Desert Zombie, Goblyn, Grave Elemental (medium), Hearth Fiend (small) or Strahd Zombie (see Denizens of Darkness (3.0) / Denizens of Dread (3.5) for stats).

With their origin in ancient elven blade magic, Duskblades are pre-dominately found in Sithicus and Darkon, although similar abilities are becoming increasingly widespread in other magic-friendly domains like Hazlan, and there are also always individual wandering masters willing to train a promising student.

- unchanged -

As the Demiplane of Dread doesn't allow for unimpeded back-and-forth travel to and from the Elemental Planes and as elementals in Ravenloft are heavily warped, Sha'irs go through some sweeping changes. Rather than to rely on Gen Familiars composed of the four classical elements, the Dread Gen Familiars of Ravenloft Sha'irs are composed of the dread elements of pyre, blood, grave and mist. And rather than to go to the elemental planes to negotiate with genies, their familiars travel deep into the mists to deal with the very Dark Powers themselves, not dissimilar to the way that the Dark Powers provide clerics and paladins with their spells.
Sha'ir have been historically mostly found in the Amber Wastes, although since the changes the demiplane wrought onto them they are also found in other areas where their main element is strongly represented, such as the Grave Sha'irs of Necropolis or the Mist Sha'irs or the core regions near the misty border.

Summon Gen Familiar: This ability is replaced with Summon Dread Gen Familiar. In addition to being dread familiars (see wizard entry), Dread Gens also have a different set of stats (to-do).
Being closely aligned to the Dark Powers, Dread Gens can break through closed borders into the mists and back for the purpose of retrieving spells (delaying spell retrieval by an extra 2d6 rounds), but the local darklord will automatically notice this and be aware of the position of the sha'ir within a 1-mile-radius.

Recognize Genie Works:  This ability is replaced with Recognize Dread Elemental Works. At 3rd level, a sha'ir can recognize the craftsmanship of any item or magical effect created by dread elementals. To use this ability, the sha'ir must make a successful DC 20 Knowledge (the planes) check. The sha'ir receives a bonus on this check equal to his sha'ir level.

Call Janni: This ability is replaced with Call Mist Ferryman. It works like Call Janni, but limited to Mist Ferrymen. Mist Ferrymen are described in 3.5 Denizens of Dread p.151f.

Elemental Travel: This ability is replaced with Mists Travel. At 9th level, a sha'ir can plane shift once per week, as the spell (note the alterations within the Ravenloft campaign setting). At 15th level, the sha'ir may use this ability once per day, and at 18th level, the sha'ir may use this ability twice per day. Caster level is equal to the sha'ir's class level.

Call Genie: This ability is replaced with Call Dread Elementals. This functions as the original class feature, except that the sha'ir may call forth one huge dread elemental, 1d3 large dread elementals or mist ferrymen, or 1d4+1 medium (or smaller) dread elementals. All summoned creatures have to be of the same kind (e.g. you couldn't call both medium mist and pyre elementals, only medium mist or pyre elementals).

Craft Genie Prison: This ability is replaced with Craft Dread Elemental Prison. At 13th level, a sha'ir gains the benefit of the Craft Wondrous Item feat, except that he can use it only to create dread elemental prisons. A dread elemental prison is created in the same way as an iron flask and functions identically to that device, except that it can hold only dread elementals.

Warmages are mostly found within the military of magic-friendly domains such as Darkon or Hazlan.
It has been rumored that Falkovnia has started its own warmage program to keep up with Azalin Rex' battle magic and finally successfully invade his lands - and that the nations of the Treaty of the Four Towers have sussed out this plan and begun to copy it to keep up with the arms race.

- unchanged -

Wu Jen
Wu Jen are mostly found within oriental domains such as Rokushima Taiyoo or L'Cath, but there are also individual hermits and sensei scattered throughout the demiplane teaching whatever promising student dares to approach them.

- unchanged -

This section mostly provides counterparts to the Rogue's Penetrating Strike ACF from EtCR to keep precision damage relevant against the many undead and golems of the campaign setting, but there are also some other bits.

As scholars of all and nothing, Factotums are found across all civilized parts of the Demiplane.

Class Skills: Factotums do not gain access to Knowledge (Ravenloft).

ACF: Apothecary:
Where the default factotum may carry around lucky charms and holy symbols, you sneer at such superstition. You instead keep a stash of alchemical ingredients, poultices, tonics and syringes around, all based on science, on things you can touch and feel.
This ACF is especially widespread in atheistic Lamordia, but it may also be found in other lands and among other individual factotums of dubious piety.
Acquired at: 5th Level
Replaces: Opportunistic Piety, and subsequent extra uses of it at 10th, 15th and 20th level
Benefit: While preparing your spells of your Arcane Dilettante feature at the beginning of the day, you also mix some concoctions. These concoctions work like potions of a total value of your (Int mod + Wis mod) x 50gp, selected from the potion lists in the DMG/SRD. Concoctions spoil at the beginning of the next day and are worthless for the purpose of selling them.
Your virtual money limit for daily concoctions increases by +250gp at 10th level, +750gp at 15th level and +2,100gp at 20th level (non-cumulative).

While what one expects to be the typical ninja is generally only found within the oriental domain of Rokushima Taiyoo, there are also other shadow warriors who blend a rogue-like training with supernatural tricks, from the spies of the Dilisnya network to the Ba'al Verzi assassins to individual crazed serial killers.

ACF: Yurei Slayer:
Acquired at: 4th Level
Replaces: Great Leap
Benefit: Whenever you attack a creature type that is immune to Sudden Strike damage while it is denied its Dexterity bonus to AC, you still gain half of your Sudden Strike dice as bonus damage.

Scouts are widely spread through the wilderness of the Demiplane, from the spy network of Count Strahd von Zarovich to the hunters of such wild and unearthly places as Nova Vaasa or the Frozen Reaches.

ACF: Peacekeeper of the Burial Woods:
Acquired at: 4th Level
Replaces: Bonus Feat
Benefit: Whenever you attack a creature type that is immune to Skirmish damage while you otherwise qualify for Skirmish bonus damage, you still gain half your Skirmish dice (minimum of 1d6) as bonus damage.

Spellthieves are mostly found wherever arcane magic flourishes in general, such as in Darkon or Hazlan.

ACF: Grabber of Curious Grave Goods:
Acquired at: 5th Level
Replaces: If you select this feature, your Sneak Attack damage does not increase at 5th level. Thereafter, your Sneak Attack damage is always one die smaller than it otherwise would be for your Spellthief level.
Benefit: Whenever you attack a creature type that is immune to Sneak Attack damage while you otherwise qualify for Sneak Attack bonus damage, you still gain half of your Sneak Attack dice as bonus damage.

