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Messages - Maat Mons

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Homebrew and House Rules (D&D) / Re: Alternate Ability Scores?
« on: May 03, 2017, 04:36:52 PM »
… these are more just renames, keeps them unique letters …

It's always important to consider how abbreviations will work.  At one point, I was considering a system of stats including "Brains" and "Brawn."  But then I realized I wouldn't be able to shorten them in any good way. 

Endurance Strength Agility Perception Intellect Charisma

I feel like you're close to being able to have a really catchy acronym.  Maybe "SPACIE ," "ÆPICS," or "PIC SEA."  You might be able to come up with something cooler if you changed one of the names though. 

… swapping Wisdom for Resolve … and then … adding Perception and Insight.

Actually, it kind of seems like Wisdom is split between Resolve, Perception, and Insight.  At least, the normal stat system applies Wisdom to Will saves, Sense Motive checks, and Listen, Search, and Spot checks. 

Homebrew and House Rules (D&D) / Alternate Ability Scores?
« on: May 03, 2017, 03:09:07 AM »
Has anyone ever done any homebrew replacing the familiar six ability scores? 

Here's one possibility I've been toying with:
  • Brains: Rolls together Int, Wis, and Cha.  Well, except for their spellcasting applications.  Those go into Anima. 
  • Anima: Spellcasting now gets its own ability score! 
  • Might: Rolls together Str and Con.  Except for melee attack rolls.  Dexterity gets those. 
  • Finesse: This is just dexterity.  To be fair, D&D was already conflating nimbleness, reaction time, and manual dexterity.  Oh!  But it gets melee attack rolls too. 

Ideally, this would be implemented alongside a system that gives bonus damage equal to how much your attack roll exceeded enemy AC.  (And the Power Attack feat just doubles this damage with two-handed weapons.) 

Also, for each weapon, a minimum Strength score needed to wield it without penalty.  Because, while strength improving accuracy doesn't make sense, it does have a connection to your ability to be effective with heavier weapons. 

So, are you happy with the normal ability scores?  Or do you, like me, think they could use a trim?  Maybe you even want more ability scores for some daft reason? 

Discuss.  (And feel free to list what you think the ability scores should be.) 

Homebrew and House Rules (D&D) / Re: Blaze Domain
« on: May 03, 2017, 01:49:15 AM »
All right, so the Blaze domain seems to be looking like this. 

Blaze Domain

Granted Power (Sp): At will, you can fire a ray of flame at a single target within 30 feet.  If you succeed on a ranged touch attack, your target takes fire damage based on you Cleric level.  Casting this spell-like ability requires 1 standard action. 

If you are a first-level Cleric, this attack deals 1d3 points of damage.  Otherwise, it deals a number of d6 of damage equal to half your Cleric level (rounded down).  No saving throw is allowed against this damage, but Spell Resistance applies. 

This is treated as a spell-like ability, of the Evocation school, with an instantaneous duration, and a spell level equal to half your Cleric level (rounded up, max 9th level). 

  • Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
  • Heartfire: Subjects outlined in fire, take 1d4 damage/round.
  • Fire Wings: Your arms become wings that enable flight, deal 2d6 fire damage.
  • Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area.
  • Daltim's Fiery Tentacles: Like Evard's black tentacles, but creatures in the area also take fire damage.
  • Scalding Mud: Transmute rock or earth into boiling muck.
  • Elemental Body*: You take on the qualities of a type of elemental.
  • Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
  • Detonate: Slays subject and creates 20-ft.-radius explosion that deals 1d6 damage/level (max 20d6).

* Fire only.

(click to show/hide)

I'm fairly happy with that, if there aren't any issues.  While that may be it for the Blaze domain, I think I might like to try a set of domains to represent the different aspects of heat: Ash, Lava, Smoke, Steam, and Flame.  Should I continue that in this thread, or start a new one? 

Homebrew and House Rules (D&D) / Re: Blaze Domain
« on: March 21, 2017, 12:33:56 AM »
Hmm, I seems to have overlooked Detonate.  It's like Internal Fire, but without the hit die restriction, with a better casting time, and without the need to carry a burning brazier everywhere.  Yeah, I'll probably go with that one. 

Nothing wrong with Transmute Rock to Lava, but it is pretty similar to Scalding Mud.  I think I'd rather have a save-or-die in there, just to keep things varied. 

Say, if I'm adding a divine version of Detonate, do you think it would be all right to change the M component to M/DF instead?  I'm a big fan of not requiring clerics to carry a spell component pouch.  The material component does have a listed value, but it's 1 gp, so meh? 

Okay, I think I'm pretty happy with everything except the 8th level slot.  I mean, a Slow effect that doesn't allow spell resistance and uses a ref save instead of a fort save isn't bad.  I just have this nagging feeling that, for being 5 levels higher than haste, it should have been a bigger improvement.  I don't know, am I being unreasonable?  Is Deadly Lahar good? 

Blackfire is kind of neat.  It's flames that deal constitution damage and can't be extinguished by normal means.  The fact that the flames are cold kind of puts a damper on things.  But what really ruins it is the evil descriptor.  No way am I making a fire domain where using the spells can cause a slow but steady alignment shift.  Fire is neither good nor evil.  (But it might be chaotic.) 

