Guild House Library [Archive] - Wizards Community

Post/Author/DateTimePost
Dyne

05-20-07, 03:57 PM
The Guild House was originally set up as a place to discuss various topics of the D&D game, and each of the guilds produced a variety of homebrew material in their time. Since a lot of this material seems to be fading into the black void between the forums, I thought it would be a good idea to create place where all that stuff could be gathered, compiled, and reorganized for use by the public. At the very least, I'll have a place to link to all my stuff and say "Look at all the things I created!" This is not intended to be a replacement of the Council of Archmages Library; if Aramar ever gets around to making a new thread for it, I would be glad to link to it here.

Things You Can Do At The Library:
Each person can create a post that links to each of their individual creations. I will put a link to each person's post in the "Creators" section.
Each person can post up their creations on this thread. You might want to make separate posts for each, that way I can link to each one by its appropriate type (feats, spells, PrC's, etc).
Give me a link to your creations that are on other boards. I will put each link in the appropriate section of the library (feats, spells, PrC's, etc).
Discuss creations that have been submitted, spam, whatever else you guys like to do. This thread will already be an organized mess with all the submissions, it won't really matter.

Sections of the Library
Guilds Directory (http://boards1.wizards.com/showpost.php?p=12448270&postcount=2)
Creators (http://boards1.wizards.com/showpost.php?p=12448290&postcount=3)
Base Classes (http://boards1.wizards.com/showpost.php?p=12448295&postcount=4)
Prestige Classes (http://boards1.wizards.com/showpost.php?p=12448298&postcount=5)
Feats (http://boards1.wizards.com/showpost.php?p=12448302&postcount=6)
Spells (http://boards1.wizards.com/showpost.php?p=12448314&postcount=7)
Items (http://boards1.wizards.com/showpost.php?p=12448319&postcount=8)
Monsters (http://boards1.wizards.com/showpost.php?p=12448328&postcount=9)
Races (http://boards1.wizards.com/showpost.php?p=12448336&postcount=10)
Lore (http://boards1.wizards.com/showpost.php?p=12448368&postcount=11)
Miscellaneous (http://boards1.wizards.com/showpost.php?p=12448394&postcount=12)
Dyne

05-20-07, 03:57 PM
Guilds Directory
Active Guilds
The Assassins Guild. (http://boards1.wizards.com/wotc_archive/index.php/t-224054.html) (Archive) (founded by Drake Dragonslayer)
The Shadow's Breath and Blade (http://boards1.wizards.com/wotc_archive/index.php/t-367381.html) (Archive) (founded by Kingside_Bishop)
The Shadow's Breath and Blade (2nd Generation) (http://boards1.wizards.com/wotc_archive/index.php/t-423804.html) (Archive) (by Rurik "The Silent")
Shadow's Breath and Blade Reincarnated (http://boards1.wizards.com/showthread.php?t=492995) (3rd thread) (by Wilds)
"Blue Lizard" inn (http://boards1.wizards.com/wotc_archive/index.php/t-325311.html) (Archive) (founded by BronzeBeard)
Blue Lizard Inn, part 2 (http://boards1.wizards.com/wotc_archive/index.php/t-470218.html) (Archive) (by Demonfey)
Cathedral of Antioch! (http://boards1.wizards.com/showthread.php?t=469133) (founded by Balor von Balorvitch)
Champions of the Arena (Foundation of Battle) (http://boards1.wizards.com/showthread.php?t=642042) (founded by Orcy The Green Wonder)
Children of the Planes (http://boards1.wizards.com/wotc_archive/index.php/t-319331.html) (Archive) (founded by Silvanus)
Children of the Planes (http://boards1.wizards.com/wotc_archive/index.php/t-388297.html) (Archive) (2nd thread) (by necrodude16)
Children of the Planes Reborn (http://boards1.wizards.com/wotc_archive/index.php/t-544288.html) (Archive) (3rd thread) (by Demonfey)
Children of the Planes 2.5 (http://boards1.wizards.com/showthread.php?t=793064) (4th thread) (by Demonfey)
The Council of Archmages (http://boards1.wizards.com/wotc_archive/index.php/t-191622.html) (5th thread) (Archive) (by DiplomaticSorcerer)
Council of Archmages (http://boards1.wizards.com/wotc_archive/index.php/t-226369.html) (6th thread) (Archive) (by aravilar_holistacia)
The Council of Archmages V7 (http://boards1.wizards.com/wotc_archive/index.php/t-331988.html) (Archive) (by Frostbite_Ravenheart)
(Unofficial) Council of Archmages V8 (http://boards1.wizards.com/showthread.php?t=533268) (by Demonfey)
The Council of Archmages Library (http://boards1.wizards.com/wotc_archive/index.php/t-226368.html) (Archive) (2nd thread) (by Look Within My Mind)
The Council of Archmages Library v 3.0 (http://boards1.wizards.com/wotc_archive/index.php/t-328077.html) (Archive) (by Dyne)
Library of the Council of the Archmages v.4.0 (http://boards1.wizards.com/wotc_archive/index.php/t-450096.html) (Archive) (by Aramar the Black)
Conscientia, Academy of Magic (http://boards1.wizards.com/wotc_archive/index.php/t-505189.html) (Archive) (founded by Abicus Acton)
Elven Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-343986.html) (Archive) (founded by Dyne)
Elf Foundation 2 (http://boards1.wizards.com/wotc_archive/index.php/t-543006.html) (Archive) (founded by Dyne)
Elven Foundation 3 (http://boards1.wizards.com/showthread.php?t=798628) (founded by Dyne)

Guild of Paladins (http://boards1.wizards.com/showthread.php?t=746450) (founded by DungeonJman)
Guild of Seafarers (http://boards1.wizards.com/showthread.php?t=792165) (by CaptainShar)
Guild of Ultimate Evil (http://boards1.wizards.com/wotc_archive/index.php/t-240186.html) (Archive) (founded by thasis)
The Guild of Ultimate Evil: Revised Edition (http://boards1.wizards.com/wotc_archive/index.php/t-467649.html) (Archive) (2nd thread) (founded by thasis)
Guild of Ultimate Evil: Incarnate (http://boards1.wizards.com/wotc_archive/index.php/t-522866.html) (Archive) (3rd thread) (founded by thasis)
The Guild of Ultimate Evil: Revolution (http://boards1.wizards.com/wotc_archive/index.php/t-563910.html) (Archive) (4th thread) (founded by thasis)
Guild of Ultimate Evil: Darkness (http://boards1.wizards.com/showthread.php?t=613642) (5th thread) (founded by thasis)
Halls of Refuge (http://boards1.wizards.com/wotc_archive/index.php/t-543672.html) (Archive) (founded by Gabrion)
Halls of Refuge (http://boards1.wizards.com/showthread.php?t=803891) (2nd thread) (by DungeonJman)
The Kobold Foundation meeting house! (http://boards1.wizards.com/showthread.php?t=94242) (founded by Mongoose 4937)
Merchants Guild (http://boards1.wizards.com/wotc_archive/index.php/t-346779.html) (Archive) (founded by Dyne)
Merchants Guild 2 (http://boards1.wizards.com/wotc_archive/index.php/t-446208.html) (Archive) (founded by Dyne)
Merchants Guild 3 (http://boards1.wizards.com/showthread.php?t=797576) (founded by Dyne)
The Orc-Kin Foundation (http://boards1.wizards.com/showthread.php?t=799271) (founded by Orcy The Green Wonder)
Players' Lounge (http://boards1.wizards.com/showthread.php?t=387473) (founded by jagggar)
The Psionics Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-237913.html) (Archive) (founded by Sssargoth)
The Psionics Foundation, refocused. (http://boards1.wizards.com/showthread.php?t=491250) (2nd thread) (founded by Sssargoth)
Star Wars Foundation (http://boards1.wizards.com/showthread.php?t=816177) (founded by Dyne)
The Stronghold Makers Guild. (http://boards1.wizards.com/wotc_archive/index.php/t-401479.html) (founded by turalisj)
Stronghold Builders Guild- Rebuilt (http://boards1.wizards.com/showthread.php?t=798438) (founded by turalisj)
Swordpoint Military Academy (http://boards1.wizards.com/wotc_archive/index.php/t-392360.html) (Archive) (founded by Dyne)
Swordpoint Academy- Rebuilt (http://boards1.wizards.com/showthread.php?t=807569) (by turalisj)
Tame War Foundation (http://boards1.wizards.com/showthread.php?t=728678) (founded by Sylvaroth)
The Warlock Circle (http://boards1.wizards.com/wotc_archive/index.php/t-343531.html) (Archive) (founded by De Batavier)
The Warlock Circle II (http://boards1.wizards.com/showthread.php?t=466915) (founded by De Batavier)