Battle Dancer
Battle Dancers arise whereever the disenfranchised and downtrodden are forbidden from owning weapons, such as the demi-human inhabitants of the Falkovnian work camps.
They are also common in lands where dancing has special cultural significance, such as the belly dancers of the Amber Wastes, the ball dances of Dementlieu and Richemulot or the Vodun rituals of Souragne.

Dance of Reckless Bravery: This can also be used to aid Fear and Horror saves.

Hexblades are well at home in the Demiplane of Dread, where all curses - even such as weak as the Hexblade's - are stronger than in any other part of the multiverse.

Hexblade's Curse: See Lifting Curses. Hexblade's Curse counts as Troublesome, Greater Hexblade's Curse as Dangerous and Dire Hexblade's Curse as Lethal for the purpose of determining save DCs to overcome the curse.
While it is very curse-like, this ability is too weak and pedestrian to arouse the attention of the Dark Powers.
Familiar: Duskblade familiars are Dread Familiars (as per the Wizard entry). The Dark Companion ACF is also affected.

With most of the nobility of the Demiplane being vile and corrupted, lawful evil black knights are very common in medieval domains, and the Dark Powers let them get away with violations of their code - for a price. Undead and other long-lived monsters in advanced domains may also remember the days of chivalry, and still keep their good old plate mail in shape even if it serves now as hallway decoration rather than for protection.
Lawful good and lawful neutral knights may still show up, either in domains that are supportive of them (such as Nidala) or as kind "black sheep" of their black-hearted noble families.

The Knight's Code: When you would lose an use of Knight's Challenges through acts violating the code, you may opt to keep it at the expense of a Powers Check as if breaking the tenet of a good faith (3%).
Loyal beyond Death: If you get killed while under the effect of this ability, you may return at the next dusk as a Revenant if you succeed at a Will save DC 20, with the goal of destroying those responsible. If you are of evil alignment or at least on Step X of the Path of Corruption, you may return as a free-willed Death Knight instead.

Whether as Falkovnian army officers, Kartakassian bandit leaders, Tepestani pitchfork-and-torch rabble rousers or alpha werewolves in Verbrek, there is plenty of room and need for this class of leaders and strategists in the Demiplane.

Minor Aura:
Add the following option:
Bravery: Bonus on Fear and Horror saves.

Samurai are virtually exclusively found in the island domain of Rokushima Taiyoo, fulfilling a very similar role as in Kara-Tur, Rokugan and other oriental campaign settings.

- unchanged -

Sohei are virtually exclusively found in the island domain of Rokushima Taiyoo, fulfilling a very similar role as in Kara-Tur, Rokugan and other oriental campaign settings.

- unchanged -

Swashbucklers are pre-dominately found in advanced domains like Dementlieu where increasing access to and refinement of firearms makes heavy armor obsolete.
They are also a common class where hot climate (like in the Amber Wastes), metal scarcity (like in Kalidnay), restrictive laws against owning armor (like for Gundarakites in Barovia) or sea travel (like in the Sea of Sorrows) make lighter armor much more desirable.

- unchanged -

Ravenloft 3.5 Revised / [General] Powers Checks
« on: December 03, 2018, 03:51:41 PM »

In a land where the forces of Evil rule openly and the Good is fragile and precarious, even the most shining heroes may be tempted to resort to evil methods, take shortcuts and exploit the innocent to keep up with their ruthless opposition - or even to switch sides and become part of the evil winners. And there is indeed power to be gained from corruption - but for a terrible price.

Unseen by mortals, the Dark Powers sit in judgment of all that occurs within their realm and silently watch countless worlds as well. Whenever a mortal performs an evil act in Ravenloft, there is a chance that the Dark Powers will react, bestowing them with a dark gift - accompanied by a corresponding punishment. If a character continues down the path of corruption, they may eventually become a monster, or even a Darklord themself.

Making a Powers Check
Whenever a player character willingly performs an evil act, the DM will resolve the powers check by making a percentile roll. No spell, class feature, feat or any other ability can ever modify or re-roll this dice roll.

A percentage chance of attracting the attention of the dark powers will be assigned based on the severity of the transgression. Some acts are so trivial that they are beneath the attention of the Dark Powers (such as attacking monsters or stealing apples from strangers). Others are such severe Acts of Ultimate Darkness (such as sadistic torture of innocents) that they automatically succeed.

The nature of the victim also affects this percentage. Crimes against innocents and loved ones are more dangerous than those committed against strangers or enemies. Be prepared to explain (not justify) your character’s mindset when committing a morally questionable act, motivation can also affect this chance.

Crimes or Acts of ViolenceEvil NPCs or MonstersNeutral NPCs or StrangersGood NPCs or FriendsPCs, Family or Innocents
Assault, Unprovoked*1%2%3%
Assault, Grievous1%2%4%6%
Betrayal, Mayor1%3%6%9%
Betrayal, Minor*1%3%6%
Murder, Brutal3%6%10%**
Murder, Premeditated or Nonbrutal2%3%6%10%
Theft, Grave Robbing*1%5%7%
Theft, Major*1%4%7%
Theft, Minor**3%6%
Threats of Violence**1%2%
Torture, Routine4%7%****
Torture, Sadistic10%******

Unholy ActsEvil FaithNeutral FaithGood FaithOwn Faith
Breaking a Tenet*1%3%5%
Breaking an Oath*2%5%10%
Breaking a Vow*5%10%50%

Supernatural Evil
Laying a Curse:
- Embarassing: 1%
- Frustrating: 2%
- Troublesome: 4%
- Dangerous: 8%
- Lethal: 16%
Casting an Evil or Necromantic Spell: 1% per effective spell level
Casting an Evil and Necromantic Spell: 2% per effective spell level
Using an Evil Magic Item: as casting equivalent spell
Bearing an Evil Magic Item: as using item's most powerful ability
Crafting an Evil Magic Item: total percentage of prerequisite spells, plus 10% of XP costs

Ravenloft 3.5 Revised / [Misc] Traits
« on: November 21, 2018, 12:36:17 PM »
Some UA Traits suitable for Ravenloft. They have been mostly adapted from existing RL background feats that were to weak to be full-blown feats.

Back to the Wall
When the going gets rough, the rough get tough, and you surely are rough. On the downside you tend to be careless when things are going too smoothly.

You gain a +1 bonus to attack rolls and your AC when you are below 50% of your maximum hit points. Below 25%, this bonus increases to +2.

You suffer a -1 penalty to attack rolls and your AC while you are at 90% of your hit points or better.

Cold One
You either had a near-death experience, a brush with a level-draining undead or were simply unlucky enough to have residual necromantic magic affect you in the womb. You show corpse-like traits like pale skin, sunken eyes, breath too shallow to be obvious and/or cold and clammy skin, but you are perfectly alive.