Homebrew and House Rules (D&D) / Re: Blaze Domain
« on: March 13, 2017, 05:20:19 AM »
Sorry, I kind of forgot about this thread for a while. 

2. Your call

Well, Heartfire gives invisibility negation, which is the sort of variety fire spells tend to lack, so I think I'll keep it. 

3. I like Fire Wings here

Hmm, well flight does add some nice variety.  I was kind of thinking Body Blaze could be a stand-in for Wall of Fire, which was ruled out by one of my self-imposed restrictions.  But now that I think about it, this domain doesn't need a Wall of Fire-type effect.  The Fire domain is still there, people who want Wall of Fire can still take it.  They can take both the Fire and Blaze domains if they want. 

9. Erupt comes to mind

I don't know, doesn't the 1-minute casting time kind of hurt it?  And, if I understand correctly, the range being touch means you have to be standing in the middle of its giant area.  The spell doesn't have any provisions excluding you from the effects either. 

For 7th level, would Elemental Body (fire only) be good?  I rejected it the first time around, but now that I think it over, it's not so bad.  Immunity to critical hits, stunning, and paralysis for 1 hour/level. 

Homebrew and House Rules (D&D) / Re: Blaze Domain
« on: February 26, 2017, 07:39:41 PM »
If anything, that granted power is underpowered. It's pretty useless past the first couple levels, unless the character is stacking shenanigans onto it.

Well, I could bring it up to around the power level of reserve feats by making it 1d6/2 cleric levels (rounded up).  Or, conceivably, I could grant the fiery burst reserve feat as a bonus feat.  Bonus feats get around prerequisites, after all.  The last option I can think of is making it work like you were continuously benefiting from produce flame, multiple attacks per round (eventually). 

I'd look at alternatives…

Here are some of the other ones I was considering. 

Level 1
  • Lava Missile: A worse version of magic missile from Serpent Kingdoms.  Already on the cleric spell list at 2nd level. 
  • Produce Flame: Over from the druid list. 
Level 2
  • Body of the Sun: Ongoing fire damage to adjacent creatures. 
Level 3
  • Darkfire: A better version of produce flame.  Already on the cleric list at this level. 
  • Fire Wings: Over from the druid list. 
  • Summon Monster III: Small fire elemental or hell hound only.  Already on the cleric list at this level. 
Level 4
  • Searing Exposure: Causes fatigue.  Over from the druid list. 
  • Summon Monster IV: Fire/magma/steam(/glass)  mephit (or fire grue) only.  Already on the cleric list at this level. 
Level 5
  • Summon Monster V: Medium fire elemental (or fire energon) only.  Already on the cleric list at this level. 
  • Wall of Magma: Already on the cleric spell list at this level. 
Level 6
  • Fires of Purity: Deal fire damage with each melee attack you make.  Deal fire damage to those who attack you in melee.  Over from the druid list. 
  • Summon Monster VI: Large fire elemental (or fire elementite swarm) only.  Already on the cleric list at this level. 
Level 7
  • Summon Monster VII: Huge fire elemental only.  Already on the cleric list at this level. 
Level 8
  • Summon Monster VIII: Salamander only.  Already on the cleric list at this level. 
Level 9
  • Summon Monster IX: Elder fire elemental only.  Already on the cleric list at this level. 
  • Transmute Rock to Lava: Like scalding mud, but higher damage, higher level, smaller area, and more restrictions. 

…although you might just have to create your own

Well, I'm not inherently opposed to creating new spells.  But sticking to existing spells was a goal of this domain.  And if I opened things up for myself like that, I'd probably get more ambitious too.  For example, I kind of want to create a suite of "fire" domains.  Ash, flame, lava, smoke, and steam each seem like they could be domains unto themselves. 

Homebrew and House Rules (D&D) / Re: New Domains
« on: February 26, 2017, 05:08:40 PM »
Surely there is a way to make a domain for a god of partying

Of course.  The real trick would be making it feel distinct from the community, feast, joy, and pleasure domains. 

Here's some brainstorming for whoever decides to tackle that:

  • Celebration
  • Festival

Spell Effects
  • Conjure food or alcohol
  • Bestow morale bonuses
  • Summon revelers
  • Provide music
  • Enforce peace
  • Compel dancing

Personally, I think the construct type is better than the undead type.  There seem to be a lot of effects that specifically target undead, so it always seemed to me like you were giving up all your old vulnerabilities for a whole new set of vulnerabilities.  I think becoming a construct would be more of a straight gain. 

I have to say, your reimagining of Greenstar Adept is much… kinder than most of the ones I considered.  There was that one where the class was a terrible affliction…
Long ago, the gods made the humanoid races from clay and breathed life into them, making them flesh and blood.  In recent times, a few humanoids have begun to transform from beings of flesh and blood into animate clay.  Scholars have been unable to determine the cause of this.  Some have speculated that the power that instills life into creatures has been spread too thin by the proliferation of the races.  Theologians scoff at the notion that the gods' power is limited.  Clearly, they insist, this is a punishment handed down upon the unrighteous.  Among the common folk, it's whispered that this is the result of an arcane experiment gone wrong, a new sort of magical disease.  Anyone showing patches of clay where skin ought to be can expect to be shunned for fear that they may be contagious. 
…that one where the class was an even worse affliction…
Undeath is generally taken to be the opposite of life, powered by negative energy instead of positive.  In truth, these are but two sides of the same coin.  In places incomprehensibly far off, outside reality as mortals understand it, there exist energies equally opposed to life and undeath. 

