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| Masters of the House07-13-05, 12:23 AM | Materials Review & Approval ~ A Meta-Thread ~ Before you can use homebrew material in the IFWG it must be approved. This topic is to catalogue approved materials and to get submitted materials to that point. At this time there are no formal rules for approving homebrew materials. If you'd like to contribute to that discussion, please post in Meta-Thread (http://boards1.wizards.com/showthread.php?t=320616). This should keep most of the discussion in this topic on presented materials. While there are no solid guidlines at this time, the following is suggested: Please continue to develop materials within your guilds. When you feel a creation is a finished product ready for review by the GMs please post it here. Please do not use this thread to go through the entire process of creating a product. Table of Contents Races & Monsters (http://boards1.wizards.com/showthread.php?p=6681278#post6681278) Classes (http://boards1.wizards.com/showthread.php?p=6681284#post6681284) Prestige Classes (http://boards1.wizards.com/showthread.php?p=6681293#post6681293) Skills & Feats (http://boards1.wizards.com/showthread.php?p=6681297#post6681297) Spells and Powers (http://boards1.wizards.com/showthread.php?p=6681303#post6681303) Equipment & Magic Items (http://boards1.wizards.com/showthread.php?p=6681310#post6681310) |
| Masters of the House07-13-05, 12:25 AM | Races Lupin (http://boards1.wizards.com/showpost.php?p=5666312) The Umbragen (http://boards1.wizards.com/showpost.php?p=5680531) Monsters |
| Masters of the House07-13-05, 12:26 AM | Classes The Ceal'nis Sniper (http://boards1.wizards.com/showthread.php?p=6932540#post6932540&origin=) |
| Masters of the House07-13-05, 12:26 AM | Prestige Classes Bowman Charger (http://boards1.wizards.com/showpost.php?p=5662088) Arcane Librarian (http://boards.wizards.com/showthread.php?t=443864) Arcane Bishop (http://boards1.wizards.com/showthread.php?p=6400146#post6400146&origin=) Lord of Men (http://boards1.wizards.com/showpost.php?p=6428212) |
| Masters of the House07-13-05, 12:27 AM | Skills, New Uses for Feats [General] Bloodline of Lightning (http://boards1.wizards.com/showpost.php?p=6410580) Magocracy (http://boards1.wizards.com/showpost.php?p=6611970) Royal Blood (http://boards1.wizards.com/showpost.php?p=6388938) Theocracy (http://boards1.wizards.com/showpost.php?p=6388853) |
| Masters of the House07-13-05, 12:28 AM | Spells Powers Storm Cloud (http://boards1.wizards.com/showthread.php?p=5874789#post5874789) |
| Masters of the House07-13-05, 12:28 AM | Equipment Magic Items |
| Masters of the House07-13-05, 12:30 AM | Non-WotC resources may be listed here. |
| Masters of the House07-13-05, 12:30 AM | Racial substitution levels. Shadow Warlock (http://boards1.wizards.com/showpost.php?p=6083305&postcount=637) |
| Masters of the House07-13-05, 12:32 AM | Or could take over-flow from other sections. Feel free to post here now. But keep it on topic, please. |
| Demonfey07-13-05, 12:45 AM | Two original classes: Initiate and Master of the Umbral Flame (http://boards1.wizards.com/showpost.php?p=6621706&postcount=6290) |
| thasis07-13-05, 01:09 AM | Basically everything in my sig O.o o.O. I might have minions of the sort with levels in those classes, in the future that is. |
| Masters of the House07-13-05, 01:12 AM | thasis, we will link them when we have the chance. Don't worry and don't panic. ;) |
| thasis07-13-05, 01:16 AM | Panic O.o o.O. I was nothing in the state of a panic. I was more just stating the fact that I wouldn't mind them linked eventualy. I'm in no real hurry. |
| premier66607-13-05, 06:40 AM | Hey, it's not mne, but my main character (THE BLACK MAGE) is using a feat posted in the stormhand federation, the "Magocracy [General]". Since its not mine, I wont post it , but is on the page 5 of the stormhand federation. |
| Aramar the Black07-13-05, 10:16 AM | Alright, all stuff is on the on my post on the second page. |
| thasis07-13-05, 12:08 PM | I think I'll post links to all my stuff here instead of having people resort to my sig O.o o.O. My Prc's: The Arcane Libarian (http://boards.wizards.com/showthread.php?t=443864) , The Arcane Bishop (http://boards1.wizards.com/showthread.php?p=6400146#post6400146) , The Templar (http://boards1.wizards.com/showthread.php?t=445520) , The Hunter (http://boards.wizards.com/showthread.php?t=445534) , The Dragoon (http://boards.wizards.com/showthread.php?t=445555) , The Elementalist (http://boards.wizards.com/showthread.php?p=6425337#post6425337) , The Hand of Fate (http://boards.wizards.com/showthread.php?p=6425450#post6425450) It's more of a direct quote of my sig but still O.o o.O Easier to copy. |
| Demonfey07-16-05, 12:10 AM | My oni, with notes on what material was used to make it (base creature, template for CR adjustment, and sources of a few powers) Zamiel no Oni (http://boards1.wizards.com/showpost.php?p=6710133&postcount=1199) |
| Dyne07-18-05, 02:19 PM | I'll be back to post some things I want approved when I have more time, but to give an idea, there are some things from the Stormhand Federation (the Opening Post has links to all creations), the Council of Archmages, and a few things I haven't yet posted anywhere. By-the-way, anyone from the Stormhand Federation who wants material from there approved for their character has my permission to post it themselves, instead of waiting for me. |
| premier66607-18-05, 07:36 PM | Here's (http://boards1.wizards.com/showpost.php?p=6611970&postcount=138) the feat from Stomhand eeration I need aproved for my character Black Mage. |
| Dyne07-20-05, 02:12 AM | Objects of Review for Approval from the Stormhand Federation: FOR APPROVAL, OF PRIME IMPORTANCE Bristol (http://boards1.wizards.com/showpost.php?p=6072334) A town that is under our dominion. I already mentioned before that I wanted for us to rule a town. It is dependent on the storyline of our guild, since Stormhand (my main character) is supposed to be a king, and Bristol is his kingdom. EDIT: Just added Districts to Bristol, like what Tyranor Proper has (the Copper Slums, University District, etc.) Noble born (http://boards1.wizards.com/showpost.php?p=6970409) Typhoeus (http://boards1.wizards.com/showpost.php?p=6384382) The deity that is revered by the Stormhand Federation. He has eight domains, but some of them include those from other books than the Players Handbook. OTHER ITEMS FOR APPROVAL Lord of Men (http://boards1.wizards.com/showpost.php?p=6428212) (Approved!) A Prestige Class, based off the Orc Warlord from Races of Faerun, but for Humans, and that my character will be using to gather a throng of human followers. Royal Blood (http://boards1.wizards.com/showpost.php?p=6388938) (Approved!) A feat, based off the Blood of the Warlord feat from Races of Faerun, that works with any race, giving them benefits when interacting with those of their own kind. Surcoat of Command (http://boards1.wizards.com/showpost.php?p=6076433) A magic item that just gives the effect of a Breastplate of Command without having to have the breastplate. Nice for mages that don't wear armor, or for characters that want different armor than just a Breastplate of Command, but it occupies a slot for a shirt. Theocracy (http://boards1.wizards.com/showpost.php?p=6388853) (Approved!) A feat, based off Might Makes Right, that allows a character to add Wisdom mod to Leadership for getting followers. Useful for Clerics and other wise characters in attracting followers. Tenser's Elevator Disk (http://boards1.wizards.com/showpost.php?p=6774221&postcount=273) Dimensional Barrier (http://boards1.wizards.com/showpost.php?p=6782659&postcount=296) Improved Arcane Lock, Augmented (http://boards1.wizards.com/showpost.php?p=6782656&postcount=295) Safe Keeping (http://boards1.wizards.com/showpost.php?p=6782650&postcount=294) Spell Absorbtion, Minor (http://boards1.wizards.com/showpost.php?p=6783459) Spell Absorbtion (http://boards1.wizards.com/showpost.php?p=6783467) Influential (http://boards1.wizards.com/showpost.php?p=6957325&postcount=439) A feat that makes it easier to access the social skills by granting class skills. Bloodline of Lightning (http://boards1.wizards.com/showpost.php?p=6410580) (Approved!) A feat based off Bloodline of Fire in the FRCS. Not sure how the feat was updated for the Players Guide to Faerun, so my feat might be out-of-date. In any case, it should be exactly like Bloodline of Fire, but for electricity spells, and it shouldn't affect just Sorcerer spells. The Magician (http://boards1.wizards.com/showpost.php?p=6499579&postcount=1041) Actually posted in the Council of Archmages, but I will be using it for some of my characters, and I'd like it approved. This is a variation on the Wizard core class that is basically a sorcerer that can change his spells known by swapping them with those in his spellbook (therefore being able to have knowledge of many spells in his spellbooks and be able to cast spontaneously, but of the spells in his spellbook, on a certain number he can cast from at one time, and the casting times for spells are increased). Also uses a spellpoint system instead of spell slots, but it easily fits into regular D&D play. Posted on the Class Boards (http://boards1.wizards.com/showthread.php?t=479580) The Magician's Focus (http://boards1.wizards.com/showpost.php?p=6504130&postcount=1044) A magic item, the magician equivalent of a psion's cognizance crystal, which allows a magician to store spell points in this item. Rod of Still Spell and Rod of the Armored (http://boards1.wizards.com/showpost.php?p=6951694&postcount=1101) Essentially metamagic rods that use the Still Spell feat. Magocracy (http://boards1.wizards.com/showpost.php?p=6611970) (Approved!) |
| Tenzhi07-20-05, 02:49 AM | Asternamia (Star Gnomes) From the Gnome Foundation. A variant, contemplative, spacefaring gnome. EDIT: Incidentally, what sparse feedback I got over on the races forum suggests that the race should have a +2 LA rather than the +3 I gave it. :shifty: The Eternist A Prestige Class from Via Aeternum: The Forever Foundation. |
| Gellion07-21-05, 05:40 PM | You guys dont need to look over this thing since I am not participating in the IFGW. |
| Dyne07-23-05, 07:28 PM | I wonder when we will hear from the GMs again about our materials? |
| necrodude1607-23-05, 07:32 PM | The Gm's are currently reviewing all material posted on this thread. So don't worry ;) |
| Dyne07-24-05, 09:31 PM | Oath of Service (http://boards1.wizards.com/showpost.php?p=6781909&postcount=287) NOTE: After consideration, the above product has been determined not currently fit to be approved by the GM's. The above link is simply being saved in this post so I don't lose track of it. |
| Dyne07-24-05, 10:56 PM | Links moved to main post. |
| jagggar07-27-05, 03:28 PM | Spell PMed to me by a player (prior to the creation of this thread). Skull Wraith Divination/Transmutation Level: Sor/Wiz 8 Components: V, S, M, F Casting Time: 10 minutes Range: 1 foot Target: One skull or skull-like object Duration: 1 hour per caster level Saving Throw: Yes (harmless) Spell Resistance: No This spell allows the caster to create a temporary construct from a skull and or skull-like object. Whether the skull is real or not is immaterial, so any object crafted to anatomically resemble a skull will work with this spell. The skull may resemble or be a skull of any type. The prepared skull becomes a construct that the caster is able to telepathically receive visual/auditory stimuli and control within a mile. If a skull ever further than one mile away from the caster or is on a separate plane, the skull ceases to exist. The caster must concentrate to maintain the telepathic link and is blind and deaf during the times that he is concentrating. Breaking concentration restores the caster’s normal senses and merely causes the skull to idle in place. The caster is free to resume control at any time by resuming concentration or terminate the spell as a standard action. When the spell ends, the skull disintegrates in a puff of smoke. The skull is incorporeal and capable of moving up to 120 feet per round. In addition, the skull is able to see as per the spells darkvision and detect magic. The skull (if seen) appears to emit black smoke and can be seen trailing the smoke if moving. The skull has whatever hit points, armor class or hardness that a DM finds appropriate. Material Component: Smoke. Focus: The skull or skull-like object to be targeted. |
| jagggar07-29-05, 07:33 PM | Individualist [Flaw] You are commited to a path that requires complete independence from others. Effect: You suffer a -2 penalty on all attack rolls made using weapons that you have not personally crafted. In addition, the armor check penalty of any suit of armor you wear that you did not craft increases by +1. by Richard Pocklington Dragon magazine issue 329 |
| Dyne08-06-05, 05:17 PM | Have any new materials been approved? Some of my creations I depend upon in the IFWG. Until they are approved, I cannot play (as well as a large portion of the Stormhand Federation guild). Since the IFWG is scheduled to begin Monday, I feel it would be even more urgent to start going through as much as possible. I don't mean to put pressure on the GM's, but it seems like some of you forget about this thread sometimes. *Looks at Sssargoth* |
| Tenzhi08-06-05, 08:58 PM | :a symphony of crickets plays the Jeopardy theme: |
| jagggar08-08-05, 12:06 PM | Dyne, would you mind posting your Magician on the classes board or allowing me to do so? I'd like to know if anyone else has materials that must be approved in order to have their character ready for use in the guild wars. |
| Dyne08-08-05, 06:40 PM | If you don't mind, you can post it there. I don't have a whole lot of time to manage the thing completely myself. |
| jagggar08-09-05, 11:43 AM | Okay, I've only got the original typed up (in such a way that it doesn't say "everything else, as a wizard" anymore), so the Magician's Focus thing isn't on it. You should probably drop by and tell me where to put that, if I've got anything wrong on the progression since to me "as a wizard" includes the familiar and bonus feats. Magician (http://boards1.wizards.com/showthread.php?t=479580) I'm pretty sure I can do the updating/editing long as you tell me what to do. |
| Dyne08-09-05, 08:33 PM | It looks pretty good. And yes, it should be exactly like the Wizard except for its different spellcasting system. For the magician's focus, you could just quote my post and put it under the Hasten Spell feat. I think I had an explanation in it comparing it to a Psion's Cognizance Crystal, and that it usually takes the form of a staff or wand, but it could conceivably take any form (such as a sword for a mage knight). |
| jagggar08-09-05, 08:37 PM | Hmmm. . . *sneaky look* Or you could post to the topic and bump it. . . Also give me a better subject for it. (ya know, something to grab people's attention or something.) |
| Aramar the Black08-09-05, 10:48 PM | I'd like to know if anyone else has materials that must be approved in order to have their character ready for use in the guild wars. ooh, pick me! You can scratch the intelligent Item stuff. It was mostly for flavor to start with. But the following spells I would like, becuase I just might need them. Spells: Mark of Frost (Greater), Eriador's Permentant Levity, Apolith's Condemnation Aramar's Mental Arena (http://boards1.wizards.com/showpost.php?p=6488695&postcount=7) Freeze, Frost, and Glacial Rail (http://boards1.wizards.com/showpost.php?p=6488713&postcount=8) :) |
| necrodude1608-10-05, 01:00 AM | Spells: Any 0-level cleric and wizard spells, , Keep Fresh Items: Everwarm Blanket Alright :D I would like to the the intelligent item rules approved hmmmmm.... I'll wanna see what the others think first. |
| Master_of_Flames08-10-05, 01:41 AM | i've done it! i've created the ultimate sniper PrC. check it out here (http://boards1.wizards.com/showpost.php?p=6921818&postcount=1) and help me improve on it further! :D who says bows are for cowards? :P |
| bgt08-10-05, 02:34 PM | From the library of the psionics foundation: Powers Brain safe: This power is used by psions that acompany Illithid Slayers. It protects their brains: Level psion/wilder 4, PW 3 Display mental Man time: 1 immidiate action range: personal target you duration: 1 round Power points: Psion/wilder 7 PW 5 This power makes you immune against all attacks that directly effect your brain. It also gives a +2 on saves against mind affecting powers Augement: 1) you can spend one extra pp to increase the bonus to save by one 2) You can spend one extra pp to increase duration by one round Mobile brain Psychometabolisme Level psion/wilder 2/PW 2 Display mental man time 1 immidiate action range personal target you duration: 1 round Power point cost: 3 Your brain has some mobility and can try to escape extraction This power grants your brain a reflex safe against extraction by an Illithid. The save DC is 10 + Illithids classlevels + 4 (= 1/2 racial hd). Augement: For every 2 extra pps spent you gain a +1 to this save. Dreamless Telepathy (Compulsion) [Evil, Mind-Affecting] Level: Telepath 4 Display: Mental Manifesting Time: 1 Range: Medium (100 feet +10/level) Target: One living creature Duration: Instantaneous Saving Throw: Will negates Power Resistance: Yes Power Points: 7 The subject's brain functions are subtely altered so that the target cannot achieve a dream state. He is able to sleep, but not dream, allowing the use of related spells and psionics against the subject, but the subject themselves are unable to use psionics or magic the next day without their much needed mental downtime. All ability damage caused by this cannot be healed naturally until the subject gets a good night's sleep. Dreamless cannot be dispelled, for a change is made directly to the workings of the brain itself, causing an extended condition. This affect can be removed by psychic chicurgery, reality revision, and similiar effects. Restoration, Heal, Greater Restoration, Bend Reality and Limited Wish remove the affliction. This can only be used if the subject is awake. A second usage of this ability restores the brain to proper balance. Over 8 days, the subject suffers more and more severe reprocussions from the lack of healthy sleep. Subjects that don't dream are unaffected by this power. Those who meditate instead of dreaming are still affected as they are blocked from the neccessary subconscious interaction to refresh themselves. First day: The subject becomes edgy and tired, resulting in a the loss of a point of both intelligence and wisdom. (Int -1, Wis -1, Cha -0) Second day: The subject's adrenaline tries to make up for the lack of sleep, resulting in a +1 bonus to constitution and reflex saves. The mind however is even more weary, resulting in the loss of an additional point of intelligence and wisdom. (+1 Con, Int -2, Wis -2, Cha -0, +1 Reflex) Third day: The subject's adrenaline high wears off, and their entire body is weary with fatigue, resulting in 2 points of constitution, strength, dexterity damage. The subject also takes a -2 penalty on reflex saves. An additional point of intelligence, wisdom and charisma is lost. They also take a -1 to all skill checks. (Str -2, Dex -2 Con -2, Int -3, Wis -3, Cha -1, -2 Reflex, -1 Skill checks) Fourth day: The subject becomes both fatigued and shaken. Two additional points of intelligence, wisdom and charisma are lost. They also take a -2 to all skill checks. They also start to see things that are not there or feel sensations that do not truely exist. (Str -2, Dex -2, Con -2, Int -5, Wis -5, Cha -3, -2 Reflex, -2 Skill Checks, Fatigued, Shaken) Fifth Day: The subject becomes exhausted. Two additional points of intelligence, wisdom and charisma damage. They also take a -4 to all skill checks. They are continuously in the grip of illusions. The subject will panic once every hour unless they make a successful will save (DC 12). (Str -2, Dex -2, Con -2, Int -7, Wis -7, Cha -7, -2 Reflex, -4 Skill Checks, Fatigued, Shaken) Sixth Day: The subject must make a Will save (DC 10) or go insane. They also two additional points of intelligence and wisdom, and two points of charisma. (Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken) Seventh Day: The subject must make a Will save (DC 10) or go insane. Even if the save is made they are reduced to a gibbering wreck, unable to act in any way and are considered helpless. (Str -2, Dex -2, Con -2, Int -9, Wis -9, Cha -9, -2 Reflex, -4 Skill Checks, Fatigued, Shaken) Eighth Day: The subject falls into a coma, and dies 2d4 hours later, no will save. Augment: Augment: For every additional two power points spent this power affects another target, and the manifestation time increases by 1 round. Storm Cloud. (http://boards1.wizards.com/showthread.php?p=5874789#post5874789) Feats Brain virus [psionic] You can charge your brain with powers. Preq: manifester level 3, you must know at least one telepathy power Benefit: You may create a virus in your brain fluids. This virus is created by manifesting a power, paying all the necessary pps. The power manifested may be any power that effects a single target. As soon as any creature comes in contact with the inside of your skull, or tries to manipulate your brain, the virus becomes active and will attack the creature. If the power normaly allows a save the DC of that save increases with + 4. Crystallising focus [psionic] Using it's focus you can heal a part of your psicrystal Preq:psicrystal containment Benefit: You can expand the focus contained by the psicrystal to heal/repair it for 1 point of damage. This can be done 1 + your class primary ability modifier times a day Focused Haul [Psionic] You are able to keep the perfect muscle arrangement while carting heavy loads, spreading the weight evenly across your form. Prerequisite: Str 14, Endurance Benefit: As long as you are psionically focused you add 20 pounds to your carrying capacity for light, medium and heavy loads. [Perfection of Motion [Psionic] Your movements are completely poised and strictly controlled. Prerequisite: Dex 14, Balance 5 ranks Benefit: As long as you are psionically focused and not wearing medium or heavy armor, you gain a +10 bonus on your balance checks. Rejuvenating Trance [Psionic] You exchange sleep for meditation. Prerequisite: Mind Over body, Psionic Body Benefit: While you are psionically focused you may substitute sleep for eight hours of watchful meditation. This allows you to recover PSPs and hit points as quickly as if you were sleeping. You achieve a state of deep concentration, in which you focus and regain your energies. You are still conscious and aware of your surroundings, so do not suffer any penalties on surprise or initiative rolls, and you are not helpless if attacked. You still can't expend PSPs, however. Normal: Eight hours of restful sleep is required to regain PSP's and heal at an optimal rate. Keep the stone alive preq: encode stone, psycraft 5 Ben: With this feat a power from a powerstone can be manifested without flushing it from the powerstone. To manifest the power the manifester pays all cost +2 extra pp (to save the power from flushing). Normal powerstones usage rules must still be followed Crystal linked construct preq: psicrystal, astral construct power Ben: With this feat a manifester can imbed his psycristal in an astral construct he creates. The constructs duration will become untill dismissed or when it is destroyed. As long as this construct excist the manifester can't create an other astral construct Other Stuff in the Library Items: Gauntlet of Mind over Matter (http://boards1.wizards.com/showpost.php?p=4452692&postcount=1) Improved Gauntlet of Mind over Matter (http://boards1.wizards.com/showpost.php?p=4476825&postcount=10) Restoration Chamber (http://boards1.wizards.com/showpost.php?p=4477194&postcount=1) Classes: Redactor-Coercer Psion (http://boards1.wizards.com/showpost.php?p=4335038&postcount=369) Psychic Acrobat The Ever Rising (http://boards1.wizards.com/showthread.php?p=5685240#post5685240) The Ectoplasmic Harvester (http://boards1.wizards.com/showthread.php?p=6348922#post6348922) Also, please approve the entirety of Hyperconscious(written by Bruce R. Cordell, published by Malhavoc Press). It would be a great boon to us psions. |