Guild Archives
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All Races Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-173715.html) (Archive) (founded by kedi)
The AMAZING CREATORS Foundation [New] (http://boards1.wizards.com/wotc_archive/index.php/t-232870.html) (Archive) (founded by NightScreamer20)
Arcane Deception: a Foundation for the Illusory Arts (http://boards1.wizards.com/wotc_archive/index.php/t-368656.html) (Archive) (founded by Orguth the Brawler)
Baldurs Gate Archers Guild (http://boards1.wizards.com/wotc_archive/index.php/t-390990.html) (Archive) (founded by [UDW]Drizzt Do'Urden)
Bard's Corner (http://boards1.wizards.com/wotc_archive/index.php/t-274020.html) (Archive) (founded by TheJester from Winchester)
The Beastmaster's Preserve (http://boards1.wizards.com/wotc_archive/index.php/t-346136.html) (Archive) (founded by The Vorpal Tribble)
The Betting Booth (http://boards1.wizards.com/wotc_archive/index.php/t-347426.html) (Archive) (founded by Bait the Bard)
The Blackstar Syndicate (http://boards1.wizards.com/wotc_archive/index.php/t-350850.html) (Archive) (founded by Von Crown)
CASKET (A Sorcerer Coalition) (http://boards1.wizards.com/wotc_archive/index.php/t-347788.html) (Archive) (founded by He Who Shall Not Be Named)
Casters of the Arcane Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-135758.html) (Archive) (founded by XunValDorl of HouseKilsek)
The Champions of Pelor (http://boards1.wizards.com/wotc_archive/index.php/t-296346.html) (Archive) (founded by thasis)
Character History (http://boards1.wizards.com/wotc_archive/index.php/t-355561.html) (Archive) (founded by Gurney Halleck)
Citadel of the Hopeless (http://boards1.wizards.com/wotc_archive/index.php/t-390439.html) (Archive) (founded by Rurik "The Silent")
The City of Doors (http://boards1.wizards.com/wotc_archive/index.php/t-221717.html) (Archive) (founded by Shemeska the Marauder)
Common Ground (http://boards1.wizards.com/wotc_archive/index.php/t-357777.html) (Archive) (founded by grimclaw)
The Creatures of the Night Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-271614.html) (Archive) (founded by Masamune)
D&D-ification Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-358214.html) (Archive) (founded by jagggar)
The Divine Magics Guild (http://boards1.wizards.com/wotc_archive/index.php/t-353038.html) (Archive) (founded by ChaosEvoker)
Dragon Foundation!!!!!!! (http://boards1.wizards.com/wotc_archive/index.php/t-47802.html) (Archive) (founded by grendle)
Dragon Foundation Reloded (http://boards1.wizards.com/wotc_archive/index.php/t-348243.html) (Archive) (by thasis)
The Dungeon Master Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-329068.html) (Archive) (founded by ChaosEvoker)
The DMF Artifact Corner/Campaign Rules Thread (http://boards1.wizards.com/wotc_archive/index.php/t-329892.html) (Archive) (by Xen155)
The DMF Artifact Corner v1.5 (http://boards1.wizards.com/wotc_archive/index.php/t-342439.html) (Archive) (by Xen155)
The Dwarven Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-45096.html) (Archive) (founded by Ouroboros)
The Dwarf Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-322403.html) (Archive) (2nd thread) (by Fuzzy Logic Inc.)
Elf Foundation Redux -- 3rd Edition (http://boards1.wizards.com/wotc_archive/index.php/t-153458.html) (Archive) (by aravilar_holistacia)
The Familiar Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-225651.html) (Archive) (founded by Czahkiswashi)
The Fantasy Geography Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-323321.html) (Archive) (founded by Gellion)
The Fire Beings Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-250682.html) (Archive) (founded by Azer Firelord)
Forest Dwellers Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-355390.html) (Archive) (founded by Dyne)
Forest Dwellers Foundation, Reborn (http://boards1.wizards.com/wotc_archive/index.php/t-533231) (Archive) (by Aramar the Black)
Foundation Built on Faiths (http://boards1.wizards.com/wotc_archive/index.php/t-244088.html) (Archive) (founded by Monica Starmantle)
The Foundation For Those With No Where Else To Go (http://boards1.wizards.com/wotc_archive/index.php/t-55400.html) (Archive) (founded by baneofkobolds)
The Foundation of Magic (http://boards1.wizards.com/wotc_archive/index.php/t-244371.html) (Archive) (founded by XunValDorl of HouseKilsek)
Foundation of the Orient (http://boards1.wizards.com/wotc_archive/index.php/t-268388.html) (Archive) (founded by Masamune)
Foundation of Terrifying Abominations (http://boards1.wizards.com/wotc_archive/index.php/t-379402.html) (Archive) (founded by The Ethereal Wickerman)
The Gnoll and Flind Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-102448.html) (Archive) (founded by Laughing Hyena Velox)
Gnome Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-106643.html) (Archive) (founded by SwordMaster)
The Goblin Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-244410.html) (Archive) (founded by thasis)
Grimclaws Gazzette (http://boards1.wizards.com/wotc_archive/index.php/t-350524.html) (Archive) (founded by grimclaw)
Guild of Neutrilality (http://boards1.wizards.com/wotc_archive/index.php/t-262767.html) (Archive) (founded by thasis)
The Guild of Paladins (http://boards1.wizards.com/wotc_archive/index.php/t-344079.html) (Archive) (founded by Holy_Man)
Guild of Pure Good (http://boards1.wizards.com/wotc_archive/index.php/t-252931.html) (Archive) (founded by thasis)
Guild of Pure Good: Revised Edition (http://boards1.wizards.com/wotc_archive/index.php/t-486151.html) (2nd thread) (Archive) (founded by thasis)
Guild of Pure Good: Ultimate (http://boards1.wizards.com/wotc_archive/index.php/t-557457.html) (3rd thread) (Archive) (founded by thasis)
Half-Drow Foundation !!! (http://boards1.wizards.com/wotc_archive/index.php/t-173740.html) (Archive) (founded by Legions of the Unknown)
The Halfling Foundation!!! (http://boards1.wizards.com/wotc_archive/index.php/t-61654.html) (Archive) (founded by DanielTheHalfling)
The Half-Orc Foundation returns. (http://boards1.wizards.com/wotc_archive/index.php/t-44709.html) (Archive) (founded by Orcy The Green Wonder)
Hangar 18 - Guild for Metalheads and Goths.. (http://boards1.wizards.com/wotc_archive/index.php/t-275670.html) (Archive) (founded by kedi)
The Harper Foundation - Back to Business (http://boards1.wizards.com/wotc_archive/index.php/t-239695.html) (Archive) (by Frostbite_Ravenheart)
High Magic Foundation - Reloaded (http://boards1.wizards.com/wotc_archive/index.php/t-140593.html) (Archive) (by Frostbite_Ravenheart)
The NEW Human Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-50246.html) (Archive) (founded by Kevmann)
The Illithid Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-62927.html) (Archive) (founded by baneofkobolds)
The Infernal Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-289094.html) (Archive) (founded by thasis)
The Inordinatly Long Sigs Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-240797.html) (Archive) (founded by BlaineTog)
The Kender Foundation (2!) (http://boards1.wizards.com/wotc_archive/index.php/t-46333.html) (Archive) (by Gladius_Lucix)
Kenderholme (http://boards1.wizards.com/wotc_archive/index.php/t-406031.html) (Archive) (founded by Deviston)
Lizardfolk foundation (http://boards1.wizards.com/wotc_archive/index.php/t-103569.html) (Archive) (founded by Yipwyg the Mighty)
Making of Magic Spells (http://boards1.wizards.com/wotc_archive/index.php/t-269089.html) (Archive) (founded by Agudo Archmage)
M:TG Compendium Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-221169.html) (Archive) (founded by Galen)
Multi-verse Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-222029.html) (Archive) (founded by Lord Nat)
Multi-verse Foundation: Rules and Info topic (http://boards1.wizards.com/wotc_archive/index.php/t-238711.html) (Archive) (by Lord Nat)
New Classes Club- Working together on class design (http://boards1.wizards.com/wotc_archive/index.php/t-44752.html) (Archive) (founded by Dragon Master)
Ninja clan foundation (http://boards1.wizards.com/wotc_archive/index.php/t-129721.html) (Archive) (founded by ShadowShinobi)
Norse World Foundation (Races) (http://boards1.wizards.com/wotc_archive/index.php/t-161622.html) (Archive) (founded by Haldrik)
Order of the Awakened Fists (http://boards1.wizards.com/wotc_archive/index.php/t-421137.html) (Archive) (founded by Shino-Kutu)
The Order of the Silent Bow (http://boards1.wizards.com/wotc_archive/index.php/t-460914.html) (Archive) (founded by turalisj)
The Player Character's Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-335853.html) (Archive) (founded by ChaosEvoker)
Practicers of Necromantic Arts (http://boards1.wizards.com/wotc_archive/index.php/t-314371.html) (Archive) (founded by thasis)
The Prestige Class Creators Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-248260.html) (Archive) (founded by DMsDelight)
The Prismatic Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-248750.html) (Archive) (founded by XunValDorl of HouseKilsek)
The Purple Dragons of Cormyr (http://boards1.wizards.com/wotc_archive/index.php/t-340976.html) (Archive) (founded by Dyne)
Purple Dragons of Cormyr 2 (http://boards1.wizards.com/wotc_archive/index.php/t-543612.html) (Archive) (founded by Dyne)
Pyromaniacs Anonymous (http://boards1.wizards.com/wotc_archive/index.php/t-353084.html) (Archive) (founded by Demonfey)
Qu'ellar Del Z'ress (Drow Only) (http://boards1.wizards.com/wotc_archive/index.php/t-266521.html) (Archive) (founded by Ahriman_the_Evil)
Raizer Mercanary Academy (http://boards1.wizards.com/wotc_archive/index.php/t-401676.html) (Archive) (founded by Solmund)
Risen Dead Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-319080.html) (Archive) (founded by Von Crown)
Samurai Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-267141.html) (Archive) (founded by Son_Of_Cthulhu)
Sci-fi club (http://boards1.wizards.com/wotc_archive/index.php/t-316772.html) (Archive) (founded by lightman)
The Seafarer's Guild (http://boards1.wizards.com/wotc_archive/index.php/t-397037.html) (Archive) (founded by Kingside_Bishop and Dyne)
The Society of the Cards (http://boards1.wizards.com/wotc_archive/index.php/t-386206.html) (Archive) (founded by Kingside_Bishop and Dyne)
Stormhand Federation (http://boards1.wizards.com/wotc_archive/index.php/t-422445.html) (Archive) (founded by Dyne)
Stormhand Federation 2 (http://boards1.wizards.com/wotc_archive/index.php/t-561880.html) (Archive) (founded by Dyne)
The Storyteller's Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-255849.html) (Archive) (founded by Dr. Grim)
Strategist Foundation! (http://boards1.wizards.com/wotc_archive/index.php/t-45657.html) (Archive) (founded by zollex5)
Strategist/Tactician Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-247322.html) (2nd thread) (Archive) (founded by Zollex)
Tauric Races Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-126364.html) (Archive) (founded by kirellagen)
The Technology Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-324790.html) (Archive) (founded by Gellion)
The THBOGGOF (http://boards1.wizards.com/wotc_archive/index.php/t-304066.html) (Archive) (founded by WorldConquerer)
Variant Rules Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-225909.html) (Archive) (founded by TwinBahamut)
Via Aeternum: the Forever Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-394204.html) (Archive) (founded by Tenzhi)
Warriors of Righteousness (http://boards1.wizards.com/wotc_archive/index.php/t-265281.html) (Archive) (founded by Questing_Knight)
The Worldbuilders Foundation (http://boards1.wizards.com/wotc_archive/index.php/t-237600.html) (Archive) (founded by Eltheynn)
The Worldbuilders' Foundation Rebooted (http://boards1.wizards.com/wotc_archive/index.php/t-353975.html) (Archive) (by Jharviss)
Dyne