Mindless undead view you as one of their own, and will ignore you unless you attack them first. Intelligent undead must make a Will save (DC 10 + 1/2 your HD + Cha Bonus) to realize that you are not undead.
When you are dying, you lose hit points at the rate of only 1 HP per two rounds.

Healing spells (and items derived from them) are less effective on you, giving you 1d3 hit point less (minimum of 1 hit point healed).
Healing spells relying on fast healing (such as Lesser Vigor) have no effect on you in the first 1d3 rounds, then heal you normally.

Ethereal Empathy
You are unusually sensitive to the Near Ethereal and the restless dead and other creatures inhabiting it.

You can see and hear creatures that are ethereal as if they were normally visible. Unlike the see invisible spell, this capacity does not reveal illusions or allow you to see invisible or astral creatures. Your ability to see ethereal creatures is limited only by your own visual range. You are vulnerable to gaze attacks from ethereal creatures. Ethereal creatures can also see you unusually clearly and must succeed at a Will save at DC 15 to realize that you are not actually in the Near Ethereal as well. This is a supernatural ability.
As a swift action, you can take 1d4 points of Charisma damage to gain the Ghost Touch property for your own body (including unarmed strikes and natural weapons) and any melee weapons you are currently wielding for a number of rounds equal to the Charisma damage. This is a personal effect that cannot be passed off to others (such as by passing over weapons).
Furthermore, as a move action you can sense ethereal resonance within a 30-foot radius with a successful Will save, with a DC equal to (30 - resonance rank x5).  If you beat the DC by 10 or more, you can see a dream-like echo of the resonating scene. Some resonating scenes may require Horror saves.

You suffer -1 to all saves and your Touch AC against incorporeal undead and other ethereal creatures.

One of your friends, allies or loved ones has returned from the grave as a benign geist (3.0 Denizens of Darkness p. 62ff / 3.5 Denizens of Dread p.81ff) and is watching over you. Your guardian spirit normally remains in the Near Ethereal. Those who can see ethereal creatures may spot the geist lurking near you, but it is otherwise invisible and intangible.

The geist acts as a second pair of eyes and ears when it manifests, giving you a +1 bonus on Search, Spot, and Listen checks. The geist can also inform you of events that take place in your presence while you are asleep, unconscious or possessed, or otherwise deprived of your senses.

At every dusk there is a 20% chance that the geist requires sustenance, draining 1d4 Wisdom from you or a helpless living humanoid. If it doesn't receive sustenance by dawn it fades away into the afterlife, and you permanently lose this trait. Subjecting others to the drain counts as Grievous Assault for the purpose of invoking Powers Checks.

Your mind and body are tied to the cycles of the moon, making you more energetic and excitable as the moon waxes. This effect may be the result of subtle madness or a diluted supernatural heritage, such as Vistani blood.

Benefit / Drawback
You have a +1 bonus to all attack rolls, Fortitude and Reflex saves, and Charisma-based skills whenever the moon is gibbous (more than half full). This bonus rises to +2 during the three-night period of the full moon. During the three-night period of the new moon, you suffer a -2 penalty to these rolls instead. These modifiers are flipped for Will saves - +2 during the new moon, -1 during the gibbous moon, and -2 during the full moon.

According to the folklore of some domains, people bom with red hair have a special connection to nature magic. They could be part of a hereditary witch cult, come from a lineage with some hag blood in it, or simply have been marked by fey in the crib.

Wis or Cha 13+

Pick two 0th-level spells and one 1st-level spell from the Gleaner and Healer list, as well as the Curse* and Plant clerical domains. You can cast each chosen spell once per day as a spell-like ability, using either Wisdom or Charisma as your spellcasting ability and your hit dice as caster level. You must make this choice as you pick this trait and cannot change it later.
At certain hit dice tresholds, you pick up additional spells from the above lists as daily spell-like abilities as shown below:
1-3HD: 2+1
4-7HD: 2+2
8-11HD: 3+2/1
12-15HD: 3+2/2
16-19HD: 4+2/2
20+HD: 4+2/2/1

*3.0 RL: Champions of Darkness p.23

Your close connection to magic makes you also more susceptible to it. You suffer a -1 penalty to all saves against spells and spell-like abilities. If you ever acquire spell resistance, it is reduced by 1.

You don't need to pick up this trait to be a redhead, but you must be a natural-born redhead to qualify for this trait. Races without head hair (such as illumians) obviously cannot qualify for this trait.

You have vague, dream-like memories of a former life.

Choose one skill you do not have as a class skill (except Knowledge (Ravenloft)). This skill is always considered a class skill for you, and you gain a +1 bonus to it.

The memories of your former life come with distracting and misleading day-dreams and déjà-vus. You suffer a -1 penalty to initiative rolls as well as Spot and Listen checks.

Voice of Wrath
The Dark Powers heed your cries of anguish and despair more often than common prisoners of the mists, and lay down terrible fates on your enemies... for a price.

You gain a +4 bonus to Curse checks. Additionally, you gain a +1 bonus to save DC and caster level for all spells and spell-like abilities of the Curse domain or with the keyword Curse in it.

Your close connection to the Dark Powers makes others feel uneasy. You suffer a -1 penalty to Diplomacy, Gather Information and Perform checks. Additionally, whenever you have to make a Powers Check you have to roll twice, counting the lower of the two results.

Akiri Pantheon - Osiris
Death, Good, Protection, Repose, Water
Amber Wastes Cluster

Akiri Pantheon - Ra
Air, Good, Law, Sun, War
Amber Wastes Cluster

Akiri Pantheon - Set
Death, Evil, Law, Trickery
Short Sword
Amber Wastes Cluster

Ancestral Choir
Family, Knowledge, Luck, Mora*

Fire, Good, Healing, Inquisition, Sun
Shadowlands Cluster, Tepest

Divinity of Mankind
Knowledge, Law, Mentalism, Mind, Strength, Travel
Dementlieu*, Lamordia*, Paridon

Eternal Order
Death, Deathbound, Evil, Knowledge, Law, Travel, Undeath, Wealth
Barovia (Gundarkites)*, Darkon

Healing, Law, Mists*, Protection, Travel
Northern and Western Core

any two, most commonly Curse*, Fate, Healing, Knowledge, Luck, Magic, Spell or Travel
(Note: This isn't an actual religion or faith, but the impersonal divine reservoir from which divine spellcasters of the Vistani derive their power. It isn't accessible to anyone but full-blooded vistani NPCs.)