| Master_of_Flames08-12-05, 12:25 AM | The Ceal'nis Sniper (http://boards1.wizards.com/showthread.php?p=6932540#post6932540) my self created sniper PrC. its for anyone and everyone who wants to find the perfect blend of a rouge, ranger, and assasin. |
| Dyne08-13-05, 05:39 PM | EDIT: Nevermind. |
| Dyne08-14-05, 01:08 AM | Moved to main post. |
| Dyne08-20-05, 03:38 AM | <<Moved>> |
| Dyne08-21-05, 01:09 AM | I'm just wondering, but what is the status of approval on my Magician class? I've received only positive comments on it, even from people outside the Guild House forum (okay, one person outside the Guild House forum, no one else has replied yet). EDIT: Jagggar, the Magician doesn't seem to be getting a lot of replies. Maybe if you changed the title of the thread to 'Magician: The Perfect Arcane Caster' instead of 'Magician (spell point arcane caster)', people would be more apt to look at it. Afterall, the spell point part is only one small bit of how it differs from traditional arcane casters. The class is essentially designed to fix all the perceived faults of the magic system. |
| Tenzhi08-21-05, 02:02 AM | Not to mention the status of the myriad other things submitted here. Some of which have been here for a month or more with nary a word. |
| Sargatanas08-22-05, 11:56 AM | The Terror Knight (http://boards1.wizards.com/showthread.php?t=487625) A knight who draws on the souls around him. |
| necrodude1608-23-05, 02:05 AM | Not to mention the status of the myriad other things submitted here. Some of which have been here for a month or more with nary a word. I can assure you that all the GM's are buisly working away behind the scenes in the guild house. And all material will be reviewed as soon as humanly possible. :) |
| Tenzhi08-26-05, 02:06 AM | I can assure you that all the GM's are buisly working away behind the scenes in the guild house. And all material will be reviewed as soon as humanly possible. :) Anyone else ever noticed that assurances are never very reassuring? |
| Master_of_Flames08-26-05, 02:10 AM | Anyone else ever noticed that assurances are never very reassuring? yep. one of my chracter bild relies soley on the Ceal'Nis Sniper. And if that isn't approved, then i have toscrap him and rebuild. |
| necrodude1608-26-05, 02:42 AM | Can everyone please edit there posts informing the GM's which Material is needed to be aproved for the IFGW. This will be a major help when determining which material is needed for the IFGW to begin and will also let us know who owns what. If for example you have posted a spell your character has, but you don't plan on participating the Colloseum battles, then edit your post to say that, because material such as that will not be needed to be approved as soon as other clasess or things. I can assure you that all the gm's are working as hard as they can to lauch the Guild Wars in a fantastic way:) |
| Dyne08-26-05, 06:20 PM | I'll also organize all my links into one post. |
| Aramar the Black08-29-05, 07:18 PM | Nevermind, I guess all the stuff I want is in only one post. I'll go edit that now. |
| Dyne08-29-05, 08:49 PM | Since I already changed Stormhand around to get him approved (and he's now dead), most of the stuff I have is no longer top priority. I'll have to edit again.... On another note, being the avid Harry Potter fan that I am, I'm working on rules for playing Quidditch, using D&D's regular Brooms of Flying (except possibly with some tweaks to make them faster and the like). I suppose my rules would have to be approved by the GM's before they could become official? |
| necrodude1608-30-05, 01:42 AM | Since I already changed Stormhand around to get him approved (and he's now dead), most of the stuff I have is no longer top priority. I'll have to edit again.... On another note, being the avid Harry Potter fan that I am, I'm working on rules for playing Quidditch, using D&D's regular Brooms of Flying (except possibly with some tweaks to make them faster and the like). I suppose my rules would have to be approved by the GM's before they could become official? it would depend on where the rules would be used. If they were used only in a guild setting, it would be up to the leader of that guild. If it was to be used as an event or part of the IFGW then it would need to be GM approved. |
| Dyne08-30-05, 06:05 PM | it would depend on where the rules would be used. If they were used only in a guild setting, it would be up to the leader of that guild. If it was to be used as an event or part of the IFGW then it would need to be GM approved. Yeah, I was thinking for it to be used as a wide-spread official event, like the Mountain Top Arena. |
| Tenzhi09-05-05, 04:58 PM | I think when he said 'working hard' he meant 'hardly working'... |
| Dyne09-05-05, 05:02 PM | Meh. I've already given up on it. For now, I'm just using Core material until people get back in the swing of things. On another note: Quidditch (http://boards1.wizards.com/showpost.php?p=7114964&postcount=1203) |
| Von Crown09-07-05, 11:29 PM | I've been working with two concepts that are a bit out of the ordinary, so I figured I should post the general ideas here before making anything more for them, to be on the safe side. I've posted related things in the past, so some of the concepts may seem familiar to any who've read the relevant posts. First order of business- Power sources. I'm working on several constructs with special abilities that require them to take specific amounts of electricity damage to function. I'm also working on Converters and Generators. Converters negate damage of one energy type and deal damage of another type at a certain ratio. For example, in the past I posted the Necrolytic Converter, which converts elecricity to negative energy on a ratio of 1 point of negative energy damage for every two points of electricity damage. Generators will have specific contacts, and anything touching the contacts takes an amount of energy damage of a certain type per round. Most will require fuel in specific amounts over specific time periods to continue to function. I think you get the general idea. The second item in question is Hive Nodes. A Hive Node is a lump of brain matter either grafted to the brain stem of a willing (or otherwise helpless :devil: ) subject, or is present in some creatures I've made as a racial ability. Each Hive Node has a Class, (Slave, Master, Independant, Hub, or Overlord), and all of those except the Slave and Hub Nodes has a rank, typically from 1 to 10, (with one exception). With that said, here's how each functions. Slave Node- Can recieve commands, but cannot transmit. Performs all commands received in order of priority, ignoring and commands that cannot be completed. Takes a -5 penalty on will saves to resist commands. Range: Cannot transmit. Hub- Can recieve and Transmit commands, but is not forced to obey commands, nor can it trasmit commands of its own, it can only relay the commands it is sent. Range: As signal source, may only relay. Master- Can recieve and transmit commands, just like a Hub Node, however, it is forced to act upon commands of a priority higher than it's rank, and may transmit commands of it's own of a priority equal to it's rank. Range: 100 ft. /Rank transmit, As signal source relay. Independant- As master in all respects, save that it is not forced to act upon any commands recieved. Range: 200 ft. /Rank transmit, cannot relay. Overlord- There is but one Overlord Hive Node in existance. It can transmit commands of a priority equal to it's rank (11) +4, for a total of priority 15. All Nodes take a -5 penalty to resist commands from an Overlord Node. Range: 1 Mile /Rank -1 (i.e., 10 miles) Now for a quick definition of a few terms- Command- As the spell suggestion, save that it is not language-dependant, has an unlimited duration, and does not have to sound reasonable (however, it can be resisted, see below), nor does it have to be very simple, it need only be within the Node bearer's capability to understand the general intent. Commands may be issued by nodes with that ability within the listed range. A command may be resisted with a will save (DC 10 + sending Node's rank + Sending Node bearer's CHA modifier). Also, bearing a Node that may recieve commands negates any resistance or immunity to mind-affecting effects as long as that Node continues to function. Relay- A relay is like re-tranmitting the original command, exactly as it was recieved, with the same priority and transmitting node rank, but uses the CHA modifier of the relaying creature instead of that of it's originator. No other details are changed. A given command may be relayed any number of times, as long as something else can pick up the signal and relay it. Whether a command should be relayed is decided by the signal's originator, not any of the creatures being relayed through. If activly concentrating, a relaying creature may understand the commands and act however it pleases, however, if not actively concentrating, it must make a DC 15 wisdom check to even notice that it is relaying a command. Implanting a Hive Node- A Hive Node can be implanted in any given non-construct creature. It takes 1d6 hour of sugery and a Fleshcraft or Heal check DC 10+node rank (for this purpose, treat Slave and Hub Nodes as Rank 5). The surgery must be performed on a willing or helpless creature. Any creature unwilling to bear a Hive node may attempt up to two fortitude saves , one immediatly after the operation, the other the next day. The DC is equal to the DC to perform the operation to implant it, and on a sucsess the Node atrophies away and harmlessly dissolves into the bloodstream. If the subject fails both saves, however, the Node becomes attached to their brain stem, requiring 2d6 hours of surgery and a heal or fleshcraft check equal to twice the DC of the check to implant it, with a failure resulting in the subject being slain. If the subject is then brought back to life, they will have an identical hive node unless brought back through a reincarnation or greater reincarnation spell. Obtaining a node- A hive node has a base price by Class, multiplied by the intended Node's rank (Slave and Hub nodes have a flat cost) Master- 40 gp per rank Independant- 45 gp per rank Hub- 100 gp Slave- 200 gp |
| jagggar09-17-05, 10:13 PM | Skygge are approved. I'll add it to the offical list later. |
| Demonfey09-17-05, 10:41 PM | Skygge are approved. I'll add it to the offical list later. Just the race, or some of the items? |
| jagggar09-17-05, 10:59 PM | Race is approved. I think Dromkarian Bone should probably be approved for use in 'other items'. I'm not sure about the prices for its use in weapons and armor though, I'd want the others to check it out as well. We aren't exactly sure of the stats of Skygge Shadow Mail yet but I can go with what Orcy said about it for now (so that we don't get held up at the battle). I think we might need a price check though. |
| Demonfey09-17-05, 11:01 PM | Okay. Thanks, it's somewhat necessary for approval of characters with certain items. Uh, just out of curiousity, any word about my PrCs and zamiel no oni? |
| gabrion09-26-05, 12:25 AM | I asked a question on the meta-thread, but since I'm so impatient (and since it involves item approval by the GMs) I'm going to ask here as well. There are actually two things about which I'm curious.... 1) Class specific items. This is a really cheesy way outlined in the DMG to reduce the cost of items by placing restrictions on who can use the item. The rule is that a class specific item costs 30% less than it normally would. Will this be allowed for characters who craft items? What about for regularly purchased items? 2) Can we use the formula for ability enhancing items to create an item that gives an odd number bonus to an ability score? For instance a periapt of wisdom +3 would cost 9,000 gold (bonus^2x1000). What says ye? I'm trying to jump back into the IFGW soon, but believe it or not these issues will have a major bearing on how my character is put together. In other words, I anxiously await the response of our beloved GMs. |
| BronzeBeard09-26-05, 05:49 PM | Here's a thing: I'de like to have WarCraft RPG's (made by sword and sorcery) feat chain of deflecting magic and any other metamagic feat I can scoundel from there. What say you? Is Unearthed Arcane's "lowering LA" can be approved? How can I use Oriental Adventure's metarial? It is all 3rd edition... :( |
| Demonfey09-26-05, 06:03 PM | Hey, BB! I can help out a bit with the oriental adventures part: most spells/feats have moved into the appropriate Complete books. In each complete book, they have an oriental adventures base class, namely the ninja, samurai, wu jen, and shugenja. There are PrCs based off of each in them, although some of the ones that are in the OA aren't in them. |
| Von Crown09-26-05, 06:19 PM | They did a 3.0 to 3.5 update in a dragon magazine as well, so whatever Demonfey can't handle, I probably can. It's number 318, pages 32 to 48, though there are a few full-page adds and such. I think all necessary changes are detailed, so if you tell me what you need I can give you what to change. Most of it is common sense, like the elimination of the shapechanger type. |
| BronzeBeard09-28-05, 07:12 AM | Well, the OA introduece the monk's PrC's - the tattood monk, the hensin mystic and the shintao monk. While the first was reintroduces in the CW the other two where nowhere to find inspite that they are more efficient than the tattoo guy... Will you know how they can be implemented into 3.5? |
| jagggar09-28-05, 09:46 AM | From Oriental Adventures Update by James Wyatt in Dragon 318 (April 2004). Henshin Mystic The Changes to the damage reduction system in 3.5 require two changes to the henshin mystic class. Ki Strike (Su): At 4th level, a henshin mystic's unarmed attacks are treated as lawful weapons for the purpose of dealing damage to creatures with damage reduction. If he already has ki strike (lawful) as a class ability from monk levels, he gains the ability to align his weapons to either good or evil, depending on his actual alignment. If he is neither good nor evil, he must choose one of those alignments to apply to his ki strike ability. At 8th level, a henshin mystic's unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and for bypassing hardness. Riddle of Inbulnerability (Su): A 10th-level henshin mystic gains damage reduction 10/magic. Shintao Monk Following the example of the Paladin, the Shintao monk gains the ability to smite Tainted creatures more times per day as he advances in level. To compensate for this improvement, his bonus feat progression is slowed. Shintao Monk Advancement Class Level Special 1st Monk abilities, touch the Void dragon, bonus feat 2nd Detect Taint, smite Taint 1/day, speak to the soul 3rd Grasp the earth dragon 4th Purity of Shinsei, bonus feat 5th Channel the fire dragon 6th Great silence, smite Taint 2/day 7th Steal the air dragon, bonus feat 8th Ancestral guidance 9th Ride the water dragon 10th Kukan-do, bonus feat, smite Taint 3/day Touch the Void Dragon (Su): Once per day, a Shintao monk can raise one of her ability scores by 4 points for a duration of 10 minutes per level. This ability is similar to the ability-boosting spells bull's strength, bear's endurance, cat's grace, fox's cunning, owl's wisdom, and eagle's splendor. Smite Taint (Su): At 6th level, a shintao monk can use this ability twice per day. At 10th level, he can use it three times per day. |
| jagggar09-28-05, 09:56 AM | 1) Class specific items. This is a really cheesy way outlined in the DMG to reduce the cost of items by placing restrictions on who can use the item. The rule is that a class specific item costs 30% less than it normally would. Will this be allowed for characters who craft items? What about for regularly purchased items? 2) Can we use the formula for ability enhancing items to create an item that gives an odd number bonus to an ability score? For instance a periapt of wisdom +3 would cost 9,000 gold (bonus^2x1000). What says ye? I'd say you'd have to have a pretty solid flavor backing like the holy avenger. A ring of protection or other such item that only works for people of the creator's class isn't going to cut it. *shrug* Why you asking me? Oh, wait, I'm a GM. . . :P My first instinct was to say it was okay, (and infact until this edit I had) However, in my rethinking it, there's a reason we don't have races with +/- odd number racial adjustments. You'd be getting nearly the same bonus for cheaper. (+1 3000 discount, +3 7000 discount, +5 11000 discount) So I'll say no on this unless you can convince the other GMs on it. Here's a thing: I'de like to have WarCraft RPG's (made by sword and sorcery) feat chain of deflecting magic and any other metamagic feat I can scoundel from there. What say you? Is Unearthed Arcane's "lowering LA" can be approved? How can I use Oriental Adventure's metarial? It is all 3rd edition... :( I haven't really looked at anything in there. Would one of the others happen to be able to give a decsion on this? No, we decided quite a while back that that was out. I think you can tell we've got you covered there. :P |
| necrodude1609-28-05, 08:59 PM | I haven't really looked at anything in there. Would one of the others happen to be able to give a decsion on this? Not Me. I don't have the warcraft stuff. Sorry :P |
| gabrion09-28-05, 09:03 PM | I'd say you'd have to have a pretty solid flavor backing like the holy avenger. A ring of protection or other such item that only works for people of the creator's class isn't going to cut it. *shrug* Why you asking me? Oh, wait, I'm a GM. . . :P My first instinct was to say it was okay, (and infact until this edit I had) However, in my rethinking it, there's a reason we don't have races with +/- odd number racial adjustments. You'd be getting nearly the same bonus for cheaper. (+1 3000 discount, +3 7000 discount, +5 11000 discount) So I'll say no on this unless you can convince the other GMs on it. Thanks jagggar. Even though those weren't the exact answers I was hoping for, knowing the GM stance lets me finish up the character. |
| Solmund10-09-05, 01:03 AM | I was wondering if this class could be approved: http://boards1.wizards.com/showthread.php?t=473876 |