05-20-07, 04:00 PM
Creators

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Dyne

05-20-07, 04:00 PM
Base Classes

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Prestige Classes

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Feats

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Spells

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Items

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Monsters

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Races

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Dyne

05-20-07, 04:09 PM
Lore
Pending
Dyne

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Miscellaneous

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Dyne

05-20-07, 04:16 PM
The Guild House Library is now open: you may begin posting.
Dyne

05-20-07, 04:22 PM
Dyne's Creations

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Dyne

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Dyne

05-20-07, 11:23 PM
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Dyne

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CaptainShar

05-26-07, 09:23 PM
Classes and Prestige Classes

Paladin of Grey (http://boards1.wizards.com/showpost.php?p=11305633&postcount=186)...a class for survival and victory among massive amounts of undead

Undead Paladin (http://boards1.wizards.com/showpost.php?p=11695895&postcount=404)...a paladin variant for those ghosts and vampires who want to be Good

Items

Ring of Positive Energy Channeling (http://boards1.wizards.com/showpost.php?p=11326737&postcount=194)...now there's an obvious name, if ever there was one

Rules

Jousting (http://boards1.wizards.com/showpost.php?p=12879999&postcount=85)...for all your tournament needs
Dyne

05-29-07, 11:42 PM
Sorry I didn't get to this earlier, but your stuff has been archived. Also, I linked to your post under the "Creators" category, so you can just edit the links to other things you create into your post and people can find your stuff easily.

Your ideas seem very interesting, but a few things:

The Paladin of Grey seems quite a bit too powerful. It looks like basically an improved version of the Paladin, with extra Undead-fighting abilities to boot. You should make a list of things a character would gain and lose from taking levels in Paladin of Grey instead of just continuing as a regular paladin. Smite Evil Undead in particular could probably be toned down, and some of the things need to be removed. Also, the prerequisites are a bit too easy to reach.

The Undead Paladin variant seems interesting. I'm not sure if the Turn Resistance bonus is a little high, but you might want to figure out some other benefit he'd gain for giving up Lay on Hands and Remove Disease. Maybe a negative energy version of Lay on Hands that he could use to heal himself and allied undead, but smite enemies? Or perhaps he's healed by positive energy and harmed by negative energy, like a living character, and he has Lay on Hands as normal.
Dyne

05-30-07, 02:49 PM
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Dyne

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Dyne

06-06-07, 02:11 AM
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Aramar the Black

06-08-07, 12:57 AM
Gelidus (Gelid Mage)
The Gelidi are mages who seek to become one with the nature of Cold. They are not flashy or exhuberant in thier evocation-oriented studies, preferring rather the quiet, still, and subtle side of Winter. Many are loners, for with the study of magical cold, the Gelidus often becomes cold in spirit as well.
Hit Die: d4

Prerequisites
To qualify to become a Gelidus, a character must meet the following requirements.
Knowledge (Arcana): 9 ranks
Knowledge (The Planes): 5 ranks
Knowledge (Nature): 5 ranks
Feats: Endurance, Cold Substitution
Alignment: LN, CN, NE, NG, or N
Spellcasting: Must be able to cast 3rd level arcane spells, know at least 5 spells with the [cold] descriptor, and may not know or use any spells with the [fire] descriptor.
Special: Must have at one point been reduced to at least 10% of one's HP due to cold temperature exposure.

Class Skills: Balance (Dex), Concentration (Con), Craft (Int), Knowledge (Arcana) (Int), Knowledge (Nature) (Int), Knowledge (The Planes) (Int), Spellcraft (Int), Profession (Wis)
Skill Points at Each Level: 2+Int. Modifier


Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Cryogenic Blood, +1 level of existing spellcasting class
cold resistance 5
2nd +1 +0 +0 +3 Hypothermic Touch 1/day +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Cold Resistance 10, -
Frozen Power
4th +2 +1 +1 +4 Freezing Magic +1 level of existing spellcasting class
5th +2 +1 +1 +4 Cold Resistance 20, -
Aura of Cold
6th +3 +2 +2 +5 Cryogenic Blood II +1 level of existing spellcasting class
7th +3 +2 +2 +5 Cold resistance 30, +1 level of existing spellcasting class
Chill Fires
8th +4 +2 +2 +6 Frozen Power, +1 level of existing spellcasting class
Hypothermic Touch 2/day
9th +4 +3 +3 +6 Cold Resistance 40, +1 level of existing spellcasting class

10th +5 +3 +3 +7 Phellinic Mastery -


Class Features
Weapon and Armor Proficiency: The Gelidus gains no new proficiencies with any weapons or armors.
Spellcasting: At first level, and at the following levels listed, the Gelidus gains news spells and spells per day as though he/she has just gained a level in his/her existing arcane spellcasting class.
Cold Resistance: At first level the Gelidus gains Cold Resistance 5. This increases to 10 at 3rd level, and continues to increase by 10 every other level.
Cryogenic Blood: Limits of cold and heat drop by 10 degrees for the Gelidus. (The Gelidus doesn't began rolling agianst cold dangers until the temperature drops below 30)
Aso, any damage the Gelidus takes from magical fire (spells, breath weapons) is increased by 50%.
Hypothermic Touch: Once a day as a standard action, the Gelidus may attempt to drain the very heat out of a victim with a melee touch attack. A successful attack forces th victim to make a Fortitude save vs a DC of (10+Cha mod.+Gel lvl). A failed save results in the victim freezing to death. A successful save results in 5d6 points of cold damage. A hypothermic touch cannot be used against creatures with a Cold Resistance of 10 or greater, no Constitution score, or immunity to critical hits.
Frozen Power: At 3rd level, the Gelidus recieves a +1 bonus to his/her caster level for all cold spells that he/she casts. This bonus increases to +2 at 8th level.
Freezing Magic: At 4th level, the Gelidus may choose to alter some of his [cold] spells so that they deal Str and Dex damage rather than HP damage. This effect may only be applied to spells that deal damage according to caster level. Altered spells deal 1 point of Str and Dex damage per three caster levels of the Gelidus.
Aura of Winter: A number of times per day equal 1/2 the Geldidus's class level (max 5), he/she may emit an aura of pure cold. Any creatures in the area must attempt a Fortitude save (DC 15 + 1/2 Gel lvl.). Those who fail are frozen solid for the duration of the aura. Those who succeed are considered slowed for the duration. The aura lasts 1d4 rounds, and the range is 10 ft. + 5ft. per Gelidus lvl.
Cryogenic Blood II: Limits for cold and heat drop an additional 20 degrees for the Gelidus (for a total of 30). A gelidus retains his fire vunerability, but he also gains fire resistance 10. (The latter is applied first) Also, any creature who touched the Gelidus (grapple, touch attack, shaking hands, etc...) takes 1d4 points of cold damage per round.
Chill Fires: As a standard action, the Gelidus may extiguish one medium or smaller sized fire within a (5ft. +5ft/lvl) range. Any attempts to use this against magical fires requires a targeted dispel check. (10 + 1/2 Ge lvl.)
Phellenic Mastery: Having obtained a mastery of Cold, the Gelidus receives a number of benfits.
- The air around the Gelidus within a 30 ft. radius is always 20 degrees colder.
- Any creature within 5ft. of the Gelidus suffer 1d4 cold damage per round. Structures and unattended magical objects in this range lose 1 point of hardness. Touching the Gelidus in any way results in 1d6 cold damage per round.
- The Gelidus gains Cold Immunity.
- The Gelidus gains Fire Resistance 20 (in addition to fire vunerability, which is applied after the Fire Resistance)
- As long as the Gelidus is completely surrounded by air (or ambient enviornment) that is 30 degrees or colder, he/she need not eat nor drink.
Dyne