Air, Balance, Curse*, Earth, Healing, Life, Magic, Plant, Spell, Travel
Southern Core

Destruction, Evil, Hatred, Inquisition, Law, Strength, Tyranny
Hazlan, Nova Vaasa

Chaos, Good, Healing, Luck, Protection, Salvation*, Sun

Chaos, Destruction, Lust, Magic, Passion
Hazlan, Nova Vaasa

Rajian Pantheon - Kali
Chaos, Destruction, Evil, Healing, Renewal, Trickery
Sri Raj

Rajian Pantheon - Tvashtri
Chaos, Good, Knowledge, Magic, Plant
Punching Dagger
Sri Raj

Wolf God
Animal, Bestial, Chaos, Evil, Hunger, Moon, Strength, Travel, Trickery
Natural Weapon (Bite)

Zhakata the Devourer
Destruction, Earth, Evil, Fire, Hunger, Law, Suffer

Ravenloft 3.5 Revised / [Skill] Perform
« on: November 03, 2018, 04:38:47 PM »
New Use: Tales of Death and Madness
A performer may opt to frighten her audience, such as through singing a dirge, enacting a play of foul murder or telling a tale about one man's descent into corruption. Those in her audience are required at the performer's choice to either make

a.) a Fear save with a DC of the Perform check -10,
b.) a Horror save with a DC or the Perform check -20, or
c.) a Madness save with a DC of the Perform check -30.

Ravenloft 3.5 Revised / [Skill] Bluff
« on: November 03, 2018, 04:17:14 PM »
New Use: Telling Fortunes
This is the skill of inventing plausible fortunes from thin air through cold reading. It is the art of picking up clues about a target and telling her  what she wants to hear; it does not include the ability to actually peer into the future. This skill is most commonly the tool of charlatans, false prophets, and Vistani seers who decide not to tax their Sight.

The DM should apply a circumstance modifier based on how far-fetched or specific the prediction is. A vague, common prediction ("You will meet a dark stranger") might carry no modifier to the DC, while the modifier for an outrageous or easily refuted prediction might rise to +10 or even +20. The use of arcane props like a crystal ball or a tarokka deck gives a +2 circumstance bonus to the Bluff check. The glibness spell covers the use of bluff to tell fortunes.

Synergy Bonuses:
  • If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Bluff checks for the purpose of Telling Fortunes.

Ravenloft 3.5 Revised / [Skill] Hypnosis
« on: November 03, 2018, 04:00:36 PM »
Hypnosis (Cha, trained only)
You have studied the hidden workings of the human mind and can unlock its secrets.

Check: You can use hypnosis to induce a deep, calming trance in your subject. The effects of a hypnotic trance are identical to those created by the Hypnotism spell.

Unlike the spell, the skill allows you to hypnotize only one target at a time, but ignores HD. The attempt to use hypnosis requires a full-round action. If the target is unwilling, you must first succeed at a Bluff check to disguise your intent.

A Hypnosis check is opposed by the target's Will save. Loud or distracting surroundings grant a +2 circumstance modifier to the target's Will save. Willing targets can voluntarily choose not to make their saving throw.

Once the target is hypnotized, you can either plant a Suggestion or aid the recovery of a target who suffers from the effects of a failed Madness save. The latter option is detailed under "Recovering from Madness" in Ravenloft PHB 3.5, p.88f.

Retry: A successful Will Save makes an unwilling target immune to your hypnosis attempts for 24 hours. If attempting to hypnotize a willing target, you may retry freely. Retries are a vital component in the process of helping targets recover from Madness effects, in fact.

Special: You can use Hypnosis in place of Autohypnosis, at a -5 penalty.

Synergy Bonuses:
  • If you have 5 or more ranks in Hypnosis, you get a +2 bonus on Autohypnosis checks.
  • If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Hypnosis checks.
  • If you have 5 or more ranks in Concentration, you get a +2 bonus on Hypnosis checks.
Base Classes that gain Hypnosis as a class skill:
Adept, Bard, Beguiler, Cleric, Dragon Shaman, Druid, Favoured Soul, Gleaner, Healer, Lurk, Monk, Prophet, Psion, Psychic Rogue, Shaman, Sorcerer, Spirit Shaman, Warlock, Wilder, Wizard

Ravenloft 3.5 Revised / [Skill] Autohypnosis
« on: November 03, 2018, 03:40:24 PM »
Resist Fear
This can explicitely also be used when you need to make a Fear or Horror Save to get a second save.

New Use: Hypnosis
You can use Autohypnosis in place of Hypnosis, at a -5 penalty.

Synergy Bonuses:
  • If you have 5 or more ranks in Hypnosis, you get a +2 bonus on Autohypnosis checks.
  • If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Hypnosis checks.

Ravenloft 3.5 Revised / [Skill] Craft
« on: November 03, 2018, 03:32:21 PM »
Craft (alchemy)
Synergy Bonuses:
  • If you have 5 or more ranks in Craft (gunsmithing), you get a +2 synergy bonus to Craft (alchemy) checks when creating bullets & gunpowder and vice versa.
Craft (Clockmaking)
Clockmaking is the skill used to create mechanical clockworks, ranging from ponderous clock towers to delicate pocket watches.

Synergy Bonuses:
  • If you have 5 or more ranks in Craft (clockmaking), you get a +2 synergy bonus to Disable Device and Open Lock checks, as well as Craft (gunsmithing) checks when building or repairing flint-lock weapons.
  • If you have 5 or more ranks in Disable Device, you get a +2 bonus to Craft (clockmaking) checks
  • If you have 5 or more ranks in Open Lock, you get a +2 bonus to Craft (clockmaking) checks
Craft (Gunsmithing)
Gunsmithing is used to craft firearms, gunpowder and bullets.

Synergy Bonuses:
  • If you have 5 or more ranks in Craft (clockmaking), you get a +2 synergy bonus to Craft (gunsmithing) checks when building or repairing flint-lock weapons.
  • If you have 5 or more ranks in Craft (gunsmithing), you get a +2 synergy bonus to Craft (alchemy) checks when creating bullets & gunpowder and vice versa.
New Crafting Applications
Bullets & PowderAlchemy* or Gunsmithing5
Very Simple Firearm (Handgonne)Gunsmithing8
Average Firearm (Blunderbuss, Flintlock Musket)Gunsmithing10
Delicate Firearm (Flintlock Pistol, Volley Gun)Gunsmithing15

*Unlike other alchemical items, doesn't require you to be a spellcaster.

Ravenloft 3.5 Revised / [Race] Half-Elf
« on: November 01, 2018, 04:41:40 PM »
As per the Half-Elf entry in the SRD, but add the following:
  • +2 Charisma
(This isn't just for balance, but to keep consistency with the Giamarga tribal heritage for Half-Vistani.)