| turalisj10-12-05, 05:13 PM | Here's a feat I'd like to use with my character: Divine Channeling. Flavor Text: By focusing the energies of your diety, you can decimate undead. Prerequests: Wis 15, Alignment matching that of your dieties, Able to cast 2nd level divine spells. Benefit: You can turn (if you are good aligned) or rebuke (if you are evil aligned) undead as a cleric half your level. If you gain the ability to turn/rebuke undead from another class, the attempts do not stack. |
| Demonfey10-12-05, 05:19 PM | I'd say include some type of spellcasting necessary and maybe burning a spell per use to set some restrictions. |
| Demonfey10-12-05, 05:53 PM | Orcy's made a few grafts, and he didn't know where to post them, so I asked if I could post them here. Since I haven't gotten a no, I'm going to add his grafts to the list of things to be looked at for approval, especially because his character has a few of them already... Orcy doesn't really know where else to post this, and since he just became a member here and a teacher in constructs... he figures this would be the best place to post these. So here is his rough draft of 'construct grafts.' Tell him what ya'll think. Construct Grafts A construct graft, unlike typical grafts, may be created with the Craft Construct feat or the appropriate Graft Feat. Each of these grafts can be created with a successful craft weaponsmithing or armorsmithing check. Effigy Arm: An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks. Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gp Arm of Clay: This graft grants the creature it is attatched to a +4 inherant bonus to it's strength score. If using a slam attack or some other type of weapon, the wounds inflicted refuse to heal naturally and can only be healed by magic with a successful caster level check (DC 10+ grafted creature's HD), if the check is failed the spell fails and is lost. Graft Flesh or Craft Construct, animate object; 40,000gp Arm of Stone: An Arm of stone is an arm carved from any type of stone. Many varieties exist but have the same purpose. An arm of Stone grants the grafted creature a +4 inherant bonus to it's strength score. In addition, the arm can be used three times per day to deliver a slow effect as the effect lasts for 1 round er two hit die of the grafted creature. Graft Flesh or Craft Construct, Fist of Stone; 30,000gp Arm of Iron: This arm made of a thick Iron comes in many shapes and sizes. Typically it appears too large for the grafted creature's body. This arm allows the grafted creature to make a powerful slam attack. In addition, the creature gains resistance 10 to fire and is able to make an additional slam attack for one round per con modifier if exposed to a fire attack as well as granting it a +4 inherant bonus to it's strength score. However, the creature takes double damage from attacks with the electricity element. Graft Flesh or Craft Construct, limited wish; 40,000gp Jaw of Iron: This is a jaw attached to the head of a creature. It is shaped in various forms but has the same power in any form. The creature may make a breath attack three times a day that poisons those who breath it in. The poisons initial damage is 1d4 con damage and it's secondary dmage is 3d4 con damage, the creature is entitled to a fortitude save to resist (DC 10+ 1/2 creatures HD+ con mod). This ability requires a 1d4+1 round wait period between uses. Enough of this gas is expelled to fill a ten foot square. Graft Flesh or Craft Construct, Cloudkill; 25,000gp Damage Table: Effigy Clay Stone Iron Fine - 1d2 1d3 1d3 Diminutive - 1d3 1d4 1d4 Tiny 1d2 1d4 1d6 1d6 Small 1d3 1d6 1d8 1d8 Medium 1d4 1d8 1d10 2d6 Large 1d6 2d6 2d6 2d8 Huge 2d6 2d8 2d8 4d6 Gargantuan 3d6 4d6 2d10 4d8 Colossal 4d6 4d8 4d6 8d6 A few more things to add since Orcy randomly thought of them after he posted the first set. They aren't really limbs, but more of... additions. Wrist Blade: This is a wickedly curved blade grafted into the arm of a creature. If used for an off hand attack it is treated as a light weapon. This blade can also be enhanced as a masterworked weapon, if used with a two handed weapon it may be used to make a single additional attack in a round in which the creature makes a full attack at a -5 penalty. Graft Flesh or Craft Construct, Craft Magic Arms and Armor; 2000gp Body Reinforcement: These stone or metal plates are grafted onto a creature's body. They cover shoulders, the chest, and most vital areas of the body. This graft grants the creature a +2 natural armor bonus and 25% fortification. This fortification does not stack with that granted by magical armor. Graft Flesh or Craft Construct, Stoneskin; 30,000gp Arm Cannon: This weapon can be added to any construct or construct limb (any construct arm grafts) when it is created. This is a hollow tube that is built into a constructed arm or graft. It can be loaded with various types of ammunition, including a special alchemical orb. The alchemical orb can be used to deliver grenade-like weapons such as alchemist's fire or acid. These orbs are a clear glass-type object that shatters upon impact. The arm can hold up to 10 shots of any type of ammunition at a time. Reloading this arm cannon is a full round action that provokes attacks of opportunity. Graft Flesh or Craft Construct, Gust of Wind; +1500gp (added to the price of the construct or construct graft) Bullet: This is a roughly the same design as a sling bullet but is much larger. Price (10) 1gp Spiker: This is a small ball lined with spikes. When it comes into contact with a target (including the ground) it explodes outward and deals half damage to everyone within 5ft of the original target. Price (20) 5gp Orb: These are the orbs used to deliver alchemical substances. The price listed is for a bag of empty orbs. Add the price of the alchemical substance to be delivered to this price. Price (20) 1gp Wrist Cannon Blade Bullet Spiker Orb Fine - 1d2 - - Diminutive 1d2 1d3 1d2 - Tiny 1d3 1d4 1d3 1d2 Small 1d4 1d6 1d4 1d3 Medium 1d6 1d8 1d6 1d4 Large 1d8 1d10 1d8 1d6 Huge 1d10 2d6 1d10 1d8 Gargantuan 2d6 2d8 2d6 1d10 Colossal 2d8 4d6 2d8 2d6 |
| turalisj10-12-05, 06:16 PM | Should be a bit harder for people to get now, since you can only get it if you have divine spells. Imagine a druid getting attacked by undead. She pulls out a holy symbol of Elhonna (or oba-dai) and sends them fleeing. |
| Demonfey10-16-05, 12:57 AM | A person asked me about the ECL of tomb motes a while ago. Recently, I tried calculating it. What I thought up was 3(hd)+1(nat. armor)+1(DR)+1(+4 dex, no con)+1(disease ability)-2(size) total 5 Please comment |
| Demonfey10-16-05, 01:13 AM | For all the times when spell effects just don't cut it... Invoke Drama: Any 0 Illusion school V,S When used, Invoke Drama forces the user to go into a dramatic monologue (hence the vocal component) and dramatic actions (hence the somatic component), and creates a flashy but altogether useless display that is as powerful looking as the caster is. Even characters that can't normally cast spells can use it, albeit unwillingly. During combat, caster doesn't apply dexterity at all to AC, and takes a -2 to all search, spot, and listen checks during the use of this spell due to concentrating on the dramatic atmosphere. |
| jagggar10-16-05, 01:29 AM | Prices should be higher on the grafts. Effigy Arm: An effigy arm is just what it sounds to be, the arm of an effigy creature. This arm grants the grafted creature a slam attack of the appropriate value (see table). It also gives the grafted creature a +2 inherant bonus to strength score. If the effigy creatue the limb origionates from had a natural attack, then the creature gains this attack instead of the slam attack. The creature may be grafted with a limb up to one size larger than himself, however he takes a -2 to all attack rolls and reflex saves, and a -4 penalty to balance checks. Graft Flesh or Craft Construct, Bull's Strength; Price 25,000gpA +2 inherent bonus costs 55,000gp in the form of a manual of gainful exercise. The price of the arm is less even than the price of a +1 manual. A person asked me about the ECL of tomb motes a while ago. Recently, I tried calculating it. What I thought up was 3(hd)+1(nat. armor)+1(DR)+1(+4 dex, no con)+1(disease ability)-2(size) total 5 Please commentWhat's the DR and size? Those values seem to be off, at least according to SS. |
| jagggar10-16-05, 01:34 AM | I'd like to put up the way half-dragons are treated in Urban Arcana. Instead of +8 STR, a medium or smaller half-dragon may gain only a +4 STR and gain fly (average) at the creature's base land speed. |
| Demonfey10-16-05, 01:34 AM | Tomb Mote: Size: tiny DR: 2/magic or cold iron Grafts: I'll mention it to Orcy. Thanks, jagggar. |
| Orcy The Green Wonder10-16-05, 03:56 AM | Prices should be higher on the grafts. A +2 inherent bonus costs 55,000gp in the form of a manual of gainful exercise. The price of the arm is less even than the price of a +1 manual. What's the DR and size? Those values seem to be off, at least according to SS. Grafts are treated by different rules. The Zombie Arm from Libris Mortis grants a +2 inherant bonus and a natural attack for 25,000gp. Which, of course, was Orcy's insiration on the pricing. Just a quick stop by and Orcy wanted to comment on this before heading to bed (wow it's late to be awake... or early depending on who you ask..) |
| Tenzhi10-16-05, 05:49 AM | Grafts are treated by different rules. So what're the drawbacks that make them so much cheaper? |
| turalisj10-16-05, 09:45 AM | Divine Channeling. Flavor Text: By focusing the energies of your diety, you can decimate undead. Prerequests: Wis 15, Alignment matching that of your dieties, Able to cast 2nd level divine spells. Benefit: You can turn (if you are good aligned) or rebuke (if you are evil aligned) undead as a cleric half your level. If you gain the ability to turn/rebuke undead from another class, the attempts do not stack. just reposting it. |
| Silmarien Aldalome10-16-05, 10:26 AM | Holy Blood Abjuration Level: Good, 5 Components: VSM, DF Casting Time: 10 Minutes Range: Touch Target: One Living Creature Duration: 24 Hours Saving Throw: Special Spell Resistance: Yes Description When this spell is cast, the Cleric opens a portal to the Positive Material Plane, allowing the influx of life-giving energies to infuse the blood. For the duration of the spell, the subject's blood is bolstered by the protective powers of positive energy. When Undead attempt to drink the subject's blood, the burning Holy Blood will damage Undead (1d6 + Caster Level per round, Fort Halves) burning them from the inside with Holy Blood. In addition to this, feeding requires an initial Will Save (DC=10+Spell Level+Ability Modifier) and concentration check (DC=10+1 per point of damage done) every round to continue feeding. For every additional round beyond the first, the assailant suffers -4 penalty, cumulative to the Concentration Check. The subject also receives the protection of taking only half the constitution drain, for the duration of the spell. If the subject is still under the effects of constitution drain absorbed by the spell, at the end of the spell's duration, they lose the protection afforded and must adjust their constitution score, downwards. The spell was invented by the Drow of Eilistraee, during the period in history of the Undead invasions and assisted them to survive. |
| Demonfey10-16-05, 12:22 PM | So what're the drawbacks that make them so much cheaper? A few grafts decrease certain abilities, such as the illithid grafts lowering will saves against mind affecting abilities. Other grafts, like the zombie arm, are a +2 with only that arm, and in that case if I remember right lowers the dexterity of the graftee. |
| Wilds10-16-05, 12:57 PM | Holy Blood Abjuration Level: Good, 5 Components: VSM, DF Casting Time: 10 Minutes Range: Touch Target: One Living Creature Duration: 24 Hours Saving Throw: Special Spell Resistance: Yes Description When this spell is cast, the Cleric opens a portal to the Positive Material Plane, allowing the influx of life-giving energies to infuse the blood. For the duration of the spell, the subject's blood is bolstered by the protective powers of positive energy. When Undead attempt to drink the subject's blood, the burning Holy Blood will damage Undead (1d6 + Caster Level per round, Fort Halves) burning them from the inside with Holy Blood. In addition to this, feeding requires an initial Will Save (DC=10+Spell Level+Ability Modifier) and concentration check (DC=10+1 per point of damage done) every round to continue feeding. For every additional round beyond the first, the assailant suffers -4 penalty, cumulative to the Concentration Check. The subject also receives the protection of taking only half the constitution drain, for the duration of the spell. If the subject is still under the effects of constitution drain absorbed by the spell, at the end of the spell's duration, they lose the protection afforded and must adjust their constitution score, downwards. The spell was invented by the Drow of Eilistraee, during the period in history of the Undead invasions and assisted them to survive. Im sorry sil but this is getting excessive, undead can be handled other ways. But making a spell just combat sargs vampire minions is kind of crazy? if i dare say that word |
| Von Crown10-16-05, 01:17 PM | Acually, it does seem like a fairly rational spell if you ask me. A tad specific, I'll agree, though. Seems like it's have some effect on non-undead that drink blood as well, as quite a few do exist. Healing additional hit poins, or temporary hit points gained could be actual hit points recovered, perhaps. Something along those lines. Also, I'm a tad confused about the spell level. Good 5? Wouldn't that imply a change to the Good domain? That seems like it may be a bit much. Maybe Cleric 5, Druid 5. Maybe throw in Sorceror/Wizard`6 too, if you want. |
| Wilds10-16-05, 05:57 PM | It does seem balanced. The saves arent that high and the effects not etrmeley powerful. |
| Silmarien Aldalome10-16-05, 08:31 PM | Thanx fellas. Hmm, I wondered about non Undead. Perhaps it should affect any that do that kind of ghoulish thing or that try to use your blood in ghoulish activities (e.g. anything with the Evil descriptor). Perhaps Healing on Casting? Perhaps +2 to Fort Saves? or Fast Healing? or resistance to spells cast by Evils? that affect the blood (e.g. diseases, etc) About the Domain. It would be a Cleric-Specific spell, the way it is, but, like Holy Aura (that can be cast by Domain and Clerics generally, perhaps it should be broadened). E.g. (Cleric, Good). Definitely Paladins. Rangers+Druids+Wizards+Socerers, Dunno - but - it makes sense that these folk would want the protection. Vampires are creatures many cultures want protection from. Perhaps access to the spell from those classes a level higher - Or code it up as a feat as well. regards stav |
| Master_of_Flames10-16-05, 08:41 PM | Try positoxins sil, they can be very effective against undead who normaly don't have a good constitution modifier. Especialy liquid mortality. I don't have my book with me, but I know the damage is does is permemanent. |
| Silmarien Aldalome10-16-05, 08:55 PM | Try positoxins sil, they can be very effective against undead who normaly don't have a good constitution modifier. Especialy liquid mortality. I don't have my book with me, but I know the damage is does is permemanent. thanx MoF :cool: I've not heard of these, but they sound just like what the doctor ordered (pun intended). I'll see if I can find a reference to 'em. regards stav |
| Master_of_Flames10-16-05, 09:05 PM | Libris Mortis. Those, along with a pair of nifty anti-undead PrC's, the sacred purifier and master of radiance, a whole morterary full of spells for aiding and hurting undead, and you can check up on what many of sargantas's controlled undead can do.... :D Yes, I know, I just made it that much easier for the good guys. But they need every bit of info they can get.... |
| BronzeBeard10-17-05, 06:33 PM | Well, the OA introduece the monk's PrC's - the tattood monk, the hensin mystic and the shintao monk. While the first was reintroduces in the CW the other two where nowhere to find inspite that they are more efficient than the tattoo guy... Will you know how they can be implemented into 3.5? May I dare ask any of the judges to, again, to look upon the first request or that neither of them have the books in question? |
| jagggar10-17-05, 06:52 PM | May I dare ask any of the judges to, again, to look upon the first request or that neither of them have the books in question? I believe I posted the 3.5 update to one of them. (Shintao monk I believe. Need the mystic as well?) I've got OA, but none of the complete series. |
| thasis10-20-05, 01:26 AM | I was thinking that these could be intressting as aproved. Maybe as future minions or something.... My Core Classes: Black Mage (http://boards1.wizards.com/showthread.php?p=7516093#post7516093), White Mage (http://boards.wizards.com/showthread.php?p=7524802#post7524802) |
| Tenzhi10-20-05, 02:58 AM | Three months and still nada. |
| gabrion10-20-05, 03:38 AM | I have two requests for the GMs to look at and consider for approval when they get a chance. In order of priority for me... The Ultimate Incarnate (http://boards1.wizards.com/showthread.php?t=275673) is a divine character that has been "touched by the gods" in some way. The Mystic (http://boards1.wizards.com/showthread.php?t=220711) is aa kind of travelling wise man of sorts. I would appreciate the GMs taking a minute to look at them. :) |
| thasis10-20-05, 02:30 PM | The Ultimate Incarnate is a cool class but I'm not sure if it's balanced with the rest of D&D. Sszanty made all of his classes in balance with his own since they're all ment to replace the Standard D&D classes. I'll leave the decision up to the Aprover people though since I'm not great at determining the balance issues. |
| Orcy The Green Wonder10-20-05, 07:07 PM | Orcy is still wating on response to his grafts. He must also add to the list the Artifex (http://boards1.wizards.com/showthread.php?t=263657). Orcy hopes that these things can be approved soon.... |
| jagggar10-20-05, 07:14 PM | If the grafts you based them on for prices have drawbacks, then the grafts you've created are going to have to have similar drawbacks or the prices are going to have to go up. |
| turalisj10-20-05, 10:19 PM | Still never got feedback on my event idea.... :weep: (I need to know if it sounds good or not so I know if I need to finish the npcs) |
| Blasphemous Revenant10-20-05, 10:27 PM | Phylactery of Undead Rebuking (http://boards1.wizards.com/showpost.php?p=7552706&postcount=151) Ring of Enlightenment (http://boards1.wizards.com/showpost.php?p=7552797&postcount=152) |
| Orcy The Green Wonder10-20-05, 10:43 PM | Would say... changing the Effigy arm to.. 30k or 35k be an acceptable amount for what it gives? Orcy is just shooting out a quick idea. He doesn't have quite the penalties that the zombie arm games, but most of these grafts are priced at the right amount. Keep in mind, inherant bonuses can only go up to 5 Orcy believes. |
| jagggar10-20-05, 10:59 PM | 35k sounds good to me. |
| jagggar10-20-05, 11:05 PM | We might regret this later, but hey! Here's a feat I'd like to use with my character: Divine Channeling. Flavor Text: By focusing the energies of your diety, you can decimate undead. Prerequests: Wis 15, Alignment matching that of your dieties, Able to cast 2nd level divine spells. Benefit: You can turn (if you are good aligned) or rebuke (if you are evil aligned) undead as a cleric half your level. If you gain the ability to turn/rebuke undead from another class, the attempts do not stack. Approved. I have two requests for the GMs to look at and consider for approval when they get a chance. In order of priority for me... The Ultimate Incarnate (http://boards1.wizards.com/showthread.php?t=275673) is a divine character that has been "touched by the gods" in some way. The Mystic (http://boards1.wizards.com/showthread.php?t=220711) is aa kind of travelling wise man of sorts. I would appreciate the GMs taking a minute to look at them. :)No on the Ultimate Incarnate since Thasis is correct. Will have to look further at the Mystic. Phylactery of Undead Rebuking (http://boards1.wizards.com/showpost.php?p=7552706&postcount=151) Ring of Enlightenment (http://boards1.wizards.com/showpost.php?p=7552797&postcount=152)Approved. Approved. |
| turalisj10-20-05, 11:18 PM | now if only she'd look at the pm i sent her...... :rolleyes: |
| Demonfey10-21-05, 12:26 AM | All Orcy's grafts are approved then? |
| Demonfey10-21-05, 12:30 AM | Would it be safe to say that items that are basically just DMG magical items in different form (headband to ring, for example) are approved? Because that is what the ring of enlightenment, for example, is. |
| Tenzhi10-21-05, 01:00 AM | Man. I wait three months and get no word on my submissions, and someone else posts and gets approved the same day. What? Do my ideas have old man smell all over them? |
| jagggar10-21-05, 11:56 AM | Asternamia (Star Gnomes) From the Gnome Foundation. A variant, contemplative, spacefaring gnome. EDIT: Incidentally, what sparse feedback I got over on the races forum suggests that the race should have a +2 LA rather than the +3 I gave it. :shifty: The Eternist A Prestige Class from Via Aeternum: The Forever Foundation.Gnomes at +2. Slightly concerned about True Immortality. . . . hmmm. . . |