06-08-07, 01:21 AM
I would recommend upping the spellcasting progression of the Gelid Mage. 1/2 spellcasting seems a bit too little. I'd say it should be at least 6/10 or 7/10 at a glance. Aura of Winter and Phellenic Mastery look kinda powerful. Phellenic Mastery should probably just grant cold immunity (or cold subtype), instead of cold resistance 100. Looks pretty interesting, though. Glad someone besides myself is actually posting on this thing.
Aramar the Black

06-08-07, 01:34 AM
They were intended to be powerful. Phellinic Mastery is the capstone abitiy, and the Aura has a very short duration.
They're abuseable, possibly. But as I'm only using it here, I think proper roleplaying can be assumed.

With such powerful abilties, I wasn't sure how much to scale back the spellcasting to balance things out. Where would you suggest placing the extra spellcasting levels?
Dyne

06-08-07, 02:02 AM
They were intended to be powerful. Phellinic Mastery is the capstone abitiy, and the Aura has a very short duration.
They're abuseable, possibly. But as I'm only using it here, I think proper roleplaying can be assumed.

The only thing about the aura is the way some of the things are calculated. By basing its number of uses on Intelligence, it favors wizards over sorcerers, and someone with a really high Int could use it a bunch of times in one day. It might be better to have a set number, like 3 times per day or such. I'm also not sure about its range, but that might be okay. Also, I'd base the DC of it as (10 +1/2 class level + Con modifier) or somesuch, and I wouldn't have it increase with Phellenic Mastery.

I suppose Phellenic Mastery isn't as bad as I first though. Except cold resistance 100 is weird. And the class itself is weird in that it starts off really weak against fire, but then actually becomes strong against fire. Seems really awkward to me.

With such powerful abilties, I wasn't sure how much to scale back the spellcasting to balance things out. Where would you suggest placing the extra spellcasting levels?

For 6/10, I'd go: 1st, 2nd, 4th, 6th, 7th, and 9th. For 7/10, just add 8th level to that.
Aramar the Black

06-08-07, 10:57 AM
I suppose Phellenic Mastery isn't as bad as I first though. Except cold resistance 100 is weird. And the class itself is weird in that it starts off really weak against fire, but then actually becomes strong against fire. Seems really awkward to me.


Nevertheless, such is intentional. The thought is that, with a lower body temperature and such at first, fire and heat are painful. But as the Gelidi's body grows extremely cold, fire that come near it or touch it dissappatate enough so that they don't hurt the mage as much, or not at all.
I think what would literally be happening is a simultaneous susceptabiltiy to flames and a resistance to a degree of heat.
But it seem even wierder mechanically to have Fire Vulnerability and Fire Resistence at the same time, doesn't it?
Or does it?


I'll make those other changes
Aramar the Black

06-08-07, 11:20 AM
The Arcane Sage
Hit Die: d4

Prerequisites:
In order to qualify to become an Arcane Sage, a charater must meet the following criteria:
Skills: Knowledge (Arcana) 10 ranks, Knowledge [Any Two] 10 ranks, Knowledge (Religion) or (Nature) 10 ranks, Spellcraft 7 ranks
Feats: Any three metamagic or item creation feats, and Skill Focus (Knowledge [any one])
Spells: Ability to cast seven different divination spells, one of which must be 4th level or higher
Spellcasting: Ability to cast arcane and divine spells

Class Skills: The Sage's class skills (and the key ability for each skill) are Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills taken individually)(Int), Perform (Cha), Profession (Wis), Speak Language (None), Spellcraft (Int), and Use Magic Device (Cha).

Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special Spellcasting
1st +0 +0 +0 +2 Lore +1 level of existing spellcasting class
2nd +1 +0 +0 +3 Lord of Knowledge +1 level of existing spellcasting class
3rd +1 +1 +1 +3 Secret +1 level of existing spellcasting class
4th +2 +1 +1 +4 Magical Understanding +1 level of existing spellcasting class
5th +2 +1 +1 +4 Secret +1 level of existing spellcasting class
6th +3 +2 +2 +5 Pertinent Knowledge +1 level of existing spellcasting class
7th +3 +2 +2 +5 Secret +1 level of existing spellcasting class
8th +4 +2 +2 +6 Greater Lore +1 level of existing spellcasting class
9th +4 +3 +3 +6 Secret +1 level of existing spellcasting class
10th +5 +3 +3 +7 Magical Unity +1 level of existing spellcasting class



Lore: At first level, the sage gains the ability to recall legends or information regarding various topics, just as a bard can with bardic knowledge (PHB pg.28). The Sage adds his/her level and Int. modifier to the Lore Check.
Lord of Knowledge: The maximum number of ranks a sage may have in any class skilll is equal to his/her character level +4
Secret: At third level and every two levels afterward, a sage may choose one secret from the following table. Use his/her level + Int. modifier to determine availiable secrets.
Magical Understanding: The sage begins to blur the line between the arcane and the divine. A sage may independantly study/reseach any divine spell of no higher than two levels below her highest arcane spells known, and add it to her repitoire as an arcane spell.
Pertinent Knowledge: Four times per day, the sage may make a relevant knowledge check to do one of the following:
- Gain a +1 attack bonus vs. particular creatures for 1 min.
- Gain a +1 dodge bonus vs. particular creatures for 1 min.
- Grant an ally a +1 bonus on a skill check.
Greater Lore: The sage gains the abiltiy to understand magic items, as with the identify spell.
Magical Unity: The sage may now independantly research divine spells of a level no higher than one less his/her highest level arcane spell known.

Level +
Int mod. Secret Benefit
1 Instant Mastery 4 ranks in skill in which the archivist had no previous ranks
2 Medical Learning +3 Hit Points
3 Stillness of Mind +2 bonus on Will saves
4 Linguistic Discovery One Bonus Language
5 Tips & Tricks 1 bonus rank in any skill
6 Forbidden Magic Bleed Constitution to power metamagic*
7 Runological Expertise Reduce gp cost of book, scroll, and magical writings by 10%
8 Applicable Knowledge One bonus feat
9 Newfound Arcana One bonus 1st level spell**
10 More Newfound Arcana One bonus 2nd level spell**
11 Esoteric Magic One bonus 2nd level spell***
12 More Esoteric Magic One bonus 3rd level spell***


* See Tainted Scholar (HoH) for detailed information
** As though gained for having a high ability score
*** Can be chosen from any class list


This was a late-night effort to shape some kind orf scholar/loremaster class that delivered interesting effects to live up to flavor.
Or maybe it's just my hidden munchkin side wanting justifiction.
Aramar the Black

06-09-07, 03:36 AM
Created by Finwe; posted here for game use purposes.

Philosopher
The Philosopher seeks to find universal understanding of life. This quest can lead him across the world and beyond. Eventually, the gain innate understandings and begin to be ablet to weave Reality itself to better fit their will. From inside, they generate their own incredible power. All Philosophers have no deity that they worship. This does not mean that they do not believe in the gods, but simply that they seek to find their own way in the world.

Hit Die: d4
Alignment: Any. A Philosopher can be of any alignment, for mere alignments do not deter the quest for understanding and knowledge.