Ravenloft 3.5 Revised / [Class] Changes to base classes (PHB)
« on: October 28, 2018, 06:37:03 PM »
  • Rage: While enraged, Barbarians receive a +4 bonus to resist Fear, Horror and Madness.
  • Bardic Knowledge: Knowledge from faraway lands is less widespread and reliable than in other campaign settings. A bard must apply a +10 circumstance modifier to the DC of all Bardic Knowledge checks concerning unfamiliar Domains. A Bard is familiar with a number of Domains equal to his Bard level.
While in other campaign settings the deities personally watch over their clerics and may visibly withdraw their favour when a cleric acts against the tenets of the faith, they are remote in Ravenloft and unable to act at all. It are instead the Dark Powers who answer the prayers and supply Clerics with their spells and abilities, and they are much more relaxed about morality and tenets (unless violations are so gross that they result in Powers Checks, and even those are answered by advancing the Path of Corruption rather than to strip a cleric of his abilities.) As a result, even good churches have plenty of corrupted, degenerated clergy bent by the constant siren call of Evil - and sometimes even evil faiths may produce good, upstanding followers, especially in areas where evil faiths like that of the Eternal Order or Bane the Lawgiver are the only legal state religion.
  • Alignment: Clerics may freely deviate from his patron deity on the Good/Evil axis, but must still be within one step of the alignment on the Law/Chaos axis. The Cleric of a Lawful Good deity could therefore be LG, LN, LE, NG, TN or NE, but not CG, CN or CE. Clerics of NG, TN and NE deities may be of any alignment.
  • Spontaneous Casting: Like neutral clerics of neutral deities, all clerics can freely choose between spontaneously casting Cure or Inflict spells. This choice still determines whether the Cleric turns or rebukes undead.
  • Turn or Rebuke Undead: Cleric players should take note that all undead on Ravenloft have at the very least a Turn Resistance of +1 (commonly higher). Clerics who Rebuke Undead may opt to ignore Turn Resistance for the purpose of Commanding Undead, for the price of a Powers Check with a percentage equal to the Turn Resistance ignored.
  • Animal Companion: Many Darklords have influence over certain or all animals within their Domain. This supercedes the Druid's command over his companion, but not to the point that the companion would directly attack the Druid or her companions. If an animal companion receives such commands, it instead becomes Panicked and flees the scene.
  • Woodland Stride: This ability does not allow the Druid to cross closed Domain borders.
  • Trackless Step: This ability does explicitely not supress scents.
  • Venom Immunity: This ability does not protect against poison-based effects of closed Domain borders, such as in Barovia or Borca.

  • Diamond Body: This ability does not protect against the effects of closed domain borders.
  • Abundant Step: This ability does not allow the monk to cross closed domain borders.
  • Empty Body: This ability allows access only to the Near Ethereal.
  • Perfect Self: If the monk has a good or evil moral alignment, she develops a reality wrinkle with an initial radius of 5 feet per level. If the monk fails any power checks, consider them failed power rituals; each failed check adds 1d4 corruption points to the monk's total and halves the wrinkle's radius. See the chapter on Fiends in the Ravenloft Campaign Setting 3.5.
As with Clerics, it are the Dark Powers who supply Paladins with their abilities, not their deities or the forces of Law and Good. As a result, it is easy for Paladins to succumb to fanaticism and extremism and turn away from their original tenets towards evil, without realizing it through the loss of their abilities. The Darklord Elena Faith-hold of Nidala is an extreme example of this degeneration, but Paladins who don't constantly question and check their conduct without outside prompt are prone to becoming the thing they originally set out to fight against.
  • Code of Conduct: Paladins don't lose their abilities if they violate their Code, commit evil acts or fail their alignment on the moral axis. (Although deeds worthy of of a Powers Check double their percentage chance if they are also in violation of the Code of Conduct.) Only when doing so results in a failed Powers Check do they become Ex-Paladins, and even then a successful Will Save against a DC equal to 10 + their Paladin level lets them keep their abilities.
  • Detect Evil: No magic can detect moral alignment in the Realm of Dread. In Ravenloft, this ability instead duplicates the effects of the spell Detect Chaos, with two exeptions:
    1.) Innocents (see "Powers Checks") register as Good.
    2.) Evil outsiders register as Evil.
  • Divine Grace: The paladin's noble spirit bleeds out into the world around her, subconsciously placing virtuous minds at ease and sinister minds on edge. The paladin applies her divine grace bonus when dealing with good NPCs through Diplomacy, Gather Information or Perform (effectively allowing her to count her Charisma bonus twice). However, this modifier counts as a penalty when attempting to use Diplomacy, Gather Information or Perform on evil NPCs (effectively negating the paladin's Charisma bonus), although it is counted as a bonus for Intimidate checks against evil NPCs. Note also that the divine grace bonus applies to all Fear, Horror, and Madness saves.
  • Divine Health: This protection is not inviolate in Ravenloft. Darklords and curses are powerful in the Realm of Dread. As such, the paladin is not immune to diseases spawned by these sources.
  • Aura of Courage: Immunity to fear is much less reliable and certain on the Demiplane of Dread. (In a sense, playing a PC immune to fear in a horror campaign is simply missing out on the point.) Instead the Paladin receives a +4 morale bonus on saving throws against fear effects and Fear and Horror, as do her allies within 10 feet of her.
  • Turn Undead: See Clerics.
  • Special Mount: A paladin's special mount is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)
  • Disruption: As a paladin's divine powers grow in strength, they begin to disrupt the very planar fabric of the evil-tainted world around her. Although this disruption is negligible when compared to that caused by a good outsider, darklords can sense the presence of a paladin in their domains as they would sense a festering wound on their own body. With a successful Wisdom check (DC = 25 - the paladin's level), a darklord can detect the approximate location of a paladin within her domain within a one-mile radius ("in that town" or "in the woods west of this keep"). By beating the DC by 20 or more, the darklord narrows the approximate location down to a 100-foot radius. The darklord automatically retries the Wisdom check once per day (usually at dusk).
    On the plus side, this allows Paladins to cause damage to Darklords and other evil creatures through their mere touch. This ability is treated like the Charnel Touch of a Dread Necromancer of half the level of the Paladin (rounded down, minimum of 1), except that the ability is of course based on positive energy instead of negative energy, and never can heal anyone.
  • Animal Companion: See Druids.

Rogues in Ravenloft should take special note of the Penetrating Strike ACF in EtCR. It is highly recommended to them, and explicitely doesn't require membership in the Lightbringers. Most Thieve's Guilds in the Demiplane of Dread are assumed to teach this ACF, as undead and other monsters immune to sneak attacks are so very common.