| gabrion10-21-05, 02:04 PM | Slightly concerned about True Immortality. . . . hmmm. . . I took a look at the PrC at here's my opinion... I would get rid of True Immortality (if that means what I think it does then it's super broken), and replace that tenth level ability with a synthesis of Halt Metabolism and Spiritual Metabolism. Both of those abilities signal a kind of transformation (one remove the Con Score altogether and the other effectively replacing it with CHA) and such tranformative class features usually fit best at the very end of the PrC. I think they should have a good reflex save and a d8 for HD. Just my two cents. |
| Demonfey10-21-05, 11:18 PM | Death's touch: Armor enchantment that basically negates all positive energy spells. Useful for undead. Price: +4 bonus Creation: CL7, need Life Ward Life ward: Flip side of death ward, protects against positive energy. Otherwise, exactly the same. |
| Tenzhi10-22-05, 01:20 AM | I took a look at the PrC at here's my opinion... I would get rid of True Immortality (if that means what I think it does then it's super broken), and replace that tenth level ability with a synthesis of Halt Metabolism and Spiritual Metabolism. True Immortality simply allows one to ignore the "dead" condition. Not very powerful unless one also ignores the "disabled" condition. It's all well and good to not be dead at -infinity HP, but it's going to take quite awhile to come back from that. Especially considering that he won't be restored by healing magic. I thought it was more entertaining that way than giving them an ability that allows them to simply restore themselves from death. Steady Consciousness makes it a bit powerful when taking Psionics into account. Perhaps instead of "non-physical actions" it should specify actions involving Knit the Flesh and Energy Master. |
| Solmund10-22-05, 02:05 AM | I took a look at the PrC at here's my opinion... I would get rid of True Immortality (if that means what I think it does then it's super broken), and replace that tenth level ability with a synthesis of Halt Metabolism and Spiritual Metabolism. Both of those abilities signal a kind of transformation (one remove the Con Score altogether and the other effectively replacing it with CHA) and such tranformative class features usually fit best at the very end of the PrC. I think they should have a good reflex save and a d8 for HD. Just my two cents. Keep in mind this is the opinion of a powergamer. |
| gabrion10-22-05, 03:27 PM | Keep in mind this is the opinion of a powergamer. Hehe...I wouldn't count it as quite that. I do think I have a relatively good idea of game balance (whether or not I try to keep within it is a different issue) and my critique of Tenzhi's PrC is overly-harsh if anything. @Tenzhi-The Immortality as you described it does make a little more sense, but if you want to keep it as part of the PrC I think you should add some clause that allows the person to be killed. Maybe they should lose immunity to negative and positive energy if they are in a state when they would normally be dead (hence someone who knew their powers could cast a save or die on them while they are down)? Just one idea. |
| Tenzhi10-22-05, 05:26 PM | I do think I have a relatively good idea of game balance (whether or not I try to keep within it is a different issue) and my critique of Tenzhi's PrC is overly-harsh if anything. I wouldn't say it was harsh. It made me realize at the very least that the actions needed to be limited while disabled to prevent miscellaneous piles of pretty-much dead meat from Psi-blasting the universe from an invincible state. @Tenzhi-The Immortality as you described it does make a little more sense, but if you want to keep it as part of the PrC I think you should add some clause that allows the person to be killed. That would run counter to the ultimate goal of the class. How about: Spiritual Transformation: The Eternist has transformed into a corporeal being of pure spiritual energy, giving him many qualities similar to ghosts: - If reduced to 0 HP or otherwise destroyed, he will be dissapated. Once per week he may make an Eternist level check against a DC 16 to re-coalesce. - He is also subject to being Turned/Rebuked (and destroyed, though not commanded) with a Turn/Rebuke Resistance equal to the number of Positive/Negative energy points (respectively) he has stored. - Any mundane equipment and a number of magic items equal to his Charisma modifier that he has had in his possession for at least a week may be attuned to his person. Such items dissipate and reform along with the character. |
| Demonfey10-24-05, 12:58 AM | Final status on Orcy's grafts? |
| Demonfey10-24-05, 07:35 PM | Walter using gloves (http://de.geocities.com/scheele_matthias/walter02.jpg) To quote Walter against an army of undead called ghouls (think zombies, just called something else): "Too slow! Ghouls are only ghouls in the end. Putting their persistence to work was a good idea...But as you'll see! This army's far from IMMORTAL or INVINCIBLE." *entire army is sliced to pieces with a pulling of wires.* NOTE: THIS IS THE MAIN VERSION. ALL OTHER VERSIONS ARE INCOMPLETE. Which leads to my new magical weapon Gloves of bladed destruction: The wearer of these gloves can make a single +1 vorpal razorwire garrotes from rings on each finger. If the wire is for any reason detached from the gloves, that wire dissipates into nothingness automatically. Making the wire takes a standard action, and is treated as drawing a weapon, which means it can benefit from feats like quick draw, too. To use them correctly, the wearer must have exotic weapon proficiency (razorwire garrote), weapon finesse, and a dexterity of at least 20. Incorrect use results in a mess due to the user being caught in the wires and the enemies getting better handholds. The garrotes, when used this way, attach to both gloves, limiting reach to 25 feet with them, and each does slashing damage. Three times a day, the gloves allow the user to increase the number of wires so that dozens of wires can hit multiple targets in what could be considered a web, woven between the targets and its center (as well as all the wires) around the user, until either concentration is broken or all targets are dead/out. To use this, the user must stand stock still, and if they move, the effect ends as the wires all snap off the rings and all enemies are freed. Each target within a half circle of twenty five by fifty feet is caught in the web, and it takes an pair of opposed escape artist checks to escape unharmed, against a grapple check made by the wearer. If the first check succeeds and the second fails, then the person is partially trapped, and roll a d4 to find out if it's a limb or limbs, 1 and 3 being one arm or one leg, 2 and 4 being both arms or both legs, taking 1d4 a round from razorwire cutting into their limbs. This takes an escape artist check of 20. Failing all rolls means that they are completely unable to move, and that takes an escape artist check of 40 to escape, taking 2d4 damage a round. Succeeding both rolls means you escape the web unharmed. Armor, even full plate, is cut by it as though with a sword, so it doesn't help as much as some would think. In other words, treat as giving the feat sunder for situations involving its entanglement power. Each victim is on a different roll, and if there is a critical roll on a twenty, after confirmation, the target is killed. Each wire does 2d4 damage, plus 1.5 times the strength modifier. For a more "person friendly" approach, the garrote wires can be made so that they don't cut things to bits. This use can wrap around items and be used to bring them closer. It can retrieve weapons (sleight of hand), be used to catch people falling without any really severe damage (such as being cut into tiny portions from the wire and gravity), using a Use rope check in combination with a sleight of hand check. Finally, it can also be used as a scaling tool, to a certain degree (use rope). Rolls are case-by case Cost: 72,000+20,000+500=92,500 gp Need decapitating scarf, web, and dancing chains to make, CL 14. Never did get why dancing chains was in BoVD. It could be used by LG mages to capture enemies nonlethally, if using manacles.) Expect something on a special teleportation item and bayonets... |
| gabrion10-25-05, 03:16 AM | The wearer of these gloves can make up to five +1 vorpal razorwire garrotes from rings placed on each finger Hmm...I'm not sure how the pricing was done, but if they are five seperate garrotes, then having them all be +1 and vorpal would cost 360,000 gp. Maybe I've misread how the item works though (tiredness has me at the moment). |
| Demonfey10-25-05, 03:24 AM | Think like a scourge: it has a bunch of ends, but they are all the same in the end. That's the methodology I worked with here as well. Also, it's part flavor of the item. |
| Tenzhi10-25-05, 12:14 PM | Think like a scourge: it has a bunch of ends, but they are all the same in the end. That's the methodology I worked with here as well. Also, it's part flavor of the item. Considering that there are multiple-ended items already in D&D, and that you have to seperately enchant THOSE ends to get the effects on all the ends, I think gabrion is probably right. |
| Demonfey10-25-05, 03:21 PM | Okay, then. The vorpal part has to stay, due to one of the gloves' abilities, so maybe just one longer garrote that the user can make at a time (60 feet of total garrote, one garrote at a time, if the garrote is removed from the gloves, that garrote is automatically unmade), and say, standard action to make one? Like drawing a weapon, unless they have quick draw? Made some changes. Check it out, and tell me what you think. |
| Blasphemous Revenant10-30-05, 09:12 PM | Lesser Darkness and Lesser Black Luminary (http://boards1.wizards.com/showpost.php?p=7633709&postcount=153) |
| Demonfey10-31-05, 07:46 PM | Dare someone to make this enchantment for items: Gene2324 Screw a damn alarm spell. Find a wizard to enchant the bag to only be safely openable by you and if someone that isn't you opens it as soon as they stick their hand in have 'em make a reflex save or loose the hand. Super effective and they learn a damn good lesson after you hand them back their severed hand. -Gene |
| Von Crown11-01-05, 12:27 PM | So have I had any GM response on my Hive Nodes? 'Cuz they might come in handy soon. |
| gabrion11-02-05, 04:20 AM | I would like the GMs to take a look at the following feat and give it a thumbs up (or down) when they get a chance. Holy Mount [General] Your mount is a divine gift. Prerequisites: Ability to gain a paladin special mount, any other divine spellcasting class level 1st. Benefit When determining the abilities of your paladin special mount, you can combine the levels of your paladin class with those of your other divine spellcasting class. For example, a 5th level paladin/3rd level cleric with this feat grants his paladin special mount abilities as an 8th level paladin. |
| Demonfey11-02-05, 11:51 AM | ...I present to you the skygge and related PrC's, originally posted by Droga, and reposted on the boards by Thasis and Orcy. The Skygge The Skygge as a Race The Skygge are a race of shadowy beings from a border plane called Dromkar. On the edge of the shadow plane, their own is filled with shadows and darkness. The world is littered with black bones that rise from the grounds as if they were trees. It's rivers flow with a thick red liquid. The central piece of their world is the Skull of Dromkar. A massive horned black skull, it's eyes pour forth the red liquid that forms their rivers, called the Blood of Dromkar, it is a thick and evil substance. The mouth of the skull stands open, and periodically skygge will emerge from within, being born when enough shadowstuff and skygge energy has been collected. Before this massive skull sits a throne of polished black bone. This, is the seat of power on Dromkar, the throne of the lightbane. Droga the lightbane, a massive creature of shadow, so dark is his nature that a shadowy field surrounds him, obscuring the view of any but those with the best of eyes in the darkness. His own eyes glow with a blood red anger. He is a vengeful lord, and strikes down the enemies of his kind. Often the Skygge travel forth into other lands under his command. Seeking great power and thrill. The skygge are a warrior race, they enjoy battle and would wish to die in no other way. To lose is dishonorable, to surrender is cowardice, and to flee is unforgivable. Skygge enjoy "fair" battles, fair in the sense of numbers for the most part. If they agree to one form of battle and another is what they discover when the battle starts, they are greatly angered. History of the Skygge The first appearance of the skygge in known history happened many many years ago. Most records of this time are lost, yet there is mention of a great shadow. It is said that the Skygge came through offering their services to the king of the human lands. When he saw these creatures he believed they had hidden motives and struck out against them. Angered by this blatant insult, the Skygge came through cracks in the very world, what we would today likely call portals. In one night the skygge had annihilated the kindom completely. The soldiers were all dead or in hiding and the royal family was lost forever. The clearest note in these documents recalls the aftermath of the battle. It reads as follows: "And in the end, the city lay in ruins. The towers of the great keep had fallen into the streets below. The palace burned like some great funeral pyre. As the shadow's fled back from whence they came, a hideous laughter echoed through the night sky. Looking upon these vile cracks in the sky, a pair of great eyes gazed down upon the world. Red orbs of terror and malice that shook the very foundations of the earth." Many later stories tell of similar things. Skygge laying waste to cities and countries in short time. Then, abruptly their story ends. They skygge go unheard of for many years. Until recently, when the creatures have once again emerged from the shadows. With nothing but horror following behind them. The Stats Skyggekin Medium Outsider (evil) Hit Dice: 1d8-1 (3 hp) Speed: 30ft Armor Class: 13 (Dex +1, Leather Armor +2) Base Attack/Grapple: +1/+6 Attack: Claw +3 (1d4+1) Full Attack: 2 Claws +3 (1d4+1) Space/Reach: 5ft/5ft Special Qualities: Powerful Build, Shadowtouched, Darkvision 60ft Saves: Fort +1, Ref +3, Will +2 Abilities: Str 12, Dex 12, Con 9, Int 10, Wis 10, Cha 8 Feats: Weapon Focus (Claw) Emvironment: The Shadow Plane of Dromkar Organization: solitary, pair, Training Clan (10-50) Challenge Rating: 1 Alignment: Always Chaotic Evil Advancement: By class Level Adjustment: +1 Although like their brethren being agile and powerfully built, a Skyggekin's shadowstuff body isn't formed as solid as it's other brethren. They are also very forward and nieve. These Skygge are a result of the remains of energies left from the creation of a half-skygge. The sliver of mortal energy left when it is torn from the being and replaced with shadowstuff occasionally forms into a new creature. Mixing with shadowstuff and skygge energies to form the skyggekin. They stand around seven to eight feet tall and their hands end in sharp claws. Their skin is not as dark as most skygge's but rather a duller black. Their eyes are usually a solid color, but not as bright as their brethren. Through certain rituals a skyggekin can be infused with shadowstuff and made into a full fledged Skygge grunt, but they must train hard before their bodies can withstand the pain these rituals involve. Shadowtouched (Ex): While within 20 ft. of any shadow (no matter the size) the Skyggekin gain a +10 bonus on all Hide and Move Silently checks. Powerful Build (Ex): Skyggekin can use weapons a size category larger than normal for their size. They are also treated as large for opposed rolls when it would be beneficial (grapple, overrun, bull rush, etc). Skygge Grunt Large Outsider (Chaotic, Evil) Hit Dice: 4d8+8 (26 hp) Initiative: +4 Speed: 40ft Armor Class: 16 (+1 Dex, +6 natural, -1 size) Base Attack/Grapple: +4/+11 Attack: Claw +8 (1d8+3) Full Attack: 2 Claws +8 (1d8+3) Space/Reach: 10ft/10ft Special Attacks: Shadow Meld Special Qualities: Spider Climb, DR 5/good, Darkvision 60ft Saves: Fort +6, Ref +4, Will +5 Abilities: Str 16, Dex 13, Con 14, Int 7, Wis 13, Cha 8 Skills: Hide +11, Intimidate +10, Jump +10, Listen +8, Move Silently +7, Spot +8 Feats: Weapon Focus Claw, Improved Initiative Environment: Shadow Plane of Dromkar Organization: solitary, pair, warband (10-30), invasion force (31-200, 5 Skygge Elders, 1 Droga) Challenge Rating: 3 Alignment: Always Chaotic Evil Advancement: By Class Level Adjustment: +3 Skygge Grunts are the most abundant creatures on the plane of Dromkar. Formed from shadowstuff and a mixture of the Blood of Dromkar. A thick reddish blood filled with magical power that flows from their central artifact, the Skull of Dromkar. Their bodies are a dark black, so dark that their skin appears to absorb the light around them. Their eyes are a glowing yellowish color and their arms are massive. The claws at the ends of these arms are almost as large as a human's body. Easily larger than a halfling or other small races. These creatures stand about 12ft tall. Spider Climb (Ex): A skygge has the ability to climb up walls and even across celings as if it were under the effects of a spider climb spell. It moves at it's full base speed and can move up to two times it's base speed in a charge action. This ability comes from a natural action of the Skygge's body, it's shadowstuff (in it's hands and feet) forming to hold onto a wall or other surface when it walks up a wall. Shadow Meld (Su): In any condition of illumination other than full light a skygge may take a move action to melt away into the shadows. This grants the Skygge total concealment. They are treated as if invisible while in this state. Artificial illumination, even a light or continual flame spell, does not reveal a skygge. A daylight spell, however, does. As does a true seeing ability. Because the skygge is not actually invisible, forms of magic to see invisible creatures have no effect. A skygge may move normally while in this state and not be detected as long as it remains within 10ft of a shadow cast by a creature or object of size small or larger. If the Skygge attacks it becomes visible for the round in which it attacked, disappearing again at the begining of it's next round, again, as long as the skygge is within 10ft of a shadow. Skygge Elder Large Outsider (Chaotic, Evil) Hit Dice: 6d8+12 (39) Initiative: +3 Speed: 40ft Armor Class: 18 (-1 Dex, +4 Natural, +6 Skygge Shadow Mail, -1 size) Base Attack/Grapple: +6/+13 Attack: Claw +11 (1d8+4) Full Attack: 2 Claws +11 (1d8+4) Space/Reach: 10ft/10ft Special Attacks: Shadow Meld, Spell Like Abilities Special Qualitites: Spider Climb, DR 5/magic and good, Darkvision 60ft Saves: Fort +7, Ref +4, Will +6 Abilities: Str 16, Dex 9, Con 14, Int 9, Wis 12, Cha 15 Skills: Bluff +11, Hide +11, Intimidate +15, Knowledge (any one) +8, Listen +10, Move Silently +8, Spot +10 Feats: Weapon Focus (Claws), Improved Initiative, Power Attack Environment: The Shadow Plane of Dromkar Organization: solitary, pair, invasion force (31-200 skygge, 5 Skygge Elders, 1 Droga) Challenge Rating: 5 Alignment: Always Chaotic Evil Advancement: By class Level Adjustment: +3 When Skygge are born from the blood that flows within the Skyll of Dromkar, sometimes an Elder is created. These elders are slower than their cousins, but they gain innate magical power. Giving them the ability to call upon a limited selection of spell like abilities. Their bodies are a dark black, so dark that their skin appears to absorb the light around them. Their eyes are a glowing orange color and their arms are massive. The claws at the ends of these arms are almost as large as a human's body. Easily larger than a halfling or other small races. These creatures stand about 14ft tall. Spider Climb (Ex): A skygge has the ability to climb up walls and even across celings as if it were under the effects of a spider climb spell. It moves at it's full base speed and can move up to two times it's base speed in a charge action. This ability comes from a natural action of the Skygge's body, it's shadowstuff (in it's hands and feet) forming to hold onto a wall or other surface when it walks up a wall. Shadow Meld (Su): In any condition of illumination other than full light a skygge may take a move action to melt away into the shadows. This grants the Skygge total concealment. They are treated as if invisible while in this state. Artificial illumination, even a light or continual flame spell, does not reveal a skygge. A daylight spell, however, does. As does a true seeing ability. Because the skygge is not actually invisible, forms of magic to see invisible creatures have no effect. A skygge may move normally while in this state and not be detected as long as it remains within 10ft of a shadow cast by a creature or object of size small or larger. If the Skygge attacks it becomes visible for the round in which it attacked, disappearing again at the begining of it's next round, again, as long as the skygge is within 10ft of a shadow. Spell Like abilities: 