Class Skills: The Philosopher’s class skills are Appraise (Int), Concentration (Con), Craft (Int), Knowledge (any, each taken separately) (Int), Listen (Wis) Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at First Level: (4+Intelligence modifier) x4
Skill Points at Each Level: 4 + Intelligence modifier

Base
Class Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +2/+0 +2/+0 +2 Domains, Philosophy, Quest for Knowledge
Saving Throws, Spellcasting
2nd +1 +3/+0 +3/+0 +3 Instill Principle
3rd +1 +3/+1 +3/+1 +3
4th +2 +4/+1 +4/+1 +4
5th +2 +4/+1 +4/+1 +4 Lesser Aspect of Power
6th +3 +5/+2 +5/+2 +5
7th +3 +5/+2 +5/+2 +5
8th +4 +6/+2 +6/+2 +6 Instill Principle
9th +4 +6/+3 +6/+3 +6
10th +5 +7/+3 +7/+3 +7 Well of Knowledge
11th +5 +7/+3 +7/+3 +7
12th +6/+1 +8/+4 +8/+4 +8 Partial Ascension
13th +6/+1 +8/+4 +8/+4 +8
14th +7/+2 +9/+4 +9/+4 +9 Instill Principle
15th +7/+2 +9/+5 +9/+5 +9 Aspect of Power
16th +8/+3 +10/+5 +10/+5 +10 Ocean of Comprehension
17th +8/+3 +10/+5 +10/+5 +10
18th +9/+4 +11/+5 +11/+6 +11 Greater Aspect of Power
19th +9/+4 +11/+6 +11/+6 +11
20th +10/+5 +12/+6 +12/+6 +12 One with the Way, Instill Principle


Class Features:
Weapon and Armor Proficiency: The Philosopher is proficent with only light weapons and shields.
Domains: Being that he/she follows her own way, not restricted by attachment to deities, a Philosopher chooses his spells differently. A Philosopher has one domain which coincides with his alignment (i.e. a chaotic evil Philosopher may choose either the chaos or evil domains) (true neutral characters may select another domain that is not aligned instead), as well as an additional two other domains. The Philosopher gains the domain powers of these domains, and learns the spells of each domain as (s)he gains the ability to cast spells of apropriate level. At every even level, a Philosopher may learn a spell of the highest level spell they can cast from the cleric spell list. Three levels later, the Philosopher may learn another spell of the same level or lower.
Philosophy: The Philosopher chooses a way that he believes the multiverse works and runs. This may be broad or specific, but the only game term effects is limiting the use of certain spells (see above). All spells which have a descriptor that agree with the philosophy are cast at +1 caster level, and the save DC is raised by one. If for any reason the philosopher violates his/her philosophy, the philosopher loses ALL abilities granted by the class aside from BAB and hit dice (this includes access to and ability to use philosophical feats). If the act was unintentional, then the philosopher must atone, as the spell cast by a cleric/philosopher of his/her alignment, to regain his or her spellcasting abilities. In order to regain other class abilities, however, the philosopher must spend a year in contemplation, reaffirming their beliefs. The actual act of contemplating varies between philosophers. Some may spend their time in deep meditation, whereas others may go out into the world in order to see how well their philosophy holds up when applied to the real world. Philosophers who intentionally violate their philosophy, but on a relatively small level, lose all class abilities, and but may regain them as a philosopher who unintentionally violated their abilities.
Philosophers who intentionally and grossly violate their philosophy lose all class abilities and can never become a philosopher of their chosen philosophy again. They may atone to a new philosophy, and gain spellcasting abilities. However, in order to regain other class abilities a philosopher must sacrifice 20,000 xp, and spend a year in contemplation. Ultimately, the philosopher must undergo a sort of mental rebirth in which his/her old philosophy is accepted to be false and his/her new philosophy is reaffirmed in his/her mind. If a philosopher violates his/her “second” philosophy in a gross manner, then he/she permanently looses all class abilities.
Quest for Knowledge: The Philosopher constantly seeks enlightenment about the multiverse. The Philosopher may choose up to two skills which become class skills for him/her. These skills can never be changed once chosen-they become part of the class. However, these skills must reflect the Philosopher’s alignment – a Lawful Neutral Philosopher would certainly not choose pick pocket, but may instead choose diplomacy.
Saving Throws: The Philosopher always has a high base will save, but may choose to have either a high fortitude or high reflex save. If he chooses to have a high fortitude base save bonus, then he receives a low reflex base save bonus, and if he chooses to have a high reflex base save bonus, then he receives a low fortitude base save bonus.
Spell Casting: The Philosopher casts divine spells. He/she begins play with up to 5 orisons of his/her choosing, and learns an additional cantrip once every two levels. The Philosopher’s spells are very different than those of a cleric. For one, the Philosopher never prays for spells – he replenishes them in a way fitting to him. (For example, a Philosopher of “Carpe Diem” might have to be doing something active, but not strenuous, while he or she regains spells). Philosophers also cast their spells spontaneously, as their spells come from within and thus can be accessed as they wish.* Philosophers do, however, have the option of preparing a metamagic feat when they regain spells, but they must get rid of a spell known of that level for that day. I.E. a philosopher with the extend spell feat wants his forcecage to last longer, and so he prepares the spell “extended forcecage”. He now knows forcecage as if it was an eighth level spell with twice the duration of forcecage, but he must sacrifice one eighth level spell that he knows in order to “power” the slot for that day. Knowing his party will be fighting a white dragon today, he decides to get rid of polar ray. Thus he can now cast an extended forcecage spontaneously without penalties, but he can not cast polar ray until he next regains his spells. Philosophers choose one mental ability on which to base their spellcasting, fitting to their Philosophy.
*Note: If a Philosopher ever casts a Miracle spell, then he or she draws from his or her own inner power instead of that of a deity, or requests the aid of a deity whose portfolio agrees with the character’s Philosophy.
Instill Principle: At second level, and every six levels later, the Philosopher gains one bonus philosophical feat. At the DM’s discretion, this may be a metamagic or item-creation feat.
Lesser Aspect of Power: At fifth level, the Philosopher’s beliefs begin to take shape, and make him seem more than mortal. He or she gains a +2 bonus to all Charisma based checks, skills etc, and has a medium magical aura around him, which he can suppress at will.
Well of Knowledge: The Philosopher's Knowledge of all things has increased immensly. The Philosopher adds a +5 bonus to all knowlefdge checks made.
Partial Ascension: At twelfth level, the Philosopher has gained a tiny divine spark, and has started to ascend mortality. The Philosopher ceases to age, not gaining any aging penalties. When his/her time is “up” instead of dying, the Philosopher merely continues living, but does not gain any further bonuses from age.
Aspect of Power:The Philosopher’s power has further increased and he seems almost otherworldly. His or her voice can be heard by anyone in the same room clearly if he or she so wishes (even at a whisper). The Philosopher has also transcended the mortal need for food and water, and no longer needs to eat or drink.
Ocean of Comprehension: The Philosopher's ability to reason and comprehend has transcended the limits of ordinary men. The Philosopher gains a +3 bonus to any intelligence based checks, and may make Knowledge checks without ranks in a particular skill.
Greater Aspect of Power: The Philosopher has achieved such a great height of power that even archangels and demon princes mark their actions. The philosopher has become literally steeped in the magic of his/her philosophy, emanating a strong magical aura. A further +2 bonus is added to all Charisma based checks, skills, etc, and he/she may select one spell whose level is no greater than 1 to be a spell-like ability useable once per day per point of charisma bonus.
One With the Way: Reaching an Apotheoses with his or her philosophy, the Philosopher is now treated as a native outsider, and is respected across the planes. The Philosopher is immune to all mind influencing effects and gains a +2 inherent bonus to all intimidate checks.


Spells per day:

lvl 0 1 2 3 4 5 6 7 8 9

1 3 1 - - - - - - - -
2 4 2 - - - - - - - -
3 4 2 1 - - - - - - -
4 5 3 2 - - - - - - -
5 5 3 2 1 - - - - - -
6 5 3 3 2 - - - - - -
7 6 4 3 2 1 - - - - -
8 6 4 3 3 2 - - - - -
9 6 4 4 3 2 1 - - - -
10 6 4 4 3 3 2 - - - -
11 6 5 4 4 3 2 1 - - -
12 6 5 4 4 3 3 2 - - -
13 6 5 5 4 4 3 2 1 - -
14 6 5 5 4 4 3 3 2 - -
15 6 5 5 5 4 4 3 2 1 -
16 6 5 5 5 4 4 3 3 2 -
17 6 5 5 5 5 4 4 3 2 1
18 6 5 5 5 5 4 4 3 3 2
19 6 5 5 5 5 5 4 4 3 3
20 6 5 5 5 5 5 4 4 4 4


Spells learned by level:
“>” means no greater than this level spell

lvl 0 1 2 3 4 5 6 7 8 9

1 > - - - - - - - - -
2 - > - - - - - - - -
3 - > - - - - - - - -
4 - - > - - - - - - -
5 - - > - - - - - - -
6 - - - > - - - - - -
7 - - - > - - - - - -
8 - - - - > - - - - -
9 - - - - > - - - - -
10 - - - - - > - - - -
11 - - - - - > - - - -
12 - - - - - - > - - -
13 - - - - - - > - - -
14 - - - - - - - > - -
15 - - - - - - - > - -
16 - - - - - - - - > -
17 - - - - - - - - > -
18 - - - - - - - - - >
19 - - - - - - - - > -
20 - - - - - - - - - >



Philosophical Feats
Philosophical Feats may only be selected by a divine spellcaster. The feat must reflect the individual’s Philosophy. For example, a True Neutral Druid who believes in passive non-interference, may select the Dao feat, but would never select the Armor of Conviction feat.