  • Familiar: A sorcerer's familiar is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)
  • Familiar: A wizard's familiar is a dread companion. (See the Dread Companions in the Ravenloft 3.5 Campaign Setting.)

D&D 5e / Mike Mearls' current TWF fix
« on: October 26, 2018, 07:27:01 PM »

Few people asked, latest version of two weapon fighting:
* Does not use bonus action, off-hand gets full damage bonus
* Choose one of the following when you attack:
1. Get one extra attack with off-hand, but all attacks at disadvantage
2. Add your off-hand damage die to all atks

If you have the extra attack feature. disadvantage applies only to off-hand. If that feature gives you another attack (3 total base), you no longer have disadvantage on the off hand.

This nerfs TWF for the one edge case where the old TWF rules were favourable (pure-classed Rogues wanting a second chance to apply their Sneak Attack in case that the first attack misses), except that their bonus action is now freed up for other stuff.

OTOH, for anyone else option #2 doesn't seem too terrible. 1d8+1d6+mod (e.g. longsword+shortsword) is slightly ahead of 2d6+mod for THF without feats or fighting styles, and the off-hand die adds up with extra attacks.
Not sure if there ever is a point where #1 is preferable. Disadvantage on all attacks is terrible, even if you get two of them early. 2x 1d8+mod and an extra 1d6+mod attack at disadvantage is terrible at Extra Attack(1). 3x 1d8+mod + 1x 1d6+mod at Extra Attack (2) is straight worse than 3x 1d8+1d6+mod, and more extra attacks just skew the numbers even more in favour of taking option #2.

Ravenloft 3.5 Revised / [Skill] Knowledge (Ravenloft)
« on: October 23, 2018, 05:38:12 PM »
Knowledge (Ravenloft) (int, trained only)
This skill represents an understanding of the planar fabric of the Realm of Dread, including the Mists, the nature of domains, closed borders, darklords, and so on. This is an extremely rare skill, known only by a handful of arcane scholars, most of whom are darklords.
This is generally a cross-class skill. Classes, prestige classes and other features that grant you all Knowledge skills individually as class skills (such as Knowledge domain) do not automatically add Knowledge (Ravenloft). The feature has to explicitely spell out that it includes Knowledge (Ravenloft).

Existing base classes that explicitely gain Knowledge (Ravenloft) as a class skill:
Dragon Shaman, Prophet

There wasn't a general discussion thread yet, so I have added one.

If there is anything to say, write, draw, doodle, morse signal or otherwise to express in forums format that isn't tied to an existing thread, this 'ere is the place for it.

Ravenloft 3.5 Revised / [Race] Caliban
« on: October 20, 2018, 02:48:33 PM »
(Ravenloft 3.5 PHB p. 37ff)

Caliban are humans who have been deformed and twisted in the womb through the lingering malign resonance of witchcraft, black magic, alchemical pollution, curses and the like.

They are the "Igors" and "Quasimodos" of the Demiplane of Dread, malformed outcasts often becoming embittered by the shunning they face and ending up in the service of evil, although they have also always sported a good number of noble exceptions struggling to overcome the hostility of the general public through good deeds.
  • +2 Strength, +4 Constitution, -2 Intelligence, -2 Wisdom, -2 Charisma
  • Medium: As Medium creatures, Caliban have no special bonuses or penalties due to their size.
  • Caliban base land speed is 30 feet.
  • Low-Light Vision: Caliban can see twice as far as a human in starlight, moonlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
  • Willing Deformity: All Caliban get this feat (Heroes of Horror p.125) regardless of their alignment, and may acquire additional deformity feats using it as a prerequisite without needing to fulfill alignment prerequisites. This feat grants Caliban a +3 bonus on Intimidate checks.
  • Slight Build (Ex): The hunched and stunted stature of a Caliban lets him function in many ways as if he were one size category smaller. He gains an additional +4 bonus to Hide and Move Silently and +1 AC and to-hit. He also can squeeze through tight passages and share space with allies like he was one size smaller. A Caliban can use weapons designed for a creature one size smaller without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.
  • Conduit of Power (Su): The lingering magical resonance responsible for the state of the Caliban can strengthen spellcasters. As a full-round action, the Caliban can declare fealty and designate a character other than himself as the beneficiary of this ability. As long as he is within 30ft of the Caliban, the beneficiary gains a +1 bonus to caster level checks concerning arcane or invoker magic, such as for overcoming spell resistance or counter-spelling, as well as a damage bonus to his Eldritch Blast ability if he is a Warlock. This bonus increases by +1 for every 5 full character levels of the Caliban, up to a maximum of +5 at 20th level. Additionally, all monetary and XP costs for creating undead and crafting golems done by the beneficiary are reduced by a percentage equal to the doubled bonus. On the flipside, as a swift action the beneficiary may use Command against the Caliban supporting him as a supernatural ability at-will, using Charisma as the spell-casting ability to determine the save DC. A Caliban can only boost one beneficiary at most, and may at any time as a full-round action designate a new one or simply end the effect, ending the benefit for the old beneficiary. Multiple uses of this ability by multiple Caliban do not stack, only the highest bonus is counted. (For this ability, one - and most commonly only one - Caliban is often found as the hunchbacked servant of evil magic-users, necromancers and warlocks, especially those with an unhealthy obsession with creating undead and flesh golems. The ability to command the Caliban is treated lightly, and often the catalyst for a dramatic break-up when the interests of a Caliban and his master diverge.)
  • Languages: As humans of the same domain.
  • Base Outcast Rating: 5

Ravenloft 3.5 Revised / [Race] Half-Vistani
« on: October 17, 2018, 04:56:14 PM »
(Ravenloft 3.5 PHB p. 41ff)