3/day- Protection from Good, Darkness, Minor Image, Cause Fear 1/day- Shadow Evocation Skygge Droga The creatures just kept coming. A black tide poured forth over the horizon in a never-ending wave of chaos and destruction. The yellow eyed creatures struck down their strongest fighters, while the smaller ones disappeared before showing themselves once more, usually holding the head of a friend. They showed no mercy, all that stood before them fell. Then, came the most terrifying sight yet. A massive creature standing at least sixteen feet tall rose up from the shadows. Walking in the middle of the creatures, the black sea parted for it. It's red eyes shone in the darkness, staring right through and beyond. The others seemed to take great pleasure in it's arrival. They strcuk harder, and withstood more than they had before. All the while, the red eye'd creature laughed, amused by the weak resistance. It was now but a matter of time, before all was lost. A skygge Droga is the higest level among skygge society. The Drogas are the leaders of clans, and are seen as directly below their great lord, Droga the lightbane. The title is one of great respect and only granted to those the Lightbane deems worthy. Hit Die: d10 BAB Fort Ref Will Special 1. +0 +2 +2 +2 Skygge Leadership 2. +1 +3 +3 +3 Skygge Clan (150%) 3. +2 +3 +3 +3 4. +3 +4 +4 +4 Greater Skygge Clan (200%) 5. +3 +4 +4 +4 Shadow Lord Requirements Race: Skygge Elder Feats: Leadership Knowledge (Tactics): 8 ranks Diplomacy: 4 ranks Special: Must be initiated into his Skygge Droga position in a magical ritual performed by their lord, Droga the Lightbane. Class Skills Bluff (cha), Climb (str), Diplomacy (cha), Hide (dex), Intimidate (cha), Knowledge (Tactics) (int), Move Silently (dex), Sense Motive (wis) Skill Points: 4 + Int Mod Class Features Weapon and Armor Proficiency: The Skygge Droga gains no weapon or armor proficiencies. Skygge Leadership: The Skygge Droga gains the ability to call upon Skygge to serve under him. The Droga divides the number of his level 1 followers by two, gaining this number of Skyggekin under his command. His level 2 followers may be composed only of Skyggekin (with 1 class level) as well. Level 3 followers may be selected from Skyggekin (with 2 class levels) or Half-Skygge (with 1 class level). Level 4-5 followers may be gained from half-skygge or Skygge Grunts. For level 6 Followers, the Droga may choose between any of these or a single Skygge Elder, replacing any other level 6 followers. This ability replaces the normal leadership feat. (These figures are for non-epic leadership) Skygge Clan: At level 2 the Droga's power is well known to other Skygge. He gains an increase in followers and may now adapt a clan name. The clan name is then added onto his title (Droga of the Dark Claw Clan for example). At level 2 the Skygge elder can call 50% more followers to him. This increases all the previous statistics by 50%. At level 4, he may call an additional 50%, effectively doubling the numbers listed in the Skygge Leadership ability. Shadow Lord (Su): At this level the Droga's power over his followers reaches a new height. All skygge fighting under the command of the Droga gain a +2 morale bonus to attacks. In addition to this, they gain hit points equal to 5+the Droga's Cha mod. This ability effects the Droga as well. The ritual to become a Skygge Droga is a closely guarded secret like many of the Skygge's past. All that is know is that it increases the height of a Skygge elder by two feet. It also changes their eyes from an orange color to a glowing red. These are status symbols among skygge society. All Skygge below a Droga must obey it, or suffer consequences. While great respect is paid to a Droga, the Skygge under one are usually respected by it. As long as one does not retreat from battle or surrender. Servant of the Skygge The Skygge are an ancient violent race of barbarians from the Plane of Shadow. They live to kill, and do so without mercy. In fact their favorite targets are humanoids, mostly humans, and attack them without second-thought. Though they are viscious their leader are more intelligent than the average Skygge, and know that they cannot live without allies. Therefore, the elders grant select humanoids with dark cloaks of immense powers, allowing them to become one with their kins abilities. The Servant's of the Skygge are natural born killers, and are selected when they prove their abilities. Mostly murderers and thieves are selected for this job, but many warriors are as well, for their toughness in battle. They are the Skygge's eyes and ears, and sometimes even blades to the outside world. Mostly used as spies or sentries, they are cunning and swift. Ready to pounce and strike their targets with a vigor unknown to normal mortals. Hit Die: d6 BAB Fort Ref Will Special 1. +1 +0 +2 +0 Shadow Cloak Ability 1 2. +2 +0 +3 +0 Shadow Cloak Ability 1 3. +3 +1 +3 +1 Hide in Plain Sight 4. +4 +1 +4 +1 Shadow Cloak Ability 2 5. +5 +1 +4 +1 Shadow Cloak Ability 2 6. +6 +2 +5 +2 Sneak attack +2d6 7. +7 +2 +5 +2 Shadow Cloak Ability 3 8. +8 +2 +6 +2 Shadow Cloak Ability 3 9. +9 +3 +6 +3 Always Sneaky 10.+10 +3 +7 +3 Shadow Transcensence Requirements To qualify to become a Servant of the Skygge, a character must fulfill the following requirements. Feats: Combat Reflexes, Improved Initiative, Stealthy Skills: Hide 6 Ranks, Intimidate 6 Ranks Special: Sneak Attack +2d6, Evasion class ability. Must be granted the Shadow Cloak from a Skygge Elder in order to start levels in this PrC. Class Skills Balance (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Disguise (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Sleight of Hand (Dex), Spot (Wis), and Tumble (Dex) Skill Points: 4 + Int Mod Class Features The following are class features of the Servant of the Skygge prestige class. Weapon and Armor Proficiency: The Servant of the Skygge gains no weapon or armor proficiencies. Shadow Cloak (Ex): The Servant of the Skygge is granted a cloak that looks like it was created of pure shadow. In reality it is the skin of Skygge slain upon the battlefield and made into a cloak. This cloak grants the servant of the Skygge the powers of their shadowy ways and allows him to utilize simple shadow tricks to his advantage. At 1st level it starts out with one of the abilities listed. The Shadow Cloak gains extra abilities that can be chosen from the respective lists below. 1st Level Abilities Smoke Aura- The Shadow Cloak emits what seems to be pure black smoke making their figure harder to see. Bonus: +2 on Hide checks Special: May not have this aura along with Mist aura Mist Aura- The Shadow Cloak emits what seems to be pure white smoke making your movements harder to distinguish. Bonus: +2 on Sleight of Hands checks. Special: May not have this aura along with Smoke Aura Chilling Aura- The Shadow Cloak gives off a chilling cold that makes you more frightening. Bonus: +2 on Intimidate checks Special: May not have this aura along with Warming Aura Warming Aura- The Shadow Cloak gives off a gentle warmness you feel more comfortable while talking. Bonus: +2 on Bluff checks Special: May not have this aura along with Chilling Aura 2nd Level Abilities Sensing Skin- This skin grows across the Servant's own, making him react quicker. Bonus: +2 bonus to Initiative Special: May not have along with Dense Skin Dense Skin- This skin grows across the Servant's own, making him more durable. Bonus: +2 natural armor bonus to AC Special: May not have along with Sensing Skin Resistant Skin (Cold)- Makes the Servant's skin more resistant to the element of cold. Bonus: Cold Resistance 5 Special: Must have the Chilling Aura ability. Resistant Skin (Fire)- Makes thes Servant's skin more Resistant to the element of Fire. Bonus: Fire Resistance 5 Special: Must have the Warming Aura ability. 3rd Level Abilities Mithril Scales- These scales grow across the Servan't skins, increasing his speed and agility. Bonus: +4 Bonus to Dexterity and gains the Dodge feat from free. Special: May not have these scales along with Adamantine scales. Adamantine Scales- These scales grow across the Servan't skins, increasing his strength and toughness. Bonus: +2 Bonus to Strength and DR 5/magic Special: May not have these scales along with Mithril scales. Spined Scales- These scales grow across the Servan't skins, allowing him to grasp objects easier. Bonus: Allows the Servant to use Spider Climb continuously, natural attacks that hit him deal 1d6 damage to the attacker. Special: May not have these scales aloing with Bladed scales. Bladed Scales- These scales grow across the Servan't skins, giving him a bonus to his offensive capabilities. Bonus: 2 claw attacks, deach dealing 1d6 damage plus 1 1/2 times strength mod. Special: May not have these scales along with Spined scales. Hide in Plain Sight (Ex): The Shadow Cloak allows him to duck down in shadows much more easily than without it. So much more easily in fact, he can use his Hide ability whilst being observed or in any other circumstance, as long as he's within 10 ft. of a shadow. Sneak Attack: The Servant's sneak attack ability increases in damage by +2d6 at 6th evel. This jump in damage is due to their more murderous and stealthy ways. Always Sneaky (Ex): The Servant always tries to move with as much stealth as possible, dodging the unwary eyes of commoners easily. They are great at stalking and the Shadow Cloak inproves this ability henceforth. At 9th level the Servant is always taking 10 upon his Hide and Move Silently checks, whether he is moving at full speed, or in a full-out run. He no longer suffers movement penalties for these checks whilst taking 10. Shadow Transcendence: His cloak has now become as powerful as the long dead Skygge it was created from. The master of the cloak may no longer remove it, for it is grafted itself around his body, borever part of him and transforming him. The Servant becomes an Outside with the Shadow descriptor, he gains a both Darkvision 60 ft. and Low-light vision. As an Outsider he no longer ages and therefore cannot die from old age, nor suffer the penalties of aging. His homeplane is that of the Plane of Shadow, and he can survive there without suffering any detrimental affects. He is no long affected by spells that target humanoids such as Hold Person but he can now be affect by spells such as Banishment and Magic Circle of Protection. Enjoy... |
| necrodude1611-03-05, 02:19 AM | I would like the GMs to take a look at the following feat and give it a thumbs up (or down) when they get a chance. 'proved :) |
| necrodude1611-03-05, 02:21 AM | ...I present to you the skygge and related PrC's, originally posted by Droga, and reposted on the boards by Thasis and Orcy. Do you want that approved or are you just "presenting" it? |
| Demonfey11-03-05, 10:06 AM | Presenting. Jagggar just asked someone to put the skygge on this thread to make sure the skygge survived pruning. |
| Blasphemous Revenant11-07-05, 03:06 PM | Staff of Pestilence and Infernal Manuscripts (http://boards1.wizards.com/showpost.php?p=7657559) Make Hollow (http://boards1.wizards.com/showpost.php?p=7602594) Animate Swarm (http://boards1.wizards.com/showpost.php?p=7577522) Could someone also please review Lesser Darkness and Lesser Black Luminary above? Also, could the links of approved materials on the front page please be updated? |
| Demonfey11-07-05, 04:29 PM | The player who asked me about this has come back into contact with me. Could you please approve this? A person asked me about the ECL of tomb motes a while ago. Recently, I tried calculating it. What I thought up was 3(hd)+1(nat. armor)+1(DR)+1(+4 dex, no con)+1(disease ability)-2(size) total 5 Please comment Tomb Mote: Size: tiny DR: 2/magic or cold iron |
| jagggar11-09-05, 02:36 PM | A person asked me about the ECL of tomb motes a while ago. Recently, I tried calculating it. What I thought up was 3(hd)+1(nat. armor)+1(DR)+1(+4 dex, no con)+1(disease ability)-2(size) total 5 Please comment +1 Natural armor +1 DR +1 Ability mods +1 Disease ability -1 Size (Tiny) +3 Level Adjustment Might be able to see the NA and Dex bonus under one thing, but I don't know how powerful the disease ability is. |
| Demonfey11-09-05, 02:49 PM | DC 13 fortitude save or corpse bloat (1d6 days, damage 1d6 str). The save DC's charisma based. Also, there's an extra standard action or move action ability usable each round ability that it has. |
| Demonfey11-09-05, 02:53 PM | Here's a spell that we're developing over at the GoUE. Ritual of Shadow Bonding CL: evil 7, sor/wiz 7 Casting time: 5 hours XP cost (5000, maybe) 1d4 points of damage for 10 rounds, nothing can stop the completion of the ritual (last ten rounds). V, S, M Duration (after casting): instantaneous Requirements This ritual is related to the Ritual of Bonding, used by those who want ot become Acolytes of the Skin. This spell binds the soul of an outsider into the user's shadow, and is how the original shadow demons were created. The process makes the demon into a shadow demon, and they lose all powers they had before this. This merges part of the demon's soul with the soul of the summoner, and keeps the demon within 60 feet of the caster. The demon can't leave that area, and is physically stopped as if by a wall if it tries to pass that point. The demon acts as a guead and lackey to the summoner. For purposes of controlling the demon and dealing with them via magical means, treat as summon monster spell, except 1d6 days after being dispelled/dismissed by magical means. If the demon is killed/destroyed, the summoner takes 10d6 damage, from such a strong connection. Requirements: requires finding a willing demon, making peaceful contact, and making a contract with it beforehand. Material component: 10 souls (like the soul larvae in the BoVD) Edit/Delete Message |
| gabrion11-09-05, 03:20 PM | +1 Natural armor +1 DR +1 Ability mods +1 Disease ability -1 Size (Tiny) +3 Level Adjustment Might be able to see the NA and Dex bonus under one thing, but I don't know how powerful the disease ability is. I wouldn't give a -1 for the size. |
| Demonfey11-09-05, 05:30 PM | Savage Species rules on conditions of size (hence the -1) |
| gabrion11-09-05, 06:03 PM | Savage Species rules on conditions of size (hence the -1) Oh, I'm aware of what Savage Species says about that, but IME being small is usually not a drawback worth making it a -1 LA. Unless a character has is made specifically to tank, being small isn't too much of a drawback, and even then I wouldn't drop the LA. I guess it depends on the creature though. What is a tomb mote? |
| Demonfey11-09-05, 06:15 PM | A little undead creature of CR 2. I was asked to do this by a person who wants to play a tomb mote for the Guild wars. |
| dedicated11-09-05, 08:59 PM | Can we use the Non-Ebberon Alchemical Savant PRC proposed in magic of ebberon, with skill-focus Craft(Alchemy) instead of a Cannith related feat? -Thanks |
| turalisj11-09-05, 09:39 PM | I think Sargantas's army should be rechecked. If a person can't get leadership for his cohorts, then why should he be able to use a template and/or prc that gives him the same thing? Isn't it the same principles? |
| Demonfey11-09-05, 09:45 PM | Wouldn't this be better suited for the IFWG? |
| Von Crown11-09-05, 10:06 PM | He probably has a good point though. Anyways, I'd like this to be looked at as quickly as possible, for purposes of the leadership feat. A template will be coming soon too. VAERMYL -Type: Humanoid (Vaermyl) - Medium: As Medium creatures, vaermyl have no special bonuses or penalties due to their size. - Vaermyl base land speed is 30 feet, plus a climb speed of 30 feet when hands and feet are uncovered (see wall climbing) - Tomb-tainted soul as a bonus feat at 1st level. - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). - Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count. Vaermyl have a number of other unusual traits, as determined by gender. In addition, all vaermyl are immune to acid. Female: Light Sensitivity: Abrupt exposure to bright light (such as sunlight) blinds you for 1 round. On subsequent rounds, you take a -1 penalty on attack rolls, Search checks, and Spot checks as long as you remainin the affected area. Thin Skin: Vaermyl take an additional 3 points of damage from all attacks. Multiple Arms: As a creature with more than two arms, a vaermyl gains a +4 racial bonus on Climb checks and grapple checks. For the purposes of combat, both extra arms are treated as ?off hands? (that is, you still have only one primary hand).In addition, a vaermyl can make one claw attack per five points of attack bons (maximum 4) that deal 1d6 points of slashing damage. As secondary natural weapons, a vaermyl's claw attacks all suffer a -5 penalty to attack rolls. A vaermyl's claws are treated as natural weapons and do not provoke attacks of opportunity. Having claws does not adversely affect a vaermyl's manual dexterity. Wall Climbing: As long as a vaermyl's hands and feet are uncovered, they can climb perfectly smooth, flat, vertical surfaces at their base land speed. In addition, they gain a +4 racial bonus on all Climb checks. Wearing gloves or footwear reduces the bonus to +2, and wearing both gloves and footwear negates the bonus entirely. They also gain a +4 racial bonus on Balance checks when moving a cross a slippery surface. Wearing any kind of footwear negates this bonus. Tail Sting: A vaermyl has a pehensile tail tipped with a wicked-looking barbed stinger. This prehensile tail grants a +2 racial bonus on Balance checks. It can also grasp and manipulate a simple object up to one size category smaller than the creature?s size category. The prehensile tail cannot be used to operate a piece of equipment that requires opposable digits or fine motor control. A vaermyl can 'hang' from its prehensile tail indefinitely by wrapping it around a larger object, thereby freeing up its other limbs. It's sharp stinger deals 1d6 points of piercing damage. If the vaermyl gets multiple attacks in a round, it can sting multiple times. The stinger is treated as a natural weapon and does not provoke attacks of opportunity. In addition, the stinger injects poison into the target, requiring the target to make a fortitude save (DC=10+1/2 the vaermyl's hit dice+the vaermyl's constitution modifier) or take 1d4 points of strength and dexterity damage. In addition, they must save 1 minute later against the same DC or take 1d6 points of strength and dexterity damage. Male: Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC. Thin Skin: Vaermyl take an additional 3 points of damage from all attacks. Massive: A male vaermyl is quite large (about 8 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty. Resistance: A male vaermyl has fire and electricity resistance 10 NOTE: I based the Vaermyl off of humans, then used mutation rules from the d20 srd, with a rew other things as well. (Immunity to acid, locked-in feat that can be a hindrance as often as a help, and removed skill points). If you don't know, Tomb-Tainted Soul causes you to be healed by negative energy and harmed by positive energy like an undead creature. And as a last question, what happens if someone has both Leadership and Undead Leadership? Is that allowed? |
| Demonfey11-10-05, 06:23 PM | Crushing hit: When using a bludgeoning weapon, on a critical you can break the bones of your opponent, potentially crippling him/her in exchange for critical hit damage. Roll a d6 to see what bones you break (1-2: a leg, 3-4: an arm, 5-6 torso/head). Leg hit reduces land speed by 1/2, a hit to an arm causes -2 on attacks, and a torso hit causes them to lose 2 hp/round until receiving a successful heal check or healing magic. |
| Von Crown11-12-05, 03:44 PM | VAERMYL BRUTE -Type: Humanoid (Vaermyl) - Large Size - Vaermyl base land speed is 40 feet, plus a climb speed of 30 feet when hands and feet are uncovered - Tomb-tainted soul as a bonus feat at 1st level. Chitin Plates:A male vaermyl has a +3 natural armor bonus to AC. Thin Skin: Vaermyl take an additional 3 points of damage from all attacks. Massive: A vaermyl brute is quite large (about 14 feet tall), and are capable of using this to their advantage. They function in many ways as if they were one size category larger. Whenever they are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), they are treated as one size larger when it is advantageous to them. They are also considered to be one size larger when determining whether special attacks based on size (such as improved grab or swallow whole) can affect them. They can use weapons designed for a creature one size larger without penalty. Resistance: A male vaermyl has fire and electricity resistance 10 - Abilities: STR +8, DEX -2, INT-4 - Automatic Language: Common. Bonus Languages: Any (other than secret languages, such as Druidic). - Favored Class: Any. When determining whether a multiclass vaermyl takes an experience point penalty, his or her highest-level class does not count. Level Adjustment: +1 |
| thasis11-15-05, 03:36 PM | Bog Imp (http://boards.wizards.com/showthread.php?t=523983), Fallen Angel (http://boards.wizards.com/showthread.php?p=7577293#post7577293), Phyrexian Bloodstock (http://boards.wizards.com/showthread.php?p=7577526#post7577526), Phyrexian Rager (http://boards.wizards.com/showthread.php?t=524643), Phyrexian Denouncer (http://boards.wizards.com/showthread.php?p=7583766#post7583766), Phyrexian Debaser (http://boards.wizards.com/showthread.php?p=7585716#post7585716) Just some monsters I made before I got kicked. Thought the GoUE might like them :D |