Occasionally, a terribly misguided mage will channel this energy, attempting to harness its unfathomable power.  He is not destroyed in the traditional sense.  No soul remains to enter the afterlife or be resurrected.  A ripple goes out through reality, erasing all traces of his existence.  Anything he has ever built ceases to be, everything he has ever done is undone, and only the gods retain any memory of him.  Depending on the amount of power loosed, others may suffer the same fate.  Whole villages have been erased, leaving uninterrupted forest and no recollection or indication that they were ever founded. 

A very few people have gotten near to these events and survived, but they are not wholly spared.  The divine spark that animates them becomes weakened, and can no longer sustain them.  They slowly revert back into the clay from which the gods formed mortals.  The fading soul prestige class represents these individuals, at least so long as they cling to a semblance of existence. 
…that one where you had to die in a horrible accident before you took the class…
Scholars, metallurgists, and necromancers have long known of the strange green metal thinaun and its curious property of attracting and binding loose spirits.  Recently, a volcano has been discovered in a span of the elemental plane of earth that experiences "leakage" from the elemental plane of earth.  This volcano disgorges a river of molten tinaun from some massive vein deep beneath the surface.  Needless to say, operations were immediately undertaken to collect this valuable metal and transport it to the city of Sigil for sale.  Protective magic keeps the workers from burning whilestanding near the searingly-hot flow, but few operations utilize spells powerful enough to save workers who fall in.  Many workers have lost their lives in this manner.  A few have come back. 

Most souls lost into the molten thinaun are dispersed throughout the entire great mass, unable to pass on to their final reward and beyond any hope of rescue.  A few very willful individuals, however, have managed to coalesce their souls into a small quantity of the metal and form it into a sort of liquid body.  A portion of the essence of the plane of fire which caused the volcano binds to the body, keeping it molten even after being removed from the heat of the river. 
…and several more where you did the molten metal thing, but on purpose, as part of a ritual. 

Homebrew and House Rules (D&D) / Blaze Domain
« on: February 02, 2017, 11:45:25 PM »
Wow, I haven't been on these forums in ages.  Do people still do much 3.5 homebrew? 

Anyway, I stumbled across an old file of mine, where I'd tried to build a fire-slinging cleric.  I'd jumped through a lot of hoops trying to get "good" fire spells.  I mean, fire spells that aren't all basically the same spell "deal Xd6 fire damage to Y creatures." 

So, I decided to dust off my homebrew skills and use my old research to create an easier option for any other devout pyrophiliacs out there. 

Blaze Domain

Granted Power (Sp): At will, you can fire a ray which deals 1d3 fire damage.  This functions as Ray of Frost, except that the damage type and energy descriptor are Fire instead of Cold. 

  • Wall of Smoke: Wall of black smoke obscures vision and nauseates those who pass through.
  • Heartfire: Subjects outlined in fire, take 1d4 damage/round.
  • Body Blaze: You are surrounded by fire and leave a wall-like trail of flame in your wake.
  • Firestride Exhalation: Deal 8d6 points of fire damage in 30-ft. cone, and teleport anywhere within the area.
  • Daltim's Fiery Tentacles: Like Evard's black tentacles, but creatures in the area also take fire damage.
  • Scalding Mud: Transmute rock or earth into boiling muck.
  • Scalding Touch: Touch deals 13d6 fire damage and dazes victim; usable a number of times equal to level.
  • Deadly Lahar: Create a wave of molten volcanic rock that sticks to creatures.
  • Internal Fire: Target dies instantly or takes 6d6+1/level fire damage.

So, I had a few goals here. 

Only Existing Spells: I didn't want to design any new spells for this.  Partly, that's because I've never had too keen a grasp on how strong a spell of any given level should be.  Partly, I think the chances that someone will actually use this are increased if only the domain itself is non-official. 

No Overlap: I didn't want to use spells that were already in the fire or sun domains.  If I could help it, I didn't even want to use spells already on the cleric list.  I just feel like clerics are not spoiled for choice on fire spells, and using spells they could already get their hands on easily was passing up a chance to expand their option. 

Not Basically Nine Different Versions of the Same Thing: If someone wants to really specialize in fire, they're going to need to be able to address a wide variety of situations with fire spells.  No matter how good you are with fire, it's going to feel like just a side thing if you solve all your problems through non-fire-related means.  That means they need a collection of fire spells that amounts to a Swiss-army knife, not one that amounts to a can opener.  Can openers are great, when you have to open cans.  But sometimes you need to do other things. 

Some of those spells are kind of obscure, so to save you the trouble of tracking them down, I'm going to quote them here. 

(click to show/hide)

So, what do you think?  I honestly am not too thrilled by the highest-level third of that domain.  As you go up in level, it seems to become harder to find fire spells that aren't underwhelming.  Should I post some of the alternatives I was considering? 