Half-Vistani, also known as Giomorgo, are the offspring of the mysterious Vistani and regular humans (or more rarely, elves).
  • Medium: As Medium creatures, Half-Vistani have no special bonuses or penalties due to their size.
  • Half-Vistani base land speed is 30 feet.
  • +2 racial bonus to Survival checks. Giomorgo have an especially great affinity for making fire. Provided fuel and some means of igniting a spark, a giomorgo can always light a fire as a standard action even under adverse conditions (pouring rain, gusting winds and so on). When survival depends on being able to start a fire (such as resisting cold), the racial bonus to Survival increases to +4.
  • Diluted Blood: A giomorgo is treated as being a Human for all special abilities and effects that are tied to race unless otherwise noted.
  • Moon Madness: During the three nights of the full moon, a giomorgo has to make Will Save with a DC equal to 10 + 1/2 his character level each dusk to find sleep, prepare spells and heal naturally. If that Save fails by more than 10 (or if a natural 1 is rolled), he also has to run wild under the night sky until dawn. Fortunately for the giomorgo, the Dark Powers seem to look after their own and save them from random encounters with things that go bump in the night during these bouts, but that is of little help if a monster or even a darklord is already actively searching for them.
  • Conceal the Taint: By succeeding on a Disguise check as if attempting to address minor details, a giomorgo can pass as a pure-blooded human, removing its Outcast Rating until and unless its disguise is penetrated.
  • Languages: As humans of the same domain. Additionally, Half-Vistani have unique access to Patterna, the language of the Vistani.
  • Base Outcast Rating: 2
  • Tribal Heritage: Half-Vistani differ a great deal among each other dependent on their Vistana parent. They have to pick one of the tribal heritages below.
Tribal Heritage: Canjar
The Canjar are aloof and prideful. They are keepers of lore and arcane scholars. It features some of the best seers of the Vistani.
  • +2 Charisma, +2 Intelligence, -2 Constitution
  • +2 racial bonus to Spellcraft checks. Canjar also receive a +2 racial bonus to the caster level for all their spells and spell-like abilities, up to a maximum of their character level.
  • Canjar giomorgos who are prepared arcane spellcasters can leave one spell slot of the next-to-highest level open to spontaneously fill it out with any spell known as a free action. Canjar giomorgos who are spontaneous arcane spellcasters add an additional known spell every time they gain access to a new spell level, chosen from the Wizard spells of the divination school from the next-to-highest level (or lower if they desire). Canjar who gain classes in several arcane spellcasting classes can apply this advantage to each of them individually. (More than a few Canjar pursue the path of the Ultimate Magus to take advantage of this.)
  • Favored Class: Any of Beguiler, Sorcerer, Spellthief or Wizard.
Tribal Heritage: Corvara
The Corvara are a sly, stealthy people, more hostile to outsiders than most. Corvara culture holds giorgio law in contempt, viewing it as an obstacle to be circumvented. Thus they often make their living off such illicit activities as burglary, shell games or fencing, bearing a great part of the responsibility for the bad reputation of Vistani.
  • +2 Dexterity, -2 Strength
  • +2 racial bonus to Bluff and Open Lock checks
  • Neither Chain Nor Shackle (Su): Once per day, the Corvara giomorgo can assume Gaseous Form as per the spell of the same name without requiring any somatic components. This ability only requires a immediate action, but lasts only until the end of the same round.
  • Favored Class: Rogue.
Tribal Heritage: Darkling
Darklings are not a real tribe, but Vistani who have been banished from their tribe for their crimes and cursed to be bound to a single domain. Darklings generally turn bitter and hateful, often gathering a band of human thugs around them and taking up a life of heinous crime and wandering brutality.
  • Poison Use: Darkling giomorgo are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
  • +2 racial bonus to Craft (poison) and Intimidate checks
  • Dooming Eye (Ex): Darkling giomorgos have a weaker form of the Vistani's evil eye. This ability is treated as a gaze attack, save that the giomorgo must take a standard action to employ it, and those merely looking at the giomorgo are unaffected. The target must make Will save against a DC of 10 + 1/2 the character level + the Charisma modifier of the giomorgo. Female Giomorgos add +2 to the DC. On a failure, the target becomes sickened for 1 minute. Beginning on 5th level, the target also becomes shaken. Beginning on 10th level, the target also becomes staggered. The giomorgo can use the Dooming Eye once per day.
  • Favored Class: Any of Ninja, Rogue, Spellthief or Scout.
Tribal Heritage: Equaar
The Equaar are nature-lovers, raised with a reverence for the wilderness, and taught a strong sense of respect for the land and animals. Equaar pride themselves on their knowledge and mastery of horses, but they train other animals as well.
  • +2 Constitution
  • +2 to Handle Animal and Ride checks
  • Wild Empathy: As a druid of the Equaar's character level, but limited to horses.
  • Bonus Feat: Equaar get to choose between Animal Affinity, Endurance, Mounted Combat, Self-Sufficient, Skill Focus (Handle Animal), Skill Focus (Ride), Skill Focus (Survival) or Track.
  • Favored Class: Any of Druid or Ranger.
Tribal Heritage: Giamarga
Giamarga are not a real tasque, but the very rare result of the rare elf/vistani matings. They are mostly found around Darkon and Sithicus, but that isn't saying much for such a rare breed.
  • +2 Charisma
  • Immunity to sleep spells and similar magical effects, and a +2 racial bonus on saving throws against enchantment spells or effects.
  • Low-Light Vision: A Giamarga can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • +1 racial bonus on Listen, Search, and Spot checks.
  • +2 racial bonus on Diplomacy and Gather Information checks.
  • Elven Blood: For all effects related to race, a Giamarga is considered an elf. This replace the Diluted Blood ability. - Giarmarga also have explicitely access to the Half-Elf Paragon class and to Half-Elf ACFs.
  • Languages: Giamarga automatically speak Elven in addition to the other languages they know.
  • Base Outcast Rating increases to 3, due to the rarity of and the nasty rumors surrounding the rare Elf/Vistani mongrels. Hiding minor details only reduces this to 1.
  • Favored Class: Any.
Tribal Heritage: Kamii
Kamii tend to be quiet and reserved, preferring to avoid conflict. Kamii are often skilled craftsmen, particularly tinkers and smiths. Kamii vistani take great pride in their craftsmanship.
  • +2 Strength
  • +2 racial bonus on any metal-based Appraise and Craft checks.
  • Knack for Making Fine Things (Su): For the purpose of crafting magic items and qualifying for crafting feats, Kamii gain a virtual spellcasting level equal to their character level. Moreover, a Kamii can use this supernatural power to create magic items even if he does not know the spells required to make an item. He can substitute a Craft check (DC 15 + spell level for arcane spells or 25 + spell level for divine spells) in place of a required spell he doesn't know or can't cast.
  • Bonus Feat: Kamii get to choose between Apprentice (Craftsman), Blood Artisan, Craft Magic Arms and Armor, Extraordinary Artisan, Gold Dwarf Dweomersmith, Shield Dwarf Warder, Skill Focus (Appraise) and Skill Focus (Craft), without needing to fulfill prerequisites.
  • Favored Class: Any of Factotum, Fighter or Rogue.
Tribal Heritage: Mortu
Mortu are loner Vistani who have purposefully turned their back to their tribe and its nomadic lifestyle and decided to settle down among the giorgio. This makes their offspring much more alike to the humans around them than any other giomorgo.
  • +2 racial bonus to Disguise checks to hide their Vistani heritage.
  • Bonus Feat: As humans.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Favored Class: Any.
Tribal Heritage: Naiat
The Naiat are flamboyant, and their society tends to favor pleasure and good times. They are among the most outgoing of the Vistani tribes, and often make their livings as entertainers; a well-equipped Naiat caravan can resemble a traveling carnival or circus. The violin holds a special place in Naiat culture, and many Naiat entertainers specialize in that instrument.
  • +2 Charisma, -2 Wisdom
  • +2 racial bonus to Diplomacy and Perform checks, and treat Perform always as a class skill.
  • Base Outcast Rating is 0
  • Favored Class: Bard.
Tribal Heritage: Vatraska
The Vatraska are known as skilled healers and herbalists, often having advanced herbal and medicinal lore. The vatraska are exceptionally reclusive, preferring self-sufficiency to a life of trade.
  • +2 Wisdom, -2 Strength
  • Poison Use: Vatraska giomorgo are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
  • +2 racial bonus to Craft (poison) and Heal checks
  • Quick Remedy (Ex): Spending 1 minute, Vatraska can craft herbal potions, healing 1d4 hit points, +1d4 per every 3 full character levels of the Vatraska (with a minimum of 2d4). Beginning on 8th level, these potions also remove the exhausted, fatigued, nauseated and sickened conditions. These potions stay potent for 24 hours. Vatraska can use this ability a number of times per day equal to their Wisdom modifier (minimum of 1x).
  • Favored Class: Any of Cleric or Healer.
Tribal Heritage: Zarovan
The Zarovan are quiet, introspective, and reclusive. They are more hostile to outsiders than any tribe of Vistani. Zarovans are often seen as “not all there,” and seem to have an odd perception of time.
  • +2 Charisma, -2 Wisdom
  • +2 racial bonus to Knowledge (arcana) and Knowledge (Ravenloft) checks.
  • Temporal Slide (Su): The Zarovan can manipulate time as it moves, allowing him to seemingly disappear and reappear elsewhere instantaneously. As a free action that does not provoke an attack of opportunity, the Zarovan moves his current speed (following the normal rules for movement). The Zarovan can use this ability a number of times per day equal to his Dexterity modifier (minimum of 0). He can use this ability only once per round.
  • Alternate Timeline (Su): The Zarovan can step back in time a fraction of a second, potentially changing the outcome of one action. The Zarovan can immediately reroll a d20 roll that he just made, but before the outcome of the die roll is determined. The Zarovan takes the better of the two rolls. Using this ability is a free action that does not provoke an attack of opportunity. Afterwards, the Zarovan has to make a Will Save against a DC of 12 + 1/2 his character level or be confused for 1 round. The Zarovan can use this ability a number of times per day equal to his Intelligence modifier (minimum of 0).
  • Stepping Out Of Time (Su): As an immediate action, a Zarovan can shunt himself out of the time stream for a short period. In effect, the Zarovan seems to disappear in a shimmer of silver energy, then reappear after the duration of this power expires. The Zarovan reappears in exactly the same orientation and condition as before. From the Zarovan’s point of view, no time has passed at all. The effect ends after 1d4 rounds. The Zarovan can act normally on his next turn after this power ends. If the space from which the Zarovan departed is occupied upon his return to the time stream, he appears in the closest unoccupied space, still in his original orientation. Determine the closest space randomly if necessary. - The Zarovan can use this ability a number of times per day equal to his Strength modifier (minimum of 0).
  • Favored Class: Any of Sorcerer or Wizard.