| Demonfey11-21-05, 06:16 PM | Just to clear this: Yuan-ti mageslayer (see Serpent Kingdom), total ECL 14 (in book): Except for Nat armor (which may be different) and saves (which would be HD based due to apparent nature), would just using the progression for a yuan ti halfblood suffice for making a mageslayer? Some info on them to help clear things up: Mostly the same as most yuan-ti, except they cast spells that 8th level sorcerors can at a 14th level casting ability (in other words, 4th level spell max, for purposes of saves and rolls, treat as 14th level caster), and poison tentacles (Evards black tentacles that do poison damage) |
| Demonfey11-22-05, 12:53 PM | +1 Natural armor +1 DR +1 Ability mods +1 Disease ability -1 Size (Tiny) +3 Level Adjustment Might be able to see the NA and Dex bonus under one thing, but I don't know how powerful the disease ability is. With this build, would it be considered approved, Jagggar? |
| Sssargoth11-22-05, 01:30 PM | Just to clear this: Yuan-ti mageslayer (see Serpent Kingdom), total ECL 14 (in book): Except for Nat armor (which may be different) and saves (which would be HD based due to apparent nature), would just using the progression for a yuan ti halfblood suffice for making a mageslayer? Some info on them to help clear things up: Mostly the same as most yuan-ti, except they cast spells that 8th level sorcerors can at a 14th level casting ability (in other words, 4th level spell max, for purposes of saves and rolls, treat as 14th level caster), and poison tentacles (Evards black tentacles that do poison damage) I believe more information would be appreciated. |
| Demonfey11-22-05, 01:39 PM | Okay. And the tomb mote? Can I finally give Flaiquiri an answer on total ECL? |
| Demonfey11-22-05, 02:15 PM | Full yuan ti mageslayer information (taken from Forgotten Realm's Serpent Kingdoms). None of this has been calculated by me. Medium monstrous humanoid HD: 8d8+con initiative: dex speed: 30 ft, climb 20, swim 20 AC: +7 natural armor BAB: +8 grapple: +8 Natural weapons: bite (1d6+.5str+poison) space/reach: 5/5 special attacks: constrict (1d6+1.5 str), improved grab, poison, spell like abilities, venomous tentacles special qualities: alternate form, chameleon power, darkvision 60ft, detect poison, scent, SR 20 Saves: part of what I'm asking about abilities: another thing I'm asking about skills: same as standard yuan ti feats: (hopefully) 3 from monstrous humanoid environment: warm forests organization: not important this time CR: 9 LA: +6 preferred class: sorceror Appearance: 7ft when upright and 270 lbs, look like a standard yuan ti halfblood with human arms and a serpent tail, typically has human-like head. They speak abyssal, common, draconic, and yuan ti. Combat: constrict: on grapple improved grab: must hit with bite attack, after which, it can begin a grapple as a free action without AoOs. Poison: injury, fort DC 16, intial and secondary 1d6 Con, save constitution based. Spell likes: At will: animal trance, cause fear, conceal thoughts (self only), entangle 3/day: deeper darkness, greater dispel magic, neutralize poison, protection from energy (self only), suggestion 1/day: baleful polymorph (snakes only), dimensional anchor, dimension door (self and equipment only), protection from spells. CL 14, DC's charisma based. Spells: casts spells as 8th level sorceror, but effective caster level is 14. Can't take spellcasting prestige classes from this. Example in the book has 6/7/7/6/3 for spells/day Venomous tentacles (Sp): 1/day, a mageslayer can make an Evard's Black Tentacles spell effect, except the tentacles deliver poison (contact, Fort. DC 21, initial and secondary 1d6 Con). Delivered during each grappling round, and is the equivalent of an 8th level spell. Alternate form(Sp): can change into a viper from tiny to large size. Standard for yuan-ti. Chameleon Power (Sp): can psionically change coloration of self and equipment to match surroundings, adding +10 circumstances. Mageslayers take this a little further, and can even make things like badges and mute signals for those the mageslayer shares the meaning of the signals with. detect poison (Sp): can detect poison at will. Skills: +8 climb and can take 10, +8 swim, can take 10 on swim checks Data on halfbloods for stats and whatnot: str+4, dex+2, con+2, int+8, wis+8, cha+6, saves ref and will, BAB+7, fort +2, ref/will+5, nat armor not important this time, skill points 2+int mod*10, 3 feats. |
| dedicated11-24-05, 07:03 PM | Can I get using Skill Focus Alchemy as the prerequisite for Alchemist Savant(MoE) instead of Favored in House (Cannith) or Least Dragonmark (Making) approved? -ThanKs |
| jagggar11-25-05, 08:57 PM | Mageslayer Okay, walk me through the steps here. Yaun-ti aren't OGL, so I have no 3.5 info on them. What is the mageslayer? Is it a monster, a template, a PrC, etc.? |
| Demonfey11-25-05, 09:13 PM | Mageslayer is a name of a yuan-ti species from Forgotten Realms' Serpent Kingdoms book. Another new breed's the Holy guardian, which are bred to guard the temples of Mershaulk and Ssseth. For reference materials, Savage Species does have information involving purebloods, halfbloods, and the abominations as PCs, which seems to have carried over. They are bred for combatting the ever-growing magical prowess of the scaleless ones. The ECL given is 14, and it's CR given is 9. If you want, I can probably find some information on the yuan-ti. |
| Master_of_Flames11-25-05, 11:34 PM | Mageslayer Okay, walk me through the steps here. Yaun-ti aren't OGL, so I have no 3.5 info on them. What is the mageslayer? Is it a monster, a template, a PrC, etc.? Basic rundown on a yaun-ti is that it is a snakelike evil creature. There are three basic castes, pureblood, half-blood, and abomination with pureblood the weakest and most common and abomination the rarest and strongest. |
| Demonfey11-25-05, 11:37 PM | From there, more species have been added, such as tainted ones, broodguards, mageslayers, holy defenders, and anathema, anathema being the strongest and rarest, considered "gifts from Ssseth". I'm just going to go with a halfblood. They have a fixed ECL and the stat adjustments are in Savage Species. I don't want to make things any more complicated. Just forget the whole mageslayer thing. |
| Dyne11-26-05, 11:08 PM | Forest Elf (http://boards1.wizards.com/showpost.php?p=7024901&postcount=371) |
| Zombomaniac11-29-05, 10:49 PM | I have two feats and two items. Great Warrior [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +3 Benefits: Gains a +3 to BaB. Special: This Feat can be gained multiple times, the effects stack. This increase in BaB counts toward qualifing for PrCs. ------------------------------------------------------------ Wise Leader [General] Your great insight and Wisdom attrack a greater number of followers Prequerments: As Might Makes Right, but Wisdom instead of Strength. Benefits:As Might Makes Right, but Wisdom instead of Strength. Special: As Might Makes Right, but Wisdom instead of Strength. (can someone post Might Mkes Right so that I can post this properly) ------------------------------------------------------------- Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator. Turning the Diamond turns the generator off as well as on. Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day. Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight - |
| Demonfey11-29-05, 10:55 PM | Might Makes Right: Prerequisites: 13 strength, leadership. |
| Dyne11-29-05, 10:57 PM | "Wise Leader" was already approved. I created the exact same feat at the SF, posted it up as Theocracy, and got it approved here. |
| Demonfey11-29-05, 11:00 PM | Really? Then I really have my next choice of feat. |
| Dyne11-29-05, 11:02 PM | Really? Then I really have my next choice of feat. I also created Magocracy, which uses Intelligence. |
| Zombomaniac11-29-05, 11:04 PM | "Wise Leader" was already approved. I created the exact same feat at the SF, posted it up as Theocracy, and got it approved here. Oh. Did not know that. :) It just adds Wisdom Mod to leadership aswell as Char. right? |
| Dyne11-29-05, 11:05 PM | Oh. Did not know that. :) It just adds Wisdom Mod to leadership aswell as Char. right? It adds Wis mod to your leadership score (for gathering followers only, not cohort), in addition to Cha mod, ECL, etc. |
| Zombomaniac11-29-05, 11:07 PM | It adds Wis mod to your leadership score (for gathering followers only, not cohort), in addition to Cha mod, ECL, etc. Ok thanks. |
| Demonfey11-29-05, 11:27 PM | Must...resist urge...to use them all... |
| jagggar11-30-05, 12:05 AM | Great Warrior [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +3 Benefits: Gains a +3 to BaB. Special: This Feat can be gained multiple times, the effects stack. This increase in BaB counts toward qualifing for PrCs. *anime falldown* And that's what I think about it. . . Assuming you don't make it a fighter bonus feat. . . That's still a +38 BAB at 20th level. |
| Dyne11-30-05, 12:08 AM | *anime falldown* And that's what I think about it. . . Assuming you don't make it a fighter bonus feat. . . That's still a +38 BAB at 20th level. Since it's even more powerful than its equivalent Epic feat (Prowess, which adds +1 to all attacks), that's not surprising. Combined with Power Attack, that would be one scary feat. |
| jagggar11-30-05, 12:12 AM | Scare of a lifetime. Make it a fighter bonus feat. Power attack and combat expertise. Yikes. |
| Wilds11-30-05, 01:30 AM | Game Over :coolcthul |
| Demonfey11-30-05, 01:34 AM | Imagine a war hulk with that. At 20th level, one of them could probably beat an epic dragon to death and hit every round, with at least a +48 to hit if the feat didn't become a fighter bonus feat. |
| Tenzhi11-30-05, 02:45 AM | I need some magical fishing gear and pricing for it. I'm thinking of a pole, hooks, lures, reel, and line all contained in a convenient tacklebox. Incorporating an Immovable Rod into the pole assembly would be a plus. Making a Profession (fisherman) roll (DC20) to choose the right lure for the location will net you a +5 situational bonus for fishing in that location, but a -5 penalty if you fail. The line is guaranteed not to snag and is very difficult for a fish to break. The hooks only do non-lethal damage so as not to damage the fish or the fisherman's karma. The pole stands up well to most fish, and the reel would allow one to reel fish in with the strength of ten men or something like that. |
| gabrion11-30-05, 04:32 AM | A new feat... Improved Followers: Prerequisites: Leadership Benefit: When a character with this feat chooses to trade in followers, the maximum level of followers they can acquire is 3/4 their level. Normal: Without this feat, the highest level characters that can be acquired through trade in is 1/2 the PC's level. |
| Wilds11-30-05, 10:16 AM | How would that affect leadership right now? By remaking the chart? If that were to happen though follower numbers would jump madly. # of 2nd lev is = # 1st / 2 I beleive, so that would mean a lot more of everything |
| gabrion11-30-05, 12:56 PM | How would that affect leadership right now? By remaking the chart? If that were to happen though follower numbers would jump madly. # of 2nd lev is = # 1st / 2 I beleive, so that would mean a lot more of everything Well the thing is that at higher levels it isn't a one for one pay off. For instance, a 7th level follower "costs" 11 first level followers. Not sure if that's what you were asking though. Edit: Basically it wouldn't "affect" the leadership at all, except in the way outlined in the feat-you would be able to trade in low level lackies for higher level lackies. :D |
| Tenzhi12-01-05, 01:52 AM | Am I right in assuming that a Hat of Endure Elements would cost 2,000? |
| Demonfey12-01-05, 01:54 AM | Does it act just like a ring of the same enchantment? |
| Tenzhi12-01-05, 02:01 AM | It acts just like the spell. No such ring is listed in the SRD, so I don't know about that. |
| Demonfey12-01-05, 02:02 AM | I'm probably thinking of the wrong thing, anyway. |
| Silmarien Aldalome12-01-05, 02:04 AM | Ally's Summons Vivomancy Level: Cleric 6, Wizard 6 Components: V,S,M Casting Time: Target: 1 Ally + 1 Extra Person per 3 Caster Levels Range: One Silverstarfire Metal Object per person (minimum of two required) Duration: Until Used/Dispelled Saving Throw: Will Negates (Harmless) Spell Resistance: Yes When this spell is cast, the spellcaster infuses a piece of Silverstarfire metal with the Caster's cognitive signature. That signature is a unique combination of alignment, essence of the caster's beliefs, loves and hates. Upon casting the metal glows brightly with power from the Positive Material Plane as the caster's mental energies are imprinted upon the metal. The token may be gifted to an ally. At their behest, the recipient may, in an instant, relay a summons, or send a call to the original caster. The effect is like a single-word mind-shout or gong in the head, that relays the impression of location, only to the caster and triggers a latent Teleport, upon the caster. If the caster so chooses, she or he can Teleport, immediately, to the caller's location. There is no will save to refuse the summons; the caster may simply ignore the request. |
| Tenzhi12-01-05, 02:06 AM | Well here's the spell: "Endure Elements Abjuration Level: Clr 1, Drd 1, Pal 1, Rgr 1, Sor/Wiz 1, Sun 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Creature touched Duration: 24 hours Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) A creature protected by endure elements suffers no harm from being in a hot or cold environment. It can exist comfortably in conditions between -50 and 140 degrees Fahrenheit without having to make Fortitude saves). The creature’s equipment is likewise protected. Endure elements doesn’t provide any protection from fire or cold damage, nor does it protect against other environmental hazards such as smoke, lack of air, and so forth." It may be moot anyway, as even if it's only 1,000 GP I don't have quite enough to get it. |
| Demonfey12-01-05, 02:09 AM | Well, it's not my area of judgement. Also, I noticed your gnome, but lost it again while looking for something else, Tenzhi. Could you send me a link? |
| Tenzhi12-01-05, 02:10 AM | The race? It's linked on the first page or so here, which is where I'd have to go to get the link for you, so it's easier for me to just tell you that's where it's at. ;) |
| Demonfey12-01-05, 02:12 AM | No, the character, what's his name, Pen Ding, I believe? |
| Tenzhi12-01-05, 02:20 AM | Zhen Di - now finished methinks Of course, that's not his actual name, it's wordplay. His name is pending, you see. EDIT: No longer Pen Ding. |
| Demonfey12-01-05, 02:22 AM | I know, it's still something to refer to him by, though. |
| Zombomaniac12-01-05, 09:32 AM | Great Warrior [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator. Turning the Diamond turns the generator off as well as on. Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day. Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight - ------------------------------------------------------------- Altered Great Warrior again and added in a new feat. |
| Tenzhi12-01-05, 10:09 AM | Great Warrior [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +3 Benefits: Gains a +2 to BaB. Special: This Feat can't be gained multiple times. This increase in BaB counts toward qualifing for PrCs. Seems like a bit much. Personally, and this is just me, I wouldn't allow any feat that raised a character's BAB. There's too much potential for abuse there what with gaining extra attacks earlier than one is supposed to and qualifying for PrCs earlier than one is supposed to. Plus it breaks the max BAB of +20. Even the Epic Prowess feat is merely a +1 bonus on all attacks and not an increase to BAB. As a DM (at home, not here - just weighing in as is my wont), I might consider it if it were only a +1 bonus AND it didn't allow your BAB to exceed your HD (thus keeping you less than or equal to a fighter's BAB). |
| Zombomaniac12-01-05, 11:44 PM | ok what about every thing else? the items? |
| Zombomaniac12-02-05, 10:46 PM | Great Warrior [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator and the generator itself is immune to the effects of the field. Turning the Diamond turns the generator off as well as on. Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below). Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day. Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight - ------------------------------------------------------------- Altered Great Warrior again and added in a new feat. ------------------------------------------------------------- Wandering Sage The Wandering Sage is a man of great knowledge and apparent immortallity as he has appeared and vanished thoughout History and from deminsion to deminsion. Little is known of him, but he is always a fountian of knowledge and heralds a better future ofr those he meets. He is most commonly seen as a old Human of venerable age, normally wearing the clothes of a Wizard, but never carring books or scrolls. He has brought many inventions to Tyranor and just as many people. No one knows how, but he some how knows how to come and go from Tyranor as he wills. Many believe that he was the first being to enter Tyranor and some think he will be the last to see it before what he calls "The Fall of the Nexus." |
| Dyne12-02-05, 11:03 PM | Going to make more later, but: Initiate Seal of the Stormhand Federation (http://boards1.wizards.com/showpost.php?p=7875783) Journeyman Seal of the Stormhand Federation (http://boards1.wizards.com/showpost.php?p=7876165) |
| pquekadl12-03-05, 11:28 PM | Wouldn't the antimagic generator deactivate itself? Magic items don't function inside an antimagic field, so the field it creates would prevent itself from creating the field the prevents itself from generating the field... My question isn't really a house rule, but I thought that I should check on it first anyway. I want to make a dragon character, but the dragon I want to use has 13 HD and a +5 ECL. Could I make a character that only had 10 HD and then take my next three levels as dragon HD? |
| Zombomaniac12-04-05, 08:47 PM | Wouldn't the antimagic generator deactivate itself? Magic items don't function inside an antimagic field, so the field it creates would prevent itself from creating the field the prevents itself from generating the field... My question isn't really a house rule, but I thought that I should check on it first anyway. I want to make a dragon character, but the dragon I want to use has 13 HD and a +5 ECL. Could I make a character that only had 10 HD and then take my next three levels as dragon HD? what would be the total ECL? |
| Sssargoth12-04-05, 08:52 PM | My question isn't really a house rule, but I thought that I should check on it first anyway. I want to make a dragon character, but the dragon I want to use has 13 HD and a +5 ECL. Could I make a character that only had 10 HD and then take my next three levels as dragon HD? What dragon? |
| Zombomaniac12-04-05, 11:32 PM | Ya.........can I got some help on the items or not? |
| pquekadl12-05-05, 12:38 AM | A young oceanus dragon. I could use a very young dragon with no alteration to the rules, but young would give my natural weapons the ability to overcome damage reduction. |
| Demonfey12-05-05, 12:42 AM | Go with very young, please, since you can, later, advance your dragon's age category if done right so that you can then advance as a dragon. |
| pquekadl12-05-05, 12:47 AM | What are the rules for advancing your age category? Very young has +4 ECL and 10 HD, while young has +5 ECL and 13 HD. |
| Demonfey12-05-05, 12:48 AM | I don't remember off the top of my head. It would be in the Draconomicon, though. |
| Sssargoth12-05-05, 12:52 AM | How about this. I go to bed and get some sleep. When I wake up, I will look through my Draconomicon and find out what it puts it as in relation to the MM dragons. When I have that, I will type up the dragon class from one of the Dragon magazines and you can use that to advance as a dragon. Then nobody can complain about you being too powerful, and you dont have to worry about HD and ECL too much. Deal? Deal. Good. |
| pquekadl12-05-05, 12:59 AM | Sounds good. |
| Demonfey12-05-05, 06:39 PM | Grafter's Friend: (Enchantment) 5th level spell, Sorc/wiz/warmage/magic/druid 5 V,S,M Casting time: 1 minute Duration: Instantaneous Range: (technically) Personal (actually would be the scroll focus) SR: No from the spell, see special rules This spell allows the caster to use a charge from a scroll, staff, or wand from a prohibited school or from a completely different type of magic. The restrictions are that this spell only uses one charge of the item per use, and they must still have a suitable caster level for the spell. For example, a 10th level wizard uses this spell to try and activate a scroll of true resurrection. For purposes of the spell, the wizard is treated as a 10th level cleric for attempting to use the item, except the wizard uses his/her intelligence score for any bonuses to checks. Any skills that could be used by the cleric would apply to casting to using the true resurrection scroll. Either way, the charge from the scroll is burnt up. The reason it is of the enchantment school is because the spell is commonly used by those who enchant and create magical items or grafts. Material component: the magical item used, the charge being burnt up after using the item. |