And how about that granted power?  It might be unconventional, but it seems to suit the concept of "fire dude."  I'm a little worried people will perceive an at-will attack as overpowered, even though reserve feats and warlocks exist. 

Handbook Discussion / Re: Compilation of Low Level Builds Discussion
« on: November 09, 2015, 01:16:21 AM »


Say, if I could impose on you a little more…  I noticed some minor grammatical errors in my post.  Also, I somehow put an entire sentence in the wrong paragraph.  I've corrected my post now.  Could you update the build in the Compilation?  Just delete the old one and paste the corrected one in? 

Handbook Discussion / Re: Compilation of Low Level Builds Discussion
« on: November 08, 2015, 12:55:11 AM »
I know the Compilation hasn't been updated in three years, but I'm posting a build here anyway.  It's for the 2nd-level, no flaws category

Trip Monk-ey (by Maat Mons)
(click to show/hide)

While creating this, I became painfully aware of the prerequisite on exotic weapon proficiency, base attack bonus +1.  As such, I've noticed that the Arashikage build (1st level, with flaws) is illegal.  Also, the Brutal Tripper build (3rd level, with flaws) needs the order of its feats changed around. 

Gaming Advice / Re: Defending Weapons (Not About Stacking)
« on: April 01, 2015, 01:42:13 AM »
I did some looking.  It's in the 3.0 FAQ. 

Gaming Advice / Re: Defending Weapons (Not About Stacking)
« on: March 31, 2015, 02:15:13 AM »
I recall a FAQ entry saying you can only benefit from the defending property if you attack with the weapon that round.  It was based entirely on the notion that you're not "wielding" something just because you're holding it such could use it if you desire.  The entry always upset me though, because that is literally the definition of the word

I'm picking up where I left off so long ago.  I think I'll make a handful of classes.  I tried many times to design a single class that could cover the full gamut of melee styles, but it kept turning out bland. 

The blood knight here is geared towards the heavily armored, tough archetype.  You may notice I decided to turn the whole channeled invocations thing into an offshoot of hideous blow.  I hope this doesn't result in things blowing hideously.  I'd like to add a few channeled invocations to the warlock and dragonfire adept lists too.  That's why  the class features that improve use of channeled invocations are actually feats. 

I've also got the beginnings of a stealth, skillful class brewing.  I'm planning to give it a bit of sneak attack and a shadow theme.  I'd like to have some invocations that synergize with sneak attack.  Invisibility comes to mind, but I can't think of any others that create opportunities to sneak attack off hand.  Should I include channeled invocations that have special effects on a sneak attack?  Right now all I can think of on that front is ripping off ambush feats. 

I'm considering a rage based one too.  After a while, he'd get the ability to use invocations while raging.  After that, he'd start getting extra benefits for his invocations while raging.  No significant ideas on this front though. 

I might even take up the challenge of an unarmed class.  Since the class would be based on both magic and fists, it would make sense to give it magic fists.  On the other hand, I'd be woried about accidentally combining the worst elements of monk and soulknife. 

Blood Knight
"You do not frighten me.  Perhaps this will be my doom.  It changes nothing.  This is what must happen." 
- Crayce the Unyielding, a Blood Knight

In the distant past there was a kingdom called of Vaga, therein arose an order of elite warriors, the Circulus Sanguinum.  The order considered blood to be one of the primal elements, and the one responsible for endowing otherwise inert matter with life and volition.  They enacted all manner of ritual that would seem the provenance of infernal cults and maniacs, but they held no malice toward mankind.  In time, they learned to tap the innate power surging through their veins.  They brought forth a hitherto unknown form of magic, and blended it with their martial prowess.  They became the first Blood Knights. 
   The Circulus Sanguinum disappeared long ago when the kingdom they served fell to invaders, but scattered texts survived the destruction.  A few short centuries ago Crayce the Unyielding happened upon a translation of a tablet that had once instructed neophytes of the order.  Sensing the deep wisdom of these teachings, he committed himself to becoming the first Blood Knight in millennia, and scoured the land to recover all traces of the knowledge of the Circulus Sanguinum that had survived the ages.  His great gift to history was to compile and translate the remaining knowledge of the Circulus Sanguinum.  A prospective student can now track down a copy of Crayce's book, if he has the dedication, and can set himself to the arduous task of unlocking the power of blood. 