Ravenloft 3.5 Revised / [Equipment] Firearms of the Demiplane of Dread
« on: October 16, 2018, 05:27:25 PM »
Simple Ranged Weapons
BlunderbussCL825gp1d121d12--20ft cone4lbBludgeoning or Piercing
Flintlock PistolCL920gp2d42d419-20/x240ft4lbPiercing
Flintlock MusketCL825gp2d62d619-20/x260ft8lbPiercing
Volley GunCL9150gp1d121d12--40ft cone32lbPiercing
Bullets & Powder (10)CL75sp--------1lb--

Special Note for all Firearms:
Masterwork firearms (except for Volley Guns and Handgonnes) are considered to be breech-loaders, only requiring a single move action to be reloaded. Masterwork ammunition is considered to be a paper cartridge, reducing the reload time to a swift action if used with a masterwork firearm (except for Volley Guns and Handgonnes).

Notes on existing Weapon Enhancements: Quick Loading
(MIC, p.41f)
The enhancement may also be placed on a firearm, storing up to 100 units of bullets & powder in an extradimensional space. Reloading a firearm this way is a free action regardless of type. Note that Blunderbuss and Volley Gun still need multiple units of bullets & powder per shot. While they still draw the 3 (10) required units as a single free action, they all must all be of the same type (regular, silvered, +1 etc.), and occupy more space in the extra-dimensional space, effectively reducing the stored ammunition to 33 (10) shots compared to the 100 shots for firearms only using one unit of bullets & powder per shot

The blunderbuss is the black powder precursor of the modern shotgun, usually used by cavalry.
Instead of making an attack roll, everyone within a 20ft cone originating from you suffers the weapon damage (Dexterity save with a DC 10 + 1/2 your BAB + your Dexterity bonus halves.) It takes 15 full-round actions to reload a blunderbuss, using up three units of bullets & powder. Reloading provokes attacks of opportunity.

Flintlock Pistol
The flintlock pistol has become the default weapon for travellers, merchants and other civilians in the most developed parts of the Demiplane of Dread. Professional combatants often carry an entire belt of them with them to work around the time-consuming reloading process.
When you shoot a flintlock pistol, you make a ranged touch attack. It takes 4 full-round actions to reload a flintlock pistol. Reloading provokes attacks of opportunity.

Flintlock Musket
The flintlock musket is the backbone of the armies of the most developed parts of the Demiplane of Dread, used by conscripted peasants and officers alike.
When you shoot a flintlock musket, you make a ranged touch attack. It takes 5 full-round actions to reload a flintlock musket. Reloading provokes attacks of opportunity.

The handgonne is a very primitive black powder weapon the size of a rifle and the combat value of a pistol, and also very slow to fire with its matchlock mechanism. It is only found in medieval domains where gunsmithing is still in its infancy.
When you shoot a flintlock musket, you use a full-round action to make a ranged touch attack. It takes 5 full-round actions to reload a handgonne. Reloading provokes attacks of opportunity.

Volley Gun
The volley gun is a very heavy experimental weapon bristling with barrels into all directions, all activated at a single pull of the trigger. It's expensive price, heavy weight and very short range make it a rare sight, usually only used for boarding actions and other close quarters.
Instead of making an attack roll, everyone within a 40ft cone originating from you suffers the weapon damage (Dexterity save with a DC 10 + 1/2 your BAB + your Dexterity bonus halves.) It takes 50 full-round actions to reload a volley gun, using up ten units of bullets & powder. Reloading provokes attacks of opportunity.

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