| Aramar the Black12-05-05, 06:48 PM | Methrammer's War College (http://p206.ezboard.com/fsilverymoongemofthenorthfrm6.showMessag e?topicID=28.topic) I was hoping to use similar mechanics for Conscientia. |
| Wilds12-06-05, 12:29 PM | Items are for Stormhand Federation Headband of Infiltration This normal looking head band has a MindLink affect in it. This head band allows the wearer to forge Mindlink was 3 other willing creatures. Mindlink: level 3 (augmented) x PL 6 x 1,800 = 32,400 base cost Only useable by people wearing signthingy of the Federation - 30% Final Price: 22,680 Seal of Persuasion When placed on a surface, the Symbol of Persuasion becomes active. But only targets beings that do not carry the Seal of the Stormhand Federation. And beings carrying a Seal of the Stormhand Federation do not set off a Symbol of Persuasion. Symbol of Persuasion 11 x 6 x 50 = 3,300 Earing of Escape, Minor When touched and the command word spoken or thought. A Dimension Door spell is cast on the person wearing the earing. They chose distance and direction. Dimension Door 7 x 4 x 1800 = 50400 Only usable by people same wearing Seal of the Stormhand Federation. - 30% 50 charges 1/2 base price Final price:17,640 Earing of Escape, Major When touched and the command word spoken or thought. A Teleport spell is cast on the person wearing the earing. The spell takes the person and any one who they are touching back to the Stormhand Federation. In the main entrance. Teleport 9 x 5 x 1800 = 81,000 50 charges x1/2 Once per day x1/5 Only usable by people same wearing Seal of the Stormhand Federation. - 30% Final Price:5670 |
| alaron12-06-05, 03:24 PM | My question is not in regards to it is instead regarding the materials from d20 SWRPG. It is a WOTC product, but some differences have led to the materials being difficult to evaluate and convert to the more standard DnD system, so I was wondering how is a person to go about getting WOTC materials approved from a slightly different system? In paticular I was concerned with getting the races from the Ultimate Alien Anthology approved. |
| Sssargoth12-06-05, 06:19 PM | Sounds good. Ok, I finally finished. here you go. Just so you know, the Skill points are for each HD, not each level and dragons have an amusing habit of gaining retroactive skill points when their Intelegence scores increase, due to racial increases and inherent bonuses. Common Dragon Racial Traits All dragons have the folowing in common. Dragon Type: Dragons are immune to effects that only affect humanoids, such as charm person. This is a boon to any dragon that travels with humanoids. Keen Senses (Ex): A dragon can see four times as well as a human in shadowy illumination and twice as well in normal light. It also has darkvision and can see in the dark up to 120 feet. Immunities (Ex): All dragons have immunity to sleep and paralysis effects. Each type of dragon has one or two additional immunities as given in its description. Dragon Overland Movement (Ex): Once a dragon attains a fly speed of at least 100 feet, it gains the ability to fly over vast distances in a single day. See the Monster Manual, page 70, for how far a dragon can fly in an hour or a day, based on its fly speed. Automatic Languages: Draconic. Bonus languages: Any (other than secret languages, such as Druidic). Favored Class: Dragon. A dragon cannot multiclass int another dragon class. The best multiclassing choice for a dragon is fighter or barbarian, altough taking levels as a sorcerer advances the dragon's spellcasting ability. Players of dragon charicters should also consider the dragon prestiege classes in the Draconomicon. Common Dragon Class Skills A dragon's class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Listen (Wis), Sense Motive (Wis), Search (Int), Spot (Wis), and Use Magic Device (Cha). Each dragon kind has additional class skills as listed in its description. Common Dragon Class Features All of the following are class features of the dragon classes. Each dragon class gains these features at different charicter levels. Check the descriptions below and the dragon's monster class advancement table to see when a dragongains the class feature in question. Weapon and Armor Proficiency: Dragons have no proficiency with weapons, armor, or shields in dragon form. A dragon in humanoid form is proficient with simple weapons. Age Catergory: As described in the Dragon PCs and Age Catergories sidebar, dragon level progressions do ot require a player to wait hundreds of years before advancing his dragon charicter. For refrence, the dragon's age catergory is listed at the level it attains all the traits and features it requires to be considered a dragon of that age. At levels before wyrmling status is attained, dragons are considered hatchlings (age catergory 0). Blindsense (Ex): Every dragon ca pinpoint creatures within 60 feet. Opponents the dragon can't see still have total concelement. Bite: Every dragon has has a bite attack that is a natural weapon dealing the indicated damage plus the dragon's strength modifier. Note that, like all other monsters, dragons do not gain multiple natural attacks for having a high base attack bonus. Claws: A dragon has up to two claw attacks that are secondary natural attacks dealing the indicated damage plus 1/2 the dragon's Strength bonus. Wings: Medium and larger dragons can slap opponents with their wings, eve while flying. Wing attacks deal the indicated damage plus 1/2 the Dragon's strength bonus and are treated as secondary natural attacks. Tail Slap: A large dragon has a tail slap attack that is a secondary natural attacks dealing the indicated damage plus 1-1/2 times the dragon's Strength bonus. Breath Weapon (Su): A dragon may use its breath weapon at will as a standard action, but it cannot use the breath weapon again until 1d4 rounds have passed. If it has more than one type of breath weapon, it can still breathe only once every 1d4 rounds. The save DC against the a dragon's breath weapon is 10 + 1/2 the dragon's Hit Dice + the dragon's Constitution modifier. See page 69 of the Monster Manual for the length of a dragon's breath weapons. Size Catergory: As a dragon advances, its size increases as noted in the dragon advancement tables. The dragon gains all the charicteristics of the new size, but it does not gain the typical ability score changes due to a size change. The dragon's changes to ability scores are accounted for the advancement tables. Spells: Higher-level dragon PCs know and cast arcane spells as a sorcerer of the level indicated in parentheses in their advancement tables, gaining spells for a high Charisma . Each dragon type may also cast spells from the cleric spell list and from the spell lists of two or more domains. Silver Dragon Dragon (Cold) Silver Dragons are the most gregarious of all dragon types. They often spend many years in humanoid form and in the company of humanoids. When not living like humanoids, they prefer lairs high in the sky, such as on mountain peaks. For more information about Silver dragons, consult the Monster Manual and the Draconomicon. Racial Traits Starting Ability score adjustment: +2 CHA. Cold Subtype: Silver Dragons have immunity to cold. They take half again as much damage (+50%) as normal from fire damage, regardless of wether a saving throw is allowed, or if the save is a success or failure. Small: As small creatures, wyrmling silve dragons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium creatures do, and their lifting and carrying limits are three-quarters of those of Medium charicters. Silver Dragons base land speed is 20 feet. Immunity to acid: A silver dragon takes no damage from acid. Additional Class Skills In addition to the class skills all dragons have, a silver dragon's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), and Jump (Str). Class Features All of the following are class features of the silver dragon monster class. Feats: A silver dragon recieves one feat at 1st level and additional feats at 3rd, 8th, 13th, and 16th level. Alternate Form (Su): The silver dragon can assume an alternate form once per day at 2nd level, twice per day at 5th level, ans three times per day at 7th level. The silver dragon can assume any animal or humanoid form of Medium size or smaller as a standard action. This ability functions as a polymorph spell cast on itself at its caster level, exceptthat the dragon does not regain hit points for changing form and can only assume the form of an animal or humanoid. The dragon can remain in animal or humanoid form until it chooses to assume a new one or return to its natural form. Cloudwalking (Su): Beginning at 3rd level, a silver dragon can tread on clouds or fog as though on solid ground. The ability functions continuously, but can be negated or resumed at will. Breath Weapon (Su): Silver dragons have two types of breath weapon, a cone of cold and a cone of paralysing gas. At 5th level it gains its cold breath. At 10th level, the dragon gains its paralysing breath. Creatures within the cone of paralysing gas must succeed at a Fortitude save or be paralysed for 1d6 rounds plus 1 round per age catergory of the dragon. Spells: A silver dragon may cast spells from the Air, Good, Law, and Sun domains as arcane spells. See Commin Dragon Class Features for mor details. Spell-Like Ability: Beginning at 19th level, the silver dragon can cast feather fall twice per day. Caster level equals the dragon's age catergory (dragons at or below wyrmling level are 1st level casters, very young dragons are 2nd level casters, and so on). Skill Points: (6 + Int mod) x4 at first HD, and 6 + Int mod each HD after that. Silver Dragon Advancement Hit Level Dice BaB Fort Ref Will Special 1 1d12 1 +2 +2 +2 Feat, Bite 1d6, 2 claws 1d4 2 2d12 2 +3 +3 +3 +1 natural armor, alternate form 1/day 3 3d12 3 +3 +3 +3 Feat, cloudwalking 4 3d12 3 +3 +3 +3 +2 Con, +2 Int, +2 natural armor 5 4d12 4 +4 +4 +4 Cold breath 1d8, speed 30 Ft.,alternate form 2/day 6 4d12 4 +4 +4 +4 +2 Wis, +2 Cha, fly 50 Ft. average, +3 natural armor 7 5d12 5 +4 +4 +4 +4 natural armor, blindsense 8 6d12 6/1 +5 +5 +5 Feat, alternate form 3/day 9 6d12 6/1 +5 +5 +5 +2 Str, +2 Int, Cold breath 2d8, +5 natural armor 10 7d12 7/2 +5 +5 +5 Paralysing breath 11 7d12 7/2 +5 +5 +5 Wyrmling, +2 Wis, speed 40 Ft.,fly 100 Ft. (average), +6 natural armor 12 8d12 8/3 +6 +6 +6 +2 Str, cold breath 3d8, +7 natural armor 13 9d12 9/4 +6 +6 +6 Feat, +2 Con, +8 natural armor, cold breath 4d8 14 10d12 10/5 +7 +7 +7 Very Young, Medium size, bite 1d6, claws 1d4, 2 wings 1d6, fly 150 Ft. 15 11d12 11/6/1 +7 +7 +7 +2 Int, cold breath 5d8 16 12d12 12/7/2 +8 +8 +8 Feat, +2 Cha, +10 natural armor 17 12d12 12/7/3 +8 +8 +8 +2 Str, +2 Wis, cold breath 6d8, +11 natural armor 18 13d12 13/8/4 +8 +8 +8 Young, spells (1st), +12 natural armor 19 14d12 14/9/5 +9 +9 +9 +2 Int, feather fall, +13 natural armor 20 14d12 14/9/5 +9 +9 +9 +2 Con, +2 Cha, spells (2nd), cold breath 7d8 Oceanus Dragon Dragon (Aquatic, Extraplanar) Oceanus dragons are the most docile of all dragon types. They often protect travelers along the River Oceanus, which connects the Upper Planes in the same manner that the River Styx links the Lower Planes, while jealously guarding their domains against evil creatures of all kinds. Oceanus dragons prefer to make their lairs in hidden caves, either along a river bank or completely under water. For more information about Oceanus dragons, consult the Draconomicon. Racial Traits Starting Ability score adjustment: +2 CHA. Small: As small creatures, wyrmling Oceanus dragons gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium creatures do, and their lifting and carrying limits are three-quarters of those of Medium charicters. Oceanus Dragons base land speed is 20 feet. Amphibious (Ex): Although Oceanus dragons are aquatic, they can survive indefinately on land. Water Breathing (Ex): An Oceanus dragon can breathe under water indefinately and can freely use its breath weapon, spell-like abilities, and other abilities while submerged. Immunity to electricity: An Oceanus dragon takes no damage from electricity. Racial Languages: Celestial, Draconic, and Aquan. Additional Class Skills In addition to the class skills all dragons have, an Oceanus dragon's class skills (and the key ability for each skill) are Bluff (Cha), Disguise (Cha), and Jump (Str). Class Features All of the following are class features of the Oceanus dragon monster class. Feats: An Oceanus dragon recieves one feat at 1st level and additional feats at 3rd, 8th, 13th, and 16th level. Smite Evil (Su): Once per day, beginning at 3rd, an Oceanus dragon can make a normal attack to deal extra damage equal to its HD total against an evil foe. Breath Weapon (Su): Oceanus dragons have two types of breath weapon, a line of lightning and a cone of tranquility gas. At 5th level it gains its lightning breath. At 10th level, the dragon gains its tranquility breath. Creatures within the cone of tranquility gas must succeed at a Will save or become dazed for 1d6 rounds plus 1 round per age catergory of the dragon. Spell-Like Ability: Beginning at 14th level, the Oceanus dragon can cast detect evil at will. Caster level equals the dragon's age catergory (dragons at or below wyrmling level are 1st level casters, very young dragons are 2nd level casters, and so on). Damage Reduction (Su): Beginning at 18th level, the oceanus dragon gains damage reduction of 5/magic. Skill Points: (6 + Int mod) x4 at first HD, and 6 + Int mod each HD after that. Oceanus Dragon Advancement Hit Level Dice BaB Fort Ref Will Special 1 1d12 1 +2 +2 +2 Feat, Bite 1d6, 2 claws 1d4 2 2d12 2 +3 +3 +3 +1 natural armor 3 3d12 3 +3 +3 +3 Feat, Smite evil, +2 natural armor 4 3d12 3 +3 +3 +3 +2 Con, +2 Int, +3 natural armor 5 4d12 4 +4 +4 +4 Lightning breath 1d8, speed 30 Ft. 6 4d12 4 +4 +4 +4 +2 Wis, +2 Cha, fly 50 Ft. average, +4 natural armor 7 5d12 5 +4 +4 +4 +5 natural armor, blindsense 8 6d12 6/1 +5 +5 +5 Feat, +6 atural armor 9 6d12 6/1 +5 +5 +5 +2 Str, +2 Int, Lightning breath 2d8, +7 natural armor 10 7d12 7/2 +5 +5 +5 Tranquility breath 11 7d12 7/2 +5 +5 +5 Wyrmling, +2 Wis, speed 40 Ft.,fly 100 Ft. (average), +8 natural armor 12 8d12 8/3 +6 +6 +6 +2 Str, lightning breath 3d8, +9 natural armor 13 9d12 9/4 +6 +6 +6 Feat, +2 Con, +10 natural armor, lightning breath 4d8 14 10d12 10/5 +7 +7 +7 Very Young, Medium size, bite 1d6, claws 1d4, 2 wings 1d6, fly 150 Ft., detect evil 15 11d12 11/6/1 +7 +7 +7 +2 Int, lightning breath 5d8 16 12d12 12/7/2 +8 +8 +8 Feat, +2 Cha, +11 natural armor 17 12d12 12/7/3 +8 +8 +8 +2 Str, +2 Wis, lightning breath 6d8, +12 natural armor 18 13d12 13/8/4 +8 +8 +8 Young, Damage reduction 5/magic, +13 natural armor 19 14d12 14/9/5 +9 +9 +9 +2 Int, +14 natural armor 20 14d12 14/9/5 +9 +9 +9 +2 Con, +2 Cha, lightning breath 7d8 |
| jagggar12-07-05, 07:13 PM | Ally's Summons Vivomancy Level: Cleric 6, Wizard 6 Components: V,S,M Casting Time: Target: 1 Ally + 1 Extra Person per 3 Caster Levels Range: One Silverstarfire Metal Object per person (minimum of two required) Duration: Until Used/Dispelled Saving Throw: Will Negates (Harmless) Spell Resistance: Yes When this spell is cast, the spellcaster infuses a piece of Silverstarfire metal with the Caster's cognitive signature. That signature is a unique combination of alignment, essence of the caster's beliefs, loves and hates. Upon casting the metal glows brightly with power from the Positive Material Plane as the caster's mental energies are imprinted upon the metal. The token may be gifted to an ally. At their behest, the recipient may, in an instant, relay a summons, or send a call to the original caster. The effect is like a single-word mind-shout or gong in the head, that relays the impression of location, only to the caster and triggers a latent Teleport, upon the caster. If the caster so chooses, she or he can Teleport, immediately, to the caller's location. There is no will save to refuse the summons; the caster may simply ignore the request. It sounded like a singular braclet of friends to me, so I looked at that and found: Refuge Conjuration (Teleportation) Level: Clr 7, Sor/Wiz 9 Components: V, S, M Casting Time: 1 standard action Range: Touch Target: Object touched Duration: Permanent until discharged Saving Throw: None Spell Resistance: No You create powerful magic in some specially prepared object. This object contains the power to instantly transport its possessor across any distance within the same plane to your abode. Once the item is transmuted, you must give it willingly to a creature and at the same time inform it of a command word to be spoken when the item is used. To make use of the item, the subject speaks the command word at the same time that it rends or breaks the item (a standard action). When this is done, the individual and all objects it is wearing and carrying (to a maximum of the character’s heavy load) are instantly transported to your abode. No other creatures are affected (aside from a familiar that is touching the subject). You can alter the spell when casting it so that it transports you to within 10 feet of the possessor of the item when it is broken and the command word spoken. You will have a general idea of the location and situation of the item possessor at the time the refuge spell is discharged, but once you decide to alter the spell in this fashion, you have no choice whether or not to be transported. Material Component The specially prepared object, whose construction requires gems worth 1,500 gp. |
| Zombomaniac12-07-05, 08:56 PM | Ya still need some help on these. They've been here awile, but hey I am sure everyone is busy. ------------------------------------------------------------ Advanced Entrance [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator and the generator itself is immune to the effects of the field. Turning the Diamond turns the generator off as well as on. Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below). Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day. Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight - ------------------------------------------------------------- Altered Great Warrior again and added in a new feat. ------------------------------------------------------------- Wandering Sage The Wandering Sage is a man of great knowledge and apparent immortallity as he has appeared and vanished thoughout History and from deminsion to deminsion. Little is known of him, but he is always a fountian of knowledge and heralds a better future ofr those he meets. He is most commonly seen as a old Human of venerable age, normally wearing the clothes of a Wizard, but never carring books or scrolls. He has brought many inventions to Tyranor and just as many people. No one knows how, but he some how knows how to come and go from Tyranor as he wills. Many believe that he was the first being to enter Tyranor and some think he will be the last to see it before what he calls "The Fall of the Nexus." |
| Demonfey12-07-05, 08:59 PM | Patience, Zombo. There's stuff everywhere that hasn't been approved. |
| jagggar12-07-05, 09:44 PM | What about no price no pass? Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator and the generator itself is immune to the effects of the field. Turning the Diamond turns the generator off as well as on. Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below). Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. Without getting fancy, one that would have a radius of 10 ft would cost. . . ((11*6*2000)*1.5)*2 ... ((CL*spell level*continous)*10min/lvl duration)*no space limitation 396,000 gp, I think. . . CL15, SpL 8 for cleric. . . 720,000 gp |
| jagggar12-07-05, 10:13 PM | Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 10th level caster 3 times per day. Strong Abjuration, CL 12, Craft Wonderus Item, Antimagic Ray, Price ??? gp, weight - 10th level caster can't even cast it. Have to be minimum 13th level. (Unless there are multiple Antimagic Rays. I'm workin' off the one in Draconomicon.) This pendant allows the wearer to cast antimagic ray as a 13th level caster 3 times per day. Strong abjuration; CL 13; Craft Wonderous Item, antimagic ray; Price 98,280 gp; Weight --. (13*7*1800)/(5/3) |
| jagggar12-07-05, 10:41 PM | My oni, with notes on what material was used to make it (base creature, template for CR adjustment, and sources of a few powers) Zamiel no Oni (http://boards1.wizards.com/showpost.php?p=6710133&postcount=1199) I assume the kicks are primary? Attack: Kick +10 (1d6+4) Full Attack: 2 kicks +10 (1d6+4) and 2 claws +5 (1d8+2) They should also get Power Attack based on the 3.5 OA update. Also, GoUE is schedualed for prune when it comes, so you might want to move the Oni. |
| Demonfey12-08-05, 12:59 AM | They were on the base creature, so I carried it over, and since they're from the base, it's the primary. I'll give them power attack. I've also already moved them onto the GoUE incarnate thread. Thank you for looking at it, jagggar. |