Making a Blood Knight
A Blood Knight is the true fusion of martial prowess and arcane might.  Not merely a warrior at one moment and a caster the next, he combines these two disparate studies into a unified whole, greater than the sum of its parts.  His greatest strength lies in channeled invocations, which allow him to deliver a magical assault simultaneously with a physical one. 
   Over time, a Blood Knight's body becomes infused with magical energies.  He becomes able to shrug off injuries that would cripple lesser men.  Gaping wounds seal themselves, shattered bones realign themselves and knit together, and new blood fills his veins to replace what was spilled. 
   Abilities: Strength and charisma are vital to a Blood Knight.  Strength governs the effectiveness of his melee attacks.  High strength allows him to hit more reliably and increases the power behind each swing.  Charisma determines the save DC his invocations.  Many of the most powerful channeled invocations allow a saving throw. 
   As with any character that will see the front lines of battle, constitution is very helpful.  A Blood Knight eventually gains the ability to heal any damage he sustains, but he must still survive long enough for the healing to occur.  A larger hit point pool helps by acting as a buffer. 
   Dexterity, intelligence, and wisdom are not very important to a Blood Knight.  A Blood Knight gains the ability to use heavy armor at later levels, which allows him to achieve a decent armor class without a good score in dexterity.  Intelligence give the Blood Knight more skill points, but his invocations and his martial prowess allow him to navigate most challenges without recourse to skills.  Wisdom improves a Blood Knight's will save, but the base save bonus offered by the class is high, so he can make due without a substantial addition from wisdom. 
   Races: Humans make up the majority of Blood Knights.  This has more to do with the large number of humans who thirst for true strength than any suitability of the race itself.  Dwarves make excellent Blood Knights.  Their innate obstinance and dour constancy are exactly the traits needed to endure this path.  Even those orcs that are literate rarely discover the teachings of the Circulus Sanguinum.  The very few who are aware of Blood Knights generally lack the patience to pursue proper training.  Elves, gnome, and halflings generally lack the bleak stoicism and single-minded obstinacy necessary to excel as Blood Knights. 
   Alignment: Few Blood Knights are good.  They tend to have a very harsh and uncompromising outlook.  The few Blood Knights who do take up the mantle of virtue have no patience for doubters and sinners.  The righteous path is clear, they say, and any who lack the conviction to commit to it fully will be forever damned.  Many Blood Knights are evil.  The harsh regiments they force themselves through to gain strength often erode the capacity for pity and leave them bitter at those with easier lives.  Most Blood Knight, though, are neutral and have no real desire to become involved in the affairs of others. 
   The majority of Blood Knights are lawful.  The teachings of the Circulus Sanguinum place a heavy emphasis on discipline and regimented training.  The few chaotic Blood Knights are heretics, disdaining practice rooms as a feeble imitation of real battlefields and plunging themselves immediately into action.  Only a small fraction of those who set out on this heretical path survive long enough to become true Blood Knights, but those that do are a force to be reckoned with. 
   Starting Gold:: 6d4×10 gp (150 gp). 
   Starting Age:: As fighter. 

Hit Die: D10
Level   Base Attack Bonus   Fort Save   Ref Save   Will Save   Special   Max Invocation Grade   Invocations known
1   1   2   0   2   Diehard   Least   1
2   2   3   0   3   Multi-channeling   Least   2
3   3   3   1   3   Dispassion   Least   2
4   4   4   1   4   Armored invoker (medium), stanch   Least   3
5   5   4   1   4   Vitality (5% per round, up to 50%)   Least   3
6   6   5   2   5   Full-attack channeling   Lesser   4
7   7   5   2   5   Armored invoker (heavy), sufferance   Lesser   4
8   8   6   2   6      Lesser   5
9   9   6   3   6   Bodily renewal (1 per round)   Lesser   5
10   10   7   3   7   Vitality (5% per round, up to 75%)   Lesser   6
11   11   7   3   7      Greater   7
12   12   8   4   8   Unrelenting stamina   Greater   7
13   13   8   4   8      Greater   8
14   14   9   4   9   Bodily renewal (2 per round)   Greater   8
15   15   9   5   9   Vitality (10% per round, up to 75%)   Greater   9
16   16   10   5   10      Dark   10
17   17   10   5   10   Tenacious essence   Dark   10
18   18   11   6   11      Dark   11
19   19   11   6   11   Bodily renewal (3 per round)   Dark   11
20   20   12   6   12   Vitality (10% per round, up to 100%)   Dark   12
Class Skills (4 + int modifier per level, ×4 at 1st level): Balance, bluff, climb, concentration, craft, intimidate, jump, knowledge (arcana), knowledge (the planes), profession, spellcraft, swim, tumble, and use magic device. 