Armor of Conviction [Philosophical] (Su)
Prerequisites: Cha 15+, Philosopher level 5th or higher.
Philosophy: any non-passive
Benefit: You may add you charisma bonus as an armor bonus to your AC.

Contemplation [Philosophical] (Ex)
Prerequisites: Int 15+, Wis 15+
Philosophy: any
Benefit: You remove yourself from worldly matters. Unconcerned with material thoughts of pain, you gain a +3 insight bonus to concentration checks and a +1 competence bonus to all knowledge skills that you posses.

Dao [Philosophical] (Ex)
Prerequisites: Wis18+, partial or true neutral alignment, level 12+.
Philosophy: Passive, focused on non-interference
Benefit: You believe in living life as life should be. When you taste salt and it is salty, you smile. When the wind ripples through your clothes, you smile. You gain the ability to simply shrug off effects that others would scream at. Once per day per two points of wisdom bonus, you may make a will save in the place of a different save against an effect that allows a save. For example, if a Philosopher were attacked with a disintegrate spell, he or she could make a will save instead of a fortitude save to lessen the damage.

Superior Understanding [Philosophical] (Ex)
Prerequisite: Intelligence 17+
Philosophy: focused heavily on the acruement of knowledge
Benefit: You may add an extra two skills to your class skill list
Special: this feat may only be taken once.

Karmic Elevation [Philosophical] (Su)
Prerequisite: Dexterity 15+, Intelligence 13+, Wisdom 13+
Philosophy: focused on karma
Benefit: Your feat never touch the ground unless you will them too, and you may cast the spell Levitate once per day per point of wisdom modifier (with a caster level equal to your total philosopher level). Ground, for this ability, is defined as the closest solid surface below your feet.

Ceribrial Deflection [Philosophical] (Su)
Prerequisite: Intelligence 15+, Philosopher level 5+
Philosophy: focused on a definitive, rather than intuitive understanding of existence
Benefit: You are able to warp reality around you in order to lessen or even divert harmful blows against you. You may add your intelligence bonus to your armor class as a deflection bonus, with the total bonus not exceeding your level/4.

Smite/Bolster Undeath [Philosophical] (Su)
Prerequisites: Cha 15+, Wis 15+, Philosopher level 3+, good or evil alignment,
Philosophy: focus is on death or life.
Benefit: You can now turn/rebuke undead as per your alignment as if you were a cleric one level lower that your philosopher levels.
Special: You gain access to the extra turning/rebuking feat, and qualify for other turning feats.

Intensity [Philosophical] (Ex)
Prerequisite: Wis 15+, Concentration 14 ranks
Philosophy: focused on meditation or contemplation
Benefit: Once per day per point of wisdom modifier, you may "take 20" on any concentration check. However, you will have become intensly immersed in your current task, and thus will suffer a -4 penalty on listen and spot checks for the current and next rounds, and unable to perform any other action during the round that you use this ability.

These feats are simply guidelines for the “flavor” that they should take. You can make more feats as you like, but remember to keep restrictions high if the feat is “specialized.” You don’t want one philosopher who can do everything simply because your feats have no restrictions other than ability scores.

Guidelines for Philosophies:
All Philosophies should make actual intuitive sense to the PC (i.e., the PC must be able to formulate a reason why this might be, to understand the philosophy, and to explain why this character has picked up this outlook on life.). Then, as a DM, review the Philosophy and see if it fits and does not overpower the character. A philosophy should make sense on some level, and should be the source of some moral guidelines for the character. “Killing monsters is cool” is not a philosophy, but an opinion.
Dyne

06-10-07, 07:44 PM
Updated the library. If you want to make a single post with links to all your creations, I can link to it in the Creators section.

I would suggest changing the name of the Archivist PrC (since it steps on the toes of the Archivist base class in Heroes of Horror), and the table for the Philosopher's spells known is slightly confusing. Also, it seems to contradict itself, giving 1st-level Philosophers one 1st-level spell slot when they don't even know any 1st-level spells.

Then again, I see the whole concept as being too close to the Mystic class of Dragonlance, but that's just personal opinion. If you haven't already, I'd suggest picking up a copy of the Dragonlance Campaign Setting, lots of really neat stuff in that book. You can find it pretty cheap on Amazon.
Aramar the Black

06-10-07, 07:55 PM
No; they'll have thier domain spells.

The table itself is actually pretty close to the standard for spellcasting tables.

I think I've looked through Dragonlance...not to bad, but not exactly my favorite. I didn't find myself wanting it enough to buy it. Nothing against it, of course.

Arcane Sage? Magister?
Master_of_Flames

06-11-07, 03:43 PM
Fimbulewinter Spike

These long, 2ft spikes look like glass icicles. Ten minutes after being thrust into the ground, a winter effect takes place. Depending on the area, this could result in a light hailstorm to a white out condition blizzard.

See the Chart below:


+8 to roll during winter, +4 spring or autumn, -2 in summer,
+2 for cold climate, -2 for temperate climate, and -6 for hot climate.
Roll Seperatly for wind and Snow.

d20 Result Amount of Snowfall Amount of Wind
0 or less 1d12 inches of snowfall melts Weak (0-10mph)
1-5 no new snow Weak
6-10 1d4-1 inches of snow Moderate (11+mph)
11-15 1d8 inches of snow or 1 inch of hail Moderate
16-20 1d12 inche of snow Strong (21+ mph)
21-25 2d12+4 inches of snow Strong
26+ 1d6+1 feet of snow Very Strong (31+ mph)


This effect lasts for 4d12 weaks before dissapearing, and effects a 15 mile radius area.

CL15, Strong Transmutation, Cost 6,500gp
Dyne

06-11-07, 04:25 PM
Arcane Sage? Magister?

Hmm, I don't know. Arcane Sage might be good. It's your call.

MoF's Fimbulwinter Spike added to the library. You might wanna try lining up the table, especially the column for wind speeds.
Aramar the Black

06-22-07, 01:23 PM
These kinds of threads should be stickied.
Dyne

06-22-07, 08:22 PM
These kinds of threads should be stickied.

Only thing is, people don't seem to ever look at stickied threads. Anyways, this thread is active enough that I doubt it'll fall past the second page, so I don't think there's much need.
Aramar the Black

06-23-07, 04:05 PM
Not becuase they're inactive or anything, but if they are to serve as an archive, then it would be good if it was always easily accessable.
I guess this (and the Character thread) are fairly active; I just remember losing the library to later pages becuase it didn't really invit discussion rather than the occasional submission.
Lady Rolindin

06-24-07, 01:23 AM
Obscured Script
Illusion (glamer, message)
level: brd1. sor/wiz1
Compontents: v, s, m
casting time: 1 minute or longer
range: touch
target: one touched object weighing no more than 20 lb.
Duration: 1 year/ level
saving throw: na
Spell resistance: na

You write instructions or other information on parchment, paper, or any suitable writting material. The written text is only visible under one type of light chosen at the time of casting. This can be natural sun light, magical sun light, moon light, magical moon light, star light. magical star light, total darkness (requiring dark vision or glowing letters to read the script), magical darkness, fire light, magical fire light, ect. If the correct light in not available, the object appears blank. The hidden message can also be read with a spell of true seeing. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. The writting will last for one reading only.

Material compontent: A Silver based ink costing no less than 25 gp.
Greater Obscured Script
Illusion (glamer, message)
level: brd 2th, sor/wiz 3th
Compontents: v, s, m
casting time: 1 minute or longer
range: touch
target: one touched object weighing no more than 20 lb.
Duration: 1 year/ level
saving throw: na
Spell resistance: na
You write instructions or other information on parchment, paper, or any suitable writting material. The written text is only visible under one type of light chosen at the time of casting. This can be natural sun light, magical sun light, moon light, magical moon light, star light. magical star light, total darkness (requiring dark vision or glowing letters to read the script), magical darkness, fire light, magical fire light, ect. If the correct light in not available, the object appears blank. The hidden message can also be read with a true seeing greater spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. The writing will last for up to have your caster level.

Material compontent: A Silver based ink costing no less than 25 gp.
Dyne

06-25-07, 09:05 PM
Greater Obscured Script
Illusion (glamer, message)
level: brd 8th, sor/wiz 9th
Compontents: v, s, m
casting time: 1 minute or longer
range: touch
target: one touched object weighing no more than 20 lb.
Duration: 2 years/ level
saving throw: na
Spell resistance: na
You write instructions or other information on parchment, paper, or any suitable writting material. The written text is only visible under one type of light chosen at the time of casting. This can be natural sun light, magical sun light, moon light, magical moon light, star light. magical star light, total darkness (requiring dark vision or glowing letters to read the script), magical darkness, fire light, magical fire light, ect. If the correct light in not available, the object appears blank. The hidden message can also be read with a true seeing greater spell. The casting time depends on how long a message you wish to write, but it is always at least 1 minute. The writing will last for up to have your caster level.

Material compontent: A Silver based ink costing no less than 25 gp.