| Zombomaniac12-08-05, 08:49 AM | Ok altered Pendant of the Magic Hater and I will rethink the Generator. ------------------------------------------------------------ Advanced Entrance [General] You have spent such time in battle that you have surrpased you yars in power. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- To be altered Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 60 feet centered on the generator and the generator itself is immune to the effects of the field. Turning the Diamond turns the generator off as well as on. Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below). Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price ??? gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 13th level caster 3 times per day. Strong Abjuration, CL 13, Craft Wonderus Item, Antimagic Ray, Price 98,280 gp, weight - ------------------------------------------------------------- ------------------------------------------------------------- Wandering Sage The Wandering Sage is a man of great knowledge and apparent immortallity as he has appeared and vanished thoughout History and from deminsion to deminsion. Little is known of him, but he is always a fountian of knowledge and heralds a better future ofr those he meets. He is most commonly seen as a old Human of venerable age, normally wearing the clothes of a Wizard, but never carring books or scrolls. He has brought many inventions to Tyranor and just as many people. No one knows how, but he some how knows how to come and go from Tyranor as he wills. Many believe that he was the first being to enter Tyranor and some think he will be the last to see it before what he calls "The Fall of the Nexus."[/QUOTE] |
| jagggar12-08-05, 10:52 AM | A new feat... Improved Followers: Prerequisites: Leadership Benefit: When a character with this feat chooses to trade in followers, the maximum level of followers they can acquire is 3/4 their level. Normal: Without this feat, the highest level characters that can be acquired through trade in is 1/2 the PC's level. I'd prefer 2/3rds their level. And I think it needs a Charisma or Leadership score requirement or both. |
| jagggar12-08-05, 11:07 AM | Am I right in assuming that a Hat of Endure Elements would cost 2,000? I'd say 1,500 gp. ((1*1*2000)/2)*1.5 ((continuous item)/24hr duration)*uncustomary space |
| Dyne12-08-05, 09:41 PM | My question is not in regards to it is instead regarding the materials from d20 SWRPG. It is a WOTC product, but some differences have led to the materials being difficult to evaluate and convert to the more standard DnD system, so I was wondering how is a person to go about getting WOTC materials approved from a slightly different system? In paticular I was concerned with getting the races from the Ultimate Alien Anthology approved. I was going to post up a Galactic Empire guild, along with my ideas for revisions to the SWRPG rules system to bring them inline with the D&D rules system. Everything is easy except the systems of currency, but I figure those could remain different, which would limit too much interaction between the two, as well as keep them distinct. Tell you what, I'll get to posting that guild right now. And if someone wants to play a Rebel, Republic, Confederacy, or something else Star Wars character, maybe they could start their own guild, or just be part of a "miscellaneous" section of the all-encompassing Star Wars guild. |
| gabrion12-08-05, 10:15 PM | Talisman of Animal Growth This small acorn shaped piece of metal has a very strange quality about it; when held in the hand it seems to take up more space than it looks like it should. When the master of an animal companion speaks a command word and touches their animal companion with the talisman, the nature of the item becomes more apparent. Once per day the talisman allows a character with an animal companion to affect their compainion with the expansion power, augmented to increase the animal by two size categories and last 10 min/level (90 minutes). Moderate psychometabolism; ML 9th; Craft Universal Item, expansion, Price: 1 (Power level) * 9 (Manifester Level) * 1,800 (Command Word) * 1/5 (usable 1x/day) * 7/10 (Only usable by animals)=2,268 gp. |
| Tenzhi12-09-05, 12:09 AM | I'd say 1,500 gp. ((1*1*2000)/2)*1.5 ((continuous item)/24hr duration)*uncustomary space Heh. I didn't even think to put an "uncustomary space" modifier on it. Seemed kind of silly as the non-magical purpose of hats is protection from various elements of weather. |
| jagggar12-09-05, 12:22 AM | That's actually what I kinda wanted to hear. I would kinda like to know how a hat really deals with interaction. . . except maybe in the Zelda games. . . Anyway, if you couldn't show reasoning skills, no reason not to say otherwise. 1000 gp it is. :) |
| alaron12-09-05, 01:26 PM | The guild wars are for all d20 systems correct? If that is a yes then why are the only rules being discussed about dnd homebrew? There is a large number of players available if you considering opening this to other WOTC d20 systems, so I am concerned with approval or a coversion of the other systems to allow for a larger and more inclusive game. I should pose a third question. That question will be in two parts, first how do the GMs feel about that, and second are any players willing to help with convetiing d20 modern, and d20 Starwars to a comunal system for the guild wars? After looking back on the thread I saw dynes previous post which states: dyne: I was going to post up a Galactic Empire guild, along with my ideas for revisions to the SWRPG rules system to bring them inline with the D&D rules system. Everything is easy except the systems of currency, but I figure those could remain different, which would limit too much interaction between the two, as well as keep them distinct. He addressed one of my concerns, but ther are some problems still present, so my questions still stand. |
| Dyne12-09-05, 06:15 PM | The guild wars are for all d20 systems correct? If that is a yes then why are the only rules being discussed about dnd homebrew? There is a large number of players available if you considering opening this to other WOTC d20 systems, so I am concerned with approval or a coversion of the other systems to allow for a larger and more inclusive game. I should pose a third question. That question will be in two parts, first how do the GMs feel about that, and second are any players willing to help with convetiing d20 modern, and d20 Starwars to a comunal system for the guild wars? After looking back on the thread I saw dynes previous post which states: He addressed one of my concerns, but ther are some problems still present, so my questions still stand. If they were discussing multiple topics from multiple systems all at once, we'd be making even less progress. ;) My Star Wars guild is up and running (the Galactic Empire). I'm addressing the issue of SW to D&D conversions so that the systems can mesh. In the future, it may be used to discuss rules for SW homebrew. Some of the stuff being discussed at Meta will apply to the revised SW rules as well, however, such as the stuff on Leadership (the revised SWRPG rules will use the D&D Leadership feat). |
| turalisj12-09-05, 06:16 PM | I think we should change the name, since guild wars is an entirely seperate game (although it is similiar to dnd in some ways, such as high price) |
| Dyne12-09-05, 06:21 PM | I think we should change the name, since guild wars is an entirely seperate game (although it is similiar to dnd in some ways, such as high price) We were here first. :pbbbtt: I've always referred to it as the IFWG (Inter-Foundation War Games), since I believe that was the original formal name. Some people have casually refered to it as the Guild Wars, though. |
| jagggar12-09-05, 06:28 PM | If they were discussing multiple topics from multiple systems all at once, we'd be making even less progress. ;) Oh, yeah, but it was okay to try it on my D&D-ification thread. . . I think I'll res it and work only on the d20 Modern stuff. |
| Dyne12-09-05, 06:34 PM | Oh, yeah, but it was okay to try it on my D&D-ification thread. . . I think I'll res it and work only on the d20 Modern stuff. Meh. My thread is also an in-game guild, as well as a place to discuss Star Wars, the Galactic Empire in particular. Speaking of which, I will have a set of revisions to the SWRPG rules system that will be submitted to this thread in a short amount of time. |
| gabrion12-09-05, 08:57 PM | I've always referred to it as the IFWG (Inter-Foundation War Games), since I believe that was the original formal name. Some people have casually refered to it as the Guild Wars, though. Why do I keep thinking that it used to be called the IFGW (Inter-foundation Guild Wars)? Am I crazy? |
| Zombomaniac12-09-05, 09:08 PM | At one time it was called IFGW, but after everything got shut down for awhile it was changed to IFWG. On the issue of meshing diiferent d20 games together we would have to pick a base rule system to mesh everything to. it is easier to mesh 10 different things to one thing that 10 to 10. Since DnD is the most promenant d20 game we have been meshing it all to DnD so as to make things easier. |
| Dyne12-09-05, 09:09 PM | At one time it was called IFGW, but after everything got shut down for awhile it was changed to IFWG. Actually, I think IFGW was a typo. The original name was Inter-Foundation Wars/Games. It doesn't really matter what the heck you call it, though, as far as I'm concerned. As long as people understand what you mean. My gosh, we must be bored out of our minds to carry the topic of "The name of the IFWG" so far. I need to make some new items and get them approved here. *Disappears into obscurity* |
| Zombomaniac12-09-05, 09:12 PM | Actually, I think IFGW was a typo. Oh and i edited my post. |
| Demonfey12-10-05, 10:14 PM | New race: Igor: a humanoid that has become an aberration through some form or another. This is due to issues with what Igor is, and a subrace that describes what fleshwarpers are would just cut that down a lot and confuse people as a side bonus. Also, for Pratchett fans, it fits the description of the Igors so well. |
| Gellion12-10-05, 10:34 PM | Ahhh, man it has been a long time. What is going on with the whole IFWG/IFGW anyways? |
| Demonfey12-10-05, 10:37 PM | Sil's got the GoPG under his command, I've got the GoUE and CoA. Sargatanas has the Temple, Ashariana has the Stormhand Federation. Orcy's got the only aquatic guild and Ghashmal Keep, which has an alliance with the Psions. Gabe's got the Halls of Refuge. Wilds currently runs the SBB. Now that the main guild hall players are known... We're all preparing for the initial strike, and the GMs are currently working on the rules. |
| Gellion12-10-05, 10:45 PM | Sil's got the GoPG under his command, I've got the GoUE and CoA. Sargatanas has the Temple, Ashariana has the Stormhand Federation. Orcy's got the only aquatic guild and Ghashmal Keep, which has an alliance with the Psions. Gabe's got the Halls of Refuge. Wilds currently runs the SBB. Now that the main guild hall players are known... We're all preparing for the initial strike, and the GMs are currently working on the rules. Ahh, I see. It is hard to believe this whole thing evolved out of the conflict between the Human(Then led by Kevman) and Half-Elven foundations back on the races forum. :) |
| Demonfey12-10-05, 10:51 PM | That's before my time. I doubt many still know of it. Interesting, though. |
| Orcy The Green Wonder12-10-05, 10:51 PM | Ahh, I see. It is hard to believe this whole thing evolved out of the conflict between the Human(Then led by Kevman) and Half-Elven foundations back on the races forum. :) Don't forget Orcy and the Horc foundation. Wer were around for a while in the whole conflict. Then classes or whatnot hit and Orcy had to ninja vanish... did Orcy just say ninja vanish? |
| Gellion12-10-05, 10:54 PM | Don't forget Orcy and the Horc foundation. Wer were around for a while in the whole conflict. Then classes or whatnot hit and Orcy had to ninja vanish... did Orcy just say ninja vanish? Ahh, yes Orcy. Oh how I wish for those Halcyon days... Hehe, maybe it is time for the Avatar Dweomer Master to make a reapperance. :eek: |
| Orcy The Green Wonder12-10-05, 10:59 PM | Ah, if you look closely there is actually a reference Orcy has made back to those days. Orcy isn't sure if you remember it, but there was something he did in the begining of those days that he has referenced back to it... perhaps you can find it? |
| Gellion12-10-05, 11:09 PM | Ah, if you look closely there is actually a reference Orcy has made back to those days. Orcy isn't sure if you remember it, but there was something he did in the begining of those days that he has referenced back to it... perhaps you can find it? How about you just tell me as I am tired right now and I REALLY want to know. That and I feel really lazy right now. :) |
| Orcy The Green Wonder12-10-05, 11:12 PM | How about you just tell me as I am tired right now and I REALLY want to know. That and I feel really lazy right now. :) As legend goes, the top of this mountain was sliced apart and hurled to the earth below by The Green Wonder. From then, Orcy had an arena carved out of its top, helping with the work himself. Now it stands atop the very same mountain. It is still used today to solve differences between guilds and other groups that do not wish to go to war. The above was posted in the last lines of description from the Mountain Top Arena. |
| Gellion12-10-05, 11:15 PM | The above was posted in the last lines of description from the Mountain Top Arena. Aww, thanks Orcy. :) |
| Zombomaniac12-11-05, 03:55 AM | Made some more alteration to the Generator and added a new item. ------------------------------------------------------------ Advanced Entrance [General] Your devotion to a cause and way of life has allowed you to enter into thse groups with greater ease. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- Antimagic Generator This object is 1 foot high and 1/2 a foot from side to side. It has Gems of varying size on its sides and a large Diamond on the top. This item when activated, by turning the Diamond, creates a field of Antimagic as the Spell, but with a range of 10-30 feet depending on which you create, centered on the generator and the generator itself is immune to the effects of the field. Turning the Diamond turns the generator off as well as on. Antimagic Generators are unique items whos secrets of construction are know only by the Wandering Sage (See below). Strong Abjuration, CL 15, Craft Wonderus Item, Antimagic Field, Price 10 Ft - 396,000 gp, 20 Ft - 792,000 gp, 30 Ft - 1,584,000 gp, weight 2 lb. ------------------------------------------------------------- Pendent of the Magic Hater This Pendant allows the wearer to cast Antimagic Ray as a 13th level caster 3 times per day. Strong Abjuration, CL 13, Craft Wonderus Item, Antimagic Ray, Price 98,280 gp, weight - ------------------------------------------------------------- Surprise Cube A Surprise Cube is one inch from top to bottom and left to right. The Cube, by design, can hold certian types of spells within them and has a delaying effect that can throw off unknowing opponents. The Cube can hold in it only spells with a duration of Instantaneous and a area effect (Fireball, Lightning bolt, Shout, etc). Surprise Cupes can hold only one charge , but can be refilled as one would a wand or staff. Once a spell is placed within a Cube it remains inactive till activated. Once activated the cube will release the spell three rounds after activation. If placed with/under the effect of Antimagic than the Cube's countdown pauses and resumes again once it leave the effected area. ? ?, CL ??, Craft Wonderus Item, Spell to be placed with Cube, Price ?? gp, weight - ------------------------------------------------------------- Wandering Sage The Wandering Sage is a man of great knowledge and apparent immortallity as he has appeared and vanished thoughout History and from deminsion to deminsion. Little is known of him, but he is always a fountian of knowledge and heralds a better future ofr those he meets. He is most commonly seen as a old Human of venerable age, normally wearing the clothes of a Wizard, but never carring books or scrolls. He has brought many inventions to Tyranor and just as many people. No one knows how, but he some how knows how to come and go from Tyranor as he wills. Many believe that he was the first being to enter Tyranor and some think he will be the last to see it before what he calls "The Fall of the Nexus." |
| Sssargoth12-11-05, 02:18 PM | Hopefully more people will check out and comment on my first attempt at creating a race if I put it here... The Kitsune (http://boards1.wizards.com/showthread.php?p=7973916#post7973916) |
| Demonfey12-11-05, 02:37 PM | Looks interesting, and seems to be a better job than I do on creatures, normally. |
| Orcy The Green Wonder12-11-05, 04:12 PM | A new feat... Improved Followers: Prerequisites: Leadership Benefit: When a character with this feat chooses to trade in followers, the maximum level of followers they can acquire is 3/4 their level. Normal: Without this feat, the highest level characters that can be acquired through trade in is 1/2 the PC's level. Orcy was wondering about this feat and he wanted to know the following... As mentioned by Jagggar, it could be changed to the following. Improved Followers: Prerequisites: Leadership score of at least 20 Benefit: When a character with this feat chooses to trade in followers, the maximum level of followers they can acquire is 2/3 their level. Normal: Without this feat, the highest level characters that can be acquired through trade in is 1/2 the PC's level. Would that be more acceptable as a feat? (Orcy is thinking of taking it when one of his characters gets another feat...) |
| Orcy The Green Wonder12-12-05, 12:54 PM | Orcy has been inspired... *sigh* why does that typically mean something strange is about to happen? Robe of the Eccentric Villain An outfit, typically made entirely of plain black cloth, is worn by many eccentric villains. The open end of this outfit's hood allows the wearer to conceal his or her face. This can be done in a full manner (http://uo.stratics.com/newspics/Grim_Reaper_091703.jpg). Or in a partial manner. (http://www.morphizm.com/images/politix/tabu/palpatine.jpg) Either way, this gives the wearer a +2 circumstance bonus to disguise checks (not that a man wearing a big black robe with a concealed face isn't suspicious...). Price: 150gp |
| Demonfey12-12-05, 12:58 PM | Because strange is interesting? |
| Zombomaniac12-12-05, 11:45 PM | Added in a new item and since, I think, the Generator and the Pendent have been approved I removed them from this new list. ------------------------------------------------------------- Advanced Entrance [General] Your devotion to a cause and way of life has allowed you to enter into thse groups with greater ease. Prequerments: BaB +2 Benefits: Gains a +3 to BaB for the pruposeses of qualifying for PrCs. Special: This increase in BaB does not actualy increase a Character's BaB, but makes it much easier to qualify for a PrC. ------------------------------------------------------------ Pause Spell [Metamagic] You are adapt at elluding even the greatest attempts at stopping your magic. Benefits: Any spell this feat is applied to is able to avoid dispell attempts and antimagic effects. When ever a spell with this feat applied to it is the target of a dispell attempt instead of being dispelled the spell vanishs for a number of rounds equal to the spell's acctual level. At the end of the paused rounds the spell reappears and carries out it effect to the best of its abilities. For example: A Paused Fireball is cast at a Wizard and the Wizard dispells it. Instead of dispelling it vanishes for three rounds. At the end of these rounds it reappears and continues on to land in the area it would have landed in and deals damage to anything in the area as normal. When a spell with the Paused Spell feat applied to it enters a Antimagic Field or falls under similar effect just as when a paused spell is "dispelled" this Paused spell "pauses" and then "unpauses" when it leaves the anitmagic field/effect or the field/effect stops. For example: 1. A Paused Lightning bolt spell is cast into a Antimagic Field, once it enters the field it "pauses" and when the field goes inactive the Paused Lightning bolt unpauses and continues it's effect as best as it can. 2. A Paused Bull's Strenth is cast on a Fighter and this Fighter enters a Antimagic Field. While in the field the spell is inactive. This Fighter then leaves the field shortly after and the spell becomes active again. Aswell if a paused spell is cast on someone in an Antimagic Field or simmaler effect then the spell is paused right then and when the field/effect goes inactive or the target leaves the field/effect then the spell unpauses and the spell is then to act normally. For example: The spell Harm is cast on someone in a Antimagic Field, the spell pauses and then when the target leaves the field or the field goes inactive then the Harm spell activates. The proccess of "vanishing" looks much like the proccess of dispelling. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is not dispelled. The procces of "pausing" lokes much the same as a spell normally would when entering a Antimagic Field or