Class Features
You study dark secrets buried in ancient tomes.  You steel your mind against the worming influences of psychic assault.  You practice endlessly with your sword until it moves as an extension of your body.  You toughen your body with unrelenting exercise.  You are well versed in the twin fields of physical and magical combat. 
   Weapon and Armor Proficiency: You are proficient with simple and martial weapons.  You are proficient with light armor, but not with shields.  You gain additional proficiencies at higher levels. 
   Because the somatic components for invocations are simple, you may cast any of them in light armor without incurring the normal spell failure chance.  At higher levels, you gain the ability to ignore the spell failure chance from heavier armor and ultimately shields as well. 
   Invocations: [This will mostly be a copy/paste job from Warlock.] 
   Diehard (Ex): When your flesh proves weak, you do not coddle it.  You gain Diehard as a bonus feat, even if you don't meet the prerequisite.  If you already have diehard, you instead choose any other feat for which you meet the prerequisites. 
   Multi-Channeling (Ex): You have grow adept at intermingling fell energies in your blade.  At 2nd level, you gain Multi-Channeling as a bonus feat, even if you don't meet the prerequisite.  If you already have multi-channeling, you instead choose any other feat for which you meet the prerequisites. 
   Dispassion (Ex): You have learned to stare into the face of horror without flinching.  At 3rd level, you gain immunity to fear effects. 
   Armored Invoker (Ex): Plate and mail interfere with the gestures that call forth eldritch powers, but adjustments can be made.  At 4th level, you gain proficiency with medium armor, and you invocations no longer suffer a spell failure chance from medium armor.  At 7th level, you gain proficiency with heavy armor and with shields (but not tower shields), and your invocations no longer suffer a spell failure chance from heavy armor or shields. 
   Stanch (Su): You have spent much time communing with blood in your body.  You can now direct its flow away from cuts and punctures in your flesh with no conscious effort.  At 4th level, you gain immunity to ongoing damage from bleed effects.  Additionally, when you are at zero or fewer hit points, strenuous actions no longer cause you to lose additional hit points. 
   Vitality (Su): Magic invigorates you whole being.  Your tissues grow and mend themselves at an impossible rate, quickly ameliorating the ravages of blade and bludgeon.  Beginning at 5th level, you gain limited regenerative abilities.  So long as you are below half of your maximum hit points, you gain fast healing with a magnitude equal to one-twentieth of your maximum hit points.  This healing cannot place you above half your maximum hit points.  At 10th level, your fast healing improves.  It now functions whenever you are below three-fourth of your maximum health, and the healing can take you up to three-fourths of your maximum hit points.  At 15th level, your fast healing again improves.  The magnitude is now equal to one-tenth of your maximum hit points.  At 20th level, your fast healing improves for the final time.  It now functions continuously, and the healing can take you up to your full maximum hit points. 
   Full-Attack Channeling (Ex): The stroke of your blade has grown swift, swift enough to allow you to strike once more before the energies you augment your blows with have faded.  At 6th level, you gain Full-Attack Channeling as a bonus feat, even if you don't meet the prerequisites.  If you already have full-attack channeling, you instead choose any other feat for which you meet the prerequisites. 
   Sufferance (Ex): Pain is in the mind.  At 7th level you gain immunity to nonlethal damage and pain-based effects. 
   Bodily Renewal (Su): Your regenerative abilities have improved markedly.  Even fundamental corruption of your body is but a transitory nuisance.  At 9th level, you heal one point of damage or drain in each of your physical ability scores each round, at the start of your turn.  At 14th level, the healing increases to two points, and at 19th level, three. 
   Unrelenting Stamina (Ex):  Weariness is a luxury you cannot afford.  At 12th level, you gain immunity to fatigue and exhaustion.[/i] 
   Tenacious Essence (Su): Your life force is far too potent to subdue for long.  Beginning at 17th level, you remove one negative level afflicting you each round at the start of your turn. 

Playing a Blood Knight


Other Classes



Blood Knights in the World

Daily Life



NPC Reactions

Blood Knight Lore
   DC 10: The Circulus Sanguinum was a bizarre cadre of warrior-priests who drank blood and even bathed in it. 
   DC 15: Despite the gruesome origins of the ideology, only a few very fanatical Blood Knights now perform human sacrifice, and they are denounced by the remainder. 
   DC 20: ???
   DC 30: The Circulus Sanguinum had some martial skill, but were actually rather decadent.  It was Crayce's own exacting personality and passion for physical excellence that caused him to perceive those traits in the ancient writings.  Nevertheless, all modern practitioners consider skill at arms to be an integral part of the doctrine of the Blood Knights. 

Blood Knights in the Game


[I guess there should be text here too.] 

[Sorry, I'll put some flavor text in here later.] 
   Prerequisite: Able to cast invocations, including at least two channeled invocations. 
   Benefit: You can cast multiple channeled invocations simultaneously, but no more than one of any given type (attack, damage, rider).  This takes only a single standard action, and you make only a single melee attack, which gains the combined benefits of all the invocations cast.  If you also utilize full attack channeling, the invocations are all cast as a single full-round action, and all benefits apply to all attacks made as part of casting. 

Full-Attack Channeling
[Sorry, I'll put some flavor text in here later.] 
   Prerequisite: Able to cast invocations, including at least one channeled invocation; base attack bonus 6+
   Benefit: When using a channeled invocation, you can increase the casting time to a full-round action.  If you do so, you can make a full attack or charge as part of the invocation.  Note that a rider invocation can still affect any given enemy only once per casting. 

Extend Channeling
[Sorry, I'll put some flavor text in here later.] 
   Prerequisite: Able to use invocations, including at least one channeled invocation
   Benefit: The benefits of any channeled invocation you use persists until the start of your next turn, granting its benefits to any attacks of opportunity you make in that time.  Note that a rider invocation can still affect any given enemy only once per casting. 


Channeled Invocations
Channeled invocations direct energies through a melee weapon.  They always direct you to make a single melee attack as part of the invocation.  This attack gains some benefit, as described in the invocation description.  Channeled invocations fall into three main categories, described below.  The invocation description will tell you which category it falls into. 
   Attack: The melee attack made as part of this channeled invocation has its attack roll modified in some way.  Spell resistance does not apply against channeled (attack) invocations. 
   Damage: The melee attack made as part of this channeled invocation has its damage roll modified in some way.  Spell resistance does not apply against channeled (damage) invocations. 
   Rider: The melee attack made as part of this channeled invocation, if it hits, carries some additional effect.  This effect can apply before or after the attack's normal damage, at your option.  The extra effect takes place even if damage reduction reduces the attack's damage to 0.  Spell resistance applies against channeled (rider) invocations unless otherwise noted. 