There's no way in heck someone would burn a 9th-level spell slot for that. There's no way it should be higher than 2nd-level. Also, what's the difference between Obscured Script and Greater Obscured Script, other than the durations? Seems pointless to create a second spell, when just using Extend Spell would do the same thing.
Aramar the Black

06-25-07, 10:14 PM
Agreed; change the level.
With greater obscured script, perhaps the writing persists even after one reading; up to the maximum duration, while apparently the normal version only lets the script last until it is read once, up to a maximum time of yr/CL.
Dyne

06-25-07, 10:35 PM
Could just make it permanent. Would allow people to recreate the Gate of Moria thing from LotR.
Tenzhi

06-25-07, 10:41 PM
I think most of what I created has disappeared into the Aether. Be it Asternamia, Blood Kobolds, Zhi Lung, that immortality PrC, the Dire Hens of Friscarzov, a fair number of monster files, or any of the other things I've posted - I think they have all long since drifted away. I may have some backed up at home, however...

The Eternist

The eternist learns to control his body and the balance of energies within to such a degree that he is eventually able to cheat death. He starts by learning to control his metabolism and biological processes, ultimately moving on to manipulating the balance of positive and negative energy within himself. Mastery of these abilities allows the eternist to thwart entropy and even recreate his body with positive energy if it is destroyed.

Eternists are most often monks whose path to perfection has taken a more inward turn. Wizards and sorcerors sometimes pursue this path, often to achieve the ultimate goal of immortality - though evil is more likely to take the quicker path of lichdom. Other classes very rarely become eternists.

NPC eternists often live in seclusion as hermits or mysterious sages. Some few have become conquerors, but the weight of a crown is too heavy for eternity, and neither soldiers nor commonfolk like to follow the same leader forever.

Hit Die: d6

Requirements

Skills: Concentration 12 ranks, Knowledge (arcana) 12 ranks
Feat: Diehard

Class Skills

Skill Points: 6 + Int

Class Features

Weapon and Armor Proficiency: The eternist gains no weapon or armor proficiencies.

Alter Appearance (Ex) - the eternist may change his hair and skin colour, hair length, and facial hair as a standard action. As a full-round action that requires concentration and draws attacks of opportunity the eternist may alter his bodyweight by 50%, or make minor changes to his facial features or change his height by up to 15%. Using this ability can grant the eternist a +5 to disguise rolls.

Sustenance (Ex) - the eternist no longer needs to eat or drink.

Knit the Flesh (Ex) - the eternist may heal his wounds by concentrating for a full minute. The eternist makes a Concentration roll against a DC of 20. If he succeeds, he heals one hit point for every point over the DC he rolled.

Breathless (Ex) - the eternist no longer needs to breathe.

Halt Metabolism - the eternist no longer has a Constitution score. He also no longer heals naturally with rest.

Steady Consciousness (Ex) - the eternist no longer loses consciousness. His body may be put to sleep or disabled, but the eternist remains aware and may take non-physical actions.

Balance of Energies - the eternist is no longer affected normally by positive or negative energy. Instead, when struck by positive or negative energy he stores one point of positive or negative energy for every point of damage he would normally be healed or harmed. He may store up to a number of points equal to his (Class level + Charisma bonus) x 2. Excess points are bled off harmlessly.

Spiritual Metabolism (Ex) - the eternist uses his Charisma for bonus HP and bonus to Fortitude saving throws. Additionally, the eternist has become so attuned to positive and negative energy that he draws on the ambient energies around him, automatically accumulating a number of positive and negative energy points equal to his Charisma bonus each day. (At the DM's discretion, different environments may yield varied amounts of energy - for instance, in a graveyard an eternist with a Cha bonus of +2 might receive 4 negative energy points and 0 positive (or 3 negative and 1 positive))

Energy Master (Su) - the eternist has learned to channel the energies he stores as a free action. He can use the stored positive energy to heal himself. He can also channel positive or negative energy into a touch attack, using it to heal or harm on a point-for-point basis.

True Immortality (Ex) - the eternist no longer suffers the dead condition.


Lvl BAB Fort Ref Will Special
1st +0 +2 +0 +2 Alter Appearance
2nd +1 +3 +0 +3 Sustenance
3rd +2 +3 +1 +3 Knit the Flesh
4th +3 +4 +1 +4 Breathless
5th +3 +4 +1 +4 Halt Metabolism
6th +4 +5 +2 +5 Steady Consciousness
7th +5 +5 +2 +5 Balance of Energies
8th +6 +6 +2 +6 Spiritual Metabolism
9th +6 +6 +3 +6 Energy Master
10th +7 +7 +3 +7 True Immortality
Tenzhi

06-25-07, 10:46 PM
Here is the Zhi Lung and its larval stage, the Chin Lung:

Chin Lung (Man Dragon)

Lung dragons are creatures of spirit made flesh. The larval form of the rare Zhi Lung dragon is a clear example of this trait at work.

Whereas other Lung dragons are born into flesh as a Yu Lung, the Zhi Lung is born as a spirit within a (1 HD) humanoid being. Such beings often do not know they are a dragon until late in their humanoid life, and many die before they can awaken their draconic nature.

Chin Lung possess the traits of whatever humanoid they are born as. As soon as they acquire 5 class levels, they gain the abilities of a wyrmling and become aware of their draconic nature.

Anytime after it achieves 20 class levels, the Chin Lung can choose to shed its humanoid form and become a full-fledged juvenile Zhi Lung. If the Chin Lung dies after it achieves 20 class levels, but before it chooses to become a Zhi Lung, the death of its humanoid form automatically (and immediately) triggers the transformation. A newly formed Zhi Lung has full hit points.

For some reason, the humanoid form of a Chin Lung is noticeably smaller or larger than a typical member of that humanoid race. They also often possess prodigious silver-white eyebrows (or eye ridges, scales, etc as appropriate). The life span of a Chin Lung is twice that of a normal member of the appropriate humanoid race.


AGE HD Str Dex Con Int Wis Cha Special Abilities
Wyrmling 5 +2 +2 +2 +4 +4 +2 Inferior Dragon Abilities
Very Young 10 +4 +2 +4 +4 +4 +2 Reincarnate
Young 15 +6 +2 +6 +4 +4 +2 Plane Shift



Inferior Dragon Abilities: A Chin Lung lacks the standard lung dragon abilities of invisibility, alternate form, and plane shift.

Reincarnate: When it is killed, a Chin Lung of very young or young age will reincarnate (as the spell) within a number of hours equal to its HD when it died. It will be reincarnated as a member of the same race with the minimum number of HD needed to be one age category less than when it was killed.

Plane Shift: A young Chin Lung regains the standard Lung dragon plane shift ability.


Zhi Lung (Sage Dragon)

Enigmatic and aloof, the rare Zhi Lung doesn't seem to have a place in the Celestial Bureaucracy. Instead they seem content to gather vast amounts of knowledge and follow their own, seldom understood paths.

A Zhi Lung's body is long and serpentine, coiling in on itself in almost hypnotic patterns as it moves. Its scales are bright silver in its juvenile years, seeming to tarnish black as it ages until the dragon is almost entirely black with silver-edged scales. Great, flowing silvery eyebrows overshadow unseen eyes, and a matching beard and whiskers adorn its muzzle - giving it the appearance of a wise old man. From a Zhi Lung's head sprout great antlers - the colour of ivory in the dragon's youth, they eventually become jet black as the dragon matures.

Zhi Lung live wherever their unique path in life takes them, often never settling down in one place for very long (for most dragons this might be problematic, but a Zhi Lung's horde is made up of knowledge).

Zhi Lung enjoy eating finely wrought metal, especially if it is enchanted. Though some have been known to develop quite a taste for elf.


AGE HD Str Dex Con Int Wis Cha Special Abilities
Juvenile 20 27 12 19 18 18 18 Breathless, fire and cold immunity,
immune to level drain
Young Adult 23 29 12 21 20 20 20 DR 5/rosewood
Adult 26 31 12 23 22 22 22 Deflecting Force
Mature Adult 29 33 12 25 24 24 24 DR 10/rosewood
Old 32 37 10 27 26 26 26 Adaptation
Very Old 35 39 10 29 28 28 28 DR 15/rosewood
Ancient 38 41 10 31 30 30 30
Wyrm 41 43 10 33 32 32 32 DR 20/rosewood
Great Wyrm 44 45 10 35 34 34 34

Fear Breath
AGE Size Speed* NA DC SR Weapon (DC)
Juvenile L 40'/100' +15 -- -- 6d10 (22)
Young Adult H 40'/100' +18 27 22 8d10 (25)
Adult H 40'/100' +21 29 24 10d10 (26)
Mature Adult H 40'/100' +24 31 26 12d10 (29)
Old G 40'/150' +27 34 28 14d10 (31)
Very Old G 40'/150' +30 37 30 16d10 (34)
Ancient G 40'/150' +33 39 32 18d10 (36)
Wyrm C 40'/150' +36 42 34 20d10 (39)
Great Wyrm C 40'/150' +39 44 36 22d10 (41)


* Speed before the slash is for normal movement, swim, and burrow. Speed after the slash is flying speed, average maneuverability.