Channeled Invocations and Extra Attacks
Some effects, such as the Full-Attack channeling feat, allow you to make more than one attack as part of a channeled invocation.  A channeled (attack) or channeled (damage) invocation bestows its full benefits on all these attacks. 
   A channeled (rider) invocation inflicts its effect only once per target per invocation.  If you hit multiple enemies with attacks as part of a such an invocation, each one suffers the full effects.  The effect can be resolved between attacks, and even at different times for different enemies, at your option.  The earliest an enemy can be affected is immediately before the damage roll of the first attack that hit him.  The latest is after resolving the last attack (regardless of who it was directed at and if it was successful). 

Channeled Invocations and Attacks of Opportunity
Casting a channeled invocation does not provoke an attack of opportunity.  This is an exception to the general rule that casting a spell-like ability provokes an attack of opportunity unless you succeeds in making a concentration check to cast it defensively. 

Channeled Invocations and Somatic Components
Unlike other invocations, channeled invocations do not require a free hand to provide the somatic components.  Instead, the somatic components are provided via flourishes of a weapon. 

Channeled Invocations and Previous Material
Hideous blow, described in Complete Arcane, becomes a channeled (rider) invocation in addition to a blast shape invocation. 

Blood Knight Invocations

   [Probably the ones from above, and some others.]

   [Probably the ones from above, and some others.]

   [Probably the ones from above, and some others.]

   [Probably the ones from above, and some others.]

New Dragonfire Adept Invocations





New Warlock Invocations





Invocation Descriptions
[Yeah, a lot of work ahead.] 

Homebrew and House Rules (D&D) / Re: Spellsword/Duskblade as Feats
« on: March 24, 2015, 08:34:01 PM »
This idea seemed so much simpler before I wrote three pages of text implementing it. 

Homebrew and House Rules (D&D) / Spellsword/Duskblade as Feats
« on: March 24, 2015, 08:33:51 PM »
Channel Touch
You can deliver touch spells through melee weapons. 
   Benefit: When you cast a spell with a range of "touch," you can channel the energy into a weapon you hold instead of into your hand.  This allows the spell to be deliverer using the weapon's reach, critical threat range and multiplier, and any enhancement bonus on attack rolls the weapon may have.  You receive one free attack with the weapon as part of casting the spell, just as you would normally receive one free attack with your hand. 
   One option available to you is to deliver the spell by a touch of the weapon, just as you would normally deliver the spell with a touch of your hand.  In this case, you make a melee touch attack.  This uses the weapon's reach, critical threat range, and attack bonus (including any modifiers, such as the weapon's enhancement bonus).  You do not deal damage with the weapon, nor do you trigger any properties of the weapon that activate on a successful attack.  If the attack is a critical hit, any damage the spell deals is multiplied by the weapon's critical multiplier.  Your strength bonus does not apply to the spell's damage, nor does the weapon's enhancement bonus. 
   Another option is to deliver the spell with an actual attack, just as you could normally choose to deliver a touch spell with an unarmed strike.  In this case, you make a normal attack roll, not a touch attack (unless you have some other ability that allows you to resolve weapon attacks as touch attacks).  You make the attack with the weapon normally.  If you hit, the weapon deals normal damage, and the spell effect is also delivered.  In this case, a critical hit multiplies the weapon damage, but not any damage the spell may deal.  Your strength bonus (and any other damage bonus) applies only to the weapon damage, not to any damage the spell may deal. 
   You can hold the charge in the weapon indefinitely, but it dissipates if you ever relinquish your grip.  The charge does not even linger long enough to allow the spell to be delivered via a thrown or projectile weapon.  You can attempt additional attacks in later rounds to deliver a charge held in a weapon just as you could with a charge held in your hand. 
   This feat does not allow you to hold the charge on multiple touch spells simultaneously.  Not even if the spells are channeled into different weapons, or if you have one spell in a weapon and another in your hand.  Further, casting any other touch spell while holding the charge of another spell in a weapon causes the old spell to dissipate.  And casting a touch spell channeled into a weapon causes and previous touch spell whose charge you were holding to dissipate, even if it was in another weapon or in your hand. 

Dual Touch
You can share a touch spell across multiple weapons. 
   Benefit: You can store the same touch spell in both hands simultaneously.  This allows you to use two-weapon fighting to increase your odds of delivering the spell.  The spell is discharged from both hands as soon as you deliver it with either one. 
   This feat does not allow you to attempt multiple attacks as part of casting a touch spell.  If you do not also have the rapid touch feat, you can only use two-weapon fighting with touch spells in the rounds following casting, while holding the charge. 
   Special: If you also have the Channel Touch ability, you can simultaneously store the spell in all weapons you wield as well as your hand.  The spell is discharged from all locations upon being delivered from any location. 
   If you have the Extend Touch feat, the spell is not discharged from any location until the beginning of your next turn after it was delivered from one of the locations. 