NA: Natural Armor bonus. A Zhi Lung's natural armor is weaker than a typical dragon's.

Class abilities: A Zhi Lung retains the class abilities it acquired as a Chin Lung. In addition, a Zhi Lung may only advance in age categories by gaining further class levels. Its BAB and saving throws will vary depending on which classes it advances in, and it will have a variety of class abilities.

Breath Weapon (Su): A Zhi Lung has two types of breath weapons - a cone of fire and a cone of cold.

Breathless (Ex): A Zhi Lung does not need to breathe.

Fly (Su): Though wingless, a Zhi Lung can fly magically due to a magic clear pearl embedded in their brain. If removed from the dragon, this pearl loses its magic but is still worth 5,000 GP. The dragon can cease or resume flight as a free action.

Deflecting Force (Su): A Zhi Lung of adult age or older is surrounded by an invisible field of force that grants it a deflection bonus to AC equal to its Charisma bonus.

Adaptation (Ex): Once per round as a full-round action, a zhi lung of old age or older may adapt to an environment it is in and become immune to any harmful effects of that environment. Additionally, a zhi lung may use this ability to gain energy immunity against a specific type of energy.
Tenzhi

06-25-07, 10:49 PM
Asternamia (Star Gnomes)

These curious and introspective cousins of earthly gnomes are rarely encountered on planets. Rather, they are more often found exploring the vast reaches of space or inhabiting lonely moons and asteroids pondering the nature of the universe in search of enlightenment.

The origins of Asternamia are shrouded in mystery and rumour. Some idle speculators even suggest that they were originally tinker gnomes who destroyed their home world and have been wandering the universe ever since, their drive to invent annihlated along with their former home.

Asternamia are taller than the common gnome, averaging out at around 4' tall. They have no hair on their heads, though their facial hair and eyebrows may be ridiculously profuse. Their noses tend to be disproportionately large, and their brows jut forward overshadowing empty eyesockets. It's said that if you look into a star gnome's eye sockets you will see the stars of their homeworld glittering in the darkness therein.


-2 Str, +2 Dex, +2 Wis, -2 Cha
Small: As a Small creature, a star gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
Star gnome base land speed is 20 ft.
Star sight - anywhere starlight (and suns are stars) is shining, star gnomes are treated as having normal human vision on a clear sunlit day. They also posess Blindsight (90').
Ignore Gravity (Su) - Star gnomes may walk on any surface or even on the air as if it were level ground.
Breathless (Ex) - A star gnome does not breathe. This also means he is immune to all harmful vapors and gases (such as cloudkill and stinking cloud effects, as well as inhaled poisons) and may function even while underwater or in a vacuum.
Automatic languages: Common and Gnome; Bonus languages: Auran, Draconic, Dwarven, Elven, Halfling, Sylvan, and Terran
Favoured Class: Monk. A multiclass star gnome’s monk class does not count when determining whether he takes an experience point penalty. Furthermore, a star gnome monk may multiclass without losing the ability to continue advancing as a monk.
Level Adjustment: +3


Star Gnome random starting age is 90 years +4d6 for Barbarians, Rogues, and Sorcerors; +6d6 for Bards, Fighters, Paladins, and Rangers; and +10d6 for Clerics, Druids, Monks, and Wizards.

A Star Gnome reaches Middle Age at 180 years, Old Age at 360 years, and becomes Venerable at 720 years. A star gnome's maximum age is always 1440 years - or a Grossennium.


Base Hgt Hgt Mod Base Wgt Wgt Mod
3' 6" +2d4 80 lb. x(1d6) lb.
Tenzhi

06-25-07, 10:50 PM
The Blood Kobold

Most kobolds claim that the blood of dragons runs in their veins - these kobolds are ritualistically crafted directly from the blood of a dragon. Blood kobolds look similar to normal kobolds, but their scaly flesh is always a wet, blood red and they smell like dragon rather than wet dog.

A blood kobold's ability scores are the same as a regular kobold's plus the ability modifiers of the dragon that created it.

A blood kobold gets bonus hit points equal to the number of hit dice of the dragon that created it.

A blood kobold shares the immunities and subtype(s) of the dragon that created it.

A blood kobold can use a breath weapon just as if it were a half-dragon of the type of dragon that created it.

A blood kobold shares the special abilities of a dragon 6 age categories lower than (and of the same type as, of course) the dragon that created it.

A blood kobold receives a bonus to its natural AC of +1 per +5 natural AC of the dragon that created it.

A blood kobold has an LA of2 + 1/2 the age category of the dragon which spawned it.

To create a blood kobold a dragon merely has to expend 1 HP of blood and perform the ritual (which may have other costs associated with it at the DM's discretion). The dragon cannot heal this HP as long as the kobold is seperated from the dragon.

After the ritual has been performed the dragon can reabsorb or respawn a created blood kobold once per round as a free action. The kobold is automatically reabsorbed if it is destroyed.

Blood kobolds may gain class levels. The dragon that spawned them heals 1 extra hit point per level when it reabsorbs a blood kobold with levels (respawning the kobold still only causes the loss of 1 HP, however).

A dragon shares a telepathic link with all of the blood kobolds it has spawned.

If the dragon that created them dies, a blood kobold has to make a Fortitude saving throw (DC = 40 - Age Category of the dragon that created it) or immediately die. If successful, the blood kobold survives and may live up to twice as long as a normal kobold.

Blood kobolds may breed with other kobolds - for each generation removed from the blood kobold, treat its offspring as having the abilities of a blood kobold spawned by a dragon one age category less than the dragon that created the original (perhaps this is how the kobolds came to exist in the first place).
CaptainShar

06-27-07, 04:54 PM
Jousting

Jousting is a (usually) nonlethal sport for two mounted, armored contestants bearing tourney lances (deal nonlethal damage). The jousting portion of a tournament is won by remaining mounted whilst unhorsing your opponent.


For the first pass, and every pass thereafter, both combatants roll initiative.

Whoever wins initiative rolls normally for the attack, and if successful, for damage. The opponent must make a Ride check, DC 10 + damage dealt, to remain mounted. If the opponent is unhorsed, the joust is won. If the opponent remains mounted, the opponent may now attack. This attack is resolved identically to the initial attack, the goal again being to unhorse the opponent.

If both combatants are mounted and conscious after the first round, the contest continues with new initiatives being rolled.

A winner may also be declared if both combatants are mounted, but one has been knocked unconscious.
Dyne

06-27-07, 08:09 PM
Hmm, your joust rules are similar to the jousting system in Complete Warrior, but for a few differences:
There is no initiative
There is no ride check to stay on, but characters that hit with their lance can make a free trip (to unhorse them) or sunder their weapon/shield.
Damage is always doubled (since they are charging with a lance), and characters gain +4 attack if they have the Ride-by-Attack feat.
Characters that lose their lance can usually continue with a blunted longsword, which can sunder but not trip.

I like your idea to roll initiative for each pass. Though, the Ride DC would likely be so high that jousts would never last more than a single pass. Especially if you factor in the Cavalier PrC.... *shudders*
Dracomortis

07-16-07, 01:30 PM
The Field
200 ft. x 500 ft. field (Not sure about this, may change later. None of the books seem to explicitly say how big the field is, just that it's an oval)
50 ft. tall hoops
That was actually a very close guess. Rowling's Quidditch Through the Ages states that a pitch is 500 feet long and approximately 180 feet wide at the center (obviously, it gets slightly thinner towards the ends). I can't seem to find a listing for the height of the goalposts, but I imagine 50 feet is as good as any other number.

Being Attacked by a Bludger
Bludgers generally move at a speed of 60 ft. per move action. They are controlled by the referee. Randomly determine the Bludger's target by rolling d20 and consulting the following table:

d20 roll Target
1 Chaser 1 of Team 1
2 Chaser 2 of Team 1
3 Chaser 3 of Team 1
4 Keeper of Team 1
5 Beater 1 of Team 1
6 Beater 2 of Team 1
7 Seeker of Team 1
8 Chaser 1 of Team 2
9 Chaser 2 of Team 2
10 Chaser 3 of Team 2
11 Keeper of Team 2
12 Beater 1 of Team 2
13 Beater 2 of Team 2
14 Seeker of Team 2
15-18 Player closest to Bludger
19-20 Player second-closest to Bludger

Once a target is chosen, the Bludger rockets toward its target at a speed of 60 ft. per move, or 120 ft. per round. When the Bludger is within 120 ft. of its target, it charges and attacks, receiving the usual +2 attack and -2 AC (these numbers ARE figured into the stats). If the Bludger deals damage to a Player, that Player must also make a Strength check (DC 10 + damage dealt) or fall off his broom.
Each round, there is a 25% chance that the Bludger changes targets. If a Bludger hits a Player, it automatically changes targets.
You might consider changing this portion a bit. Quidditch Through the Ages mentions that the bludger, if left to its own devices, will always fly towards the nearest player, which is why the beater's job is to try and knock the bludger as far away from their teammates as possible (and preferably towards the other team members).