Extend Touch
You have a chance to affect multiple foes with a single touch spell. 
   Benefit: When you make a successful attack with a touch spell, it does not immediately discharge.  Instead, it endures on your hand until the start of your next turn.  This potentially allows you to affect multiple opponents with a single casting of the spell. 
   This ability does not allow a single casting of a spell to affect a given creature more than once.  If you successfully deliver  the spell to the same creature multiple times, it is still only affected once. 
   Note that the spell may only be delivered by a single hand (or weapon, if you have the Channel Touch feat).  Thus, it is possible that some attacks you make while the charge persists will not have any chance to deliver the spell. 
   Special: If you have the Dual Touch feat, the limitation in the preceding paragraph no longer applies.  You can potentially deliver the spell once with each hand, or even multiple times with each hand. 
   If you have the Channel Touch feat, the charge still dissipates immediately if you relinquish your grip on the weapon. 

Improved Spell Punching
You are more adept at delivering spells along with attacks. 
   Benefit: When you deliver a touch spell with an unarmed strike, a critical hit multiplies any damage the spell deals by the weapon's critical multiplier.  The damage from the unnamed strike is also multiplied, as normal. 
   Normal: A damage-dealing touch spell can score a critical hit when used as a touch attack.  However, if you choose to deliver the spell with an unarmed strike instead, the spell's damage is not multiplied on a critical hit, though the damage from the unarmed strike is. 
   Special: If you have the Channel Touch feat, this benefit also applies when you deliver a spell with a normal weapon attack. 
   If you have the Extend Touch feat, and successfully deliver the spell multiple times to the same target, the spell deals critical damage as long as at least one of the hits delivering the spell was a critical hit. 
   If you have the Channel Touch, Extend Touch, and Dual Touch feats, it is possible that a single enemy will be struck by multiple critical hits delivering the same spell, but scored with weapons that have different critical multiplier.  In this case, use the highest critical multiplier (but only out of those weapons that scored a critical hit on that enemy). 

Ranged Channeling
You can use Channel Touch with ranged weapons. 
   Prerequisite: Channel Touch
   Benefit: When you release your grip on a weapon into which you have channeled a touch spell, the magic lingers for a brief moment.  This allows you to deliver the spell with a thrown or projectile weapon.  Even if the weapon misses, the charge dissipates.  The spell does not linger long enough for you to hand off the weapon to another character and for that character to then make an attack. 
   Special: The Extend Touch feat does not increase the time this feat allows the charge to linger. 

Rapid Touch
You can try to deliver a touch spell multiple times in the same round as you cast it. 
   Benefit: If you cast a touch spell with a casting time of "1 standard action," you can increase the casting time to a full-round action.  If you do, you can attempt to touch a foe multiple times as part of casting the spell.  The decision to use this feat is made at the time of casting.  You do not have to decide if you wish to apply this feat to a spell while preparing it. 
   When using this feat, you make as many attempts to deliver the touch spell as you would normally be allowed attacks in a full-attack.  These can be any combination of touch attacks and unarmed strikes.  Any successful hit delivers the touch spell to the target.  You can continue making attacks even after you successfully deliver the spell, but these attacks gain no special benefit. 
   In fact, the attacks made with this feat are a full attack, with all corresponding benefits.  However, this full attack has certain special limitations.  You can only attack with touch attacks and unarmed strikes, as these are the only weapons capable of delivering the touch spell.  You cannot benefit from two-weapon fighting, since the touch spell can only be stored in one hand, and the second hand would have no chance of delivering it. 
   Special: If you have the Channel Touch feat, you can use any weapon for the attacks made with this feat, provided it is the weapon you chose to channel the touch into.  You cannot make attacks with other weapons or even with unarmed strikes in this case. 
   If you have the Dual Touch feat, you can gain extra attacks from two-weapon fighting on the full attack this feat gives you.  You are still limited to touch attacks an unarmed strikes. 
   Finally, if you have both Channel Touch and Dual touch, all restrictions on the full attack are lifted.  You can attack with whichever and as many weapons as you choose. 

Min/Max 3.x / Re: Interesting stuff in Pathfinder
« on: March 24, 2015, 04:00:24 PM »
So, let's say you use weaponwand to stick a wand of some touch spell or another into a whip.  Can you use the touch spell on anyone within the 15 feet a whip can attack into?  Do you provoke an attack of opportunity like you would when normally attacking with a whip?  (For an opponent with combat reflexes, would this be considered a separate opportunity from the attack of opportunity you provoke for activating a wand?)  A whip normally can't deal damage to an armored foe, but can the spell from the wand deal damage to an armored foe when delivered through a whip? 

Touch spells can critically hit.  If I use weaponwand with a kukri, does the touch spell get the 18-20 critical threat range? 

In 3.5, you could choose to deliver a touch spell with a punch.  It ceased to be a touch attack, but you also dealt unarmed damage.  Does Pathfinder allow this too?  If so, how about a similar option for weaponwand?  You'd deal the weapon's damage on top of delivering the spell, but the whole thing would become a regular attack roll. 

Gaming Advice / Re: Dragonwrought Kobold question
« on: March 18, 2015, 12:15:12 AM »
Okay, I'm going off topic here, but do you know you've spelled your name wrong? 

Gaming Advice / Re: Doomspeak and Bards. Acquiring Intimidate?
« on: March 08, 2015, 12:06:27 AM »
Without multiclassing, I don't see any options besides half-gnome (Races of Ansalon, p105) and various feats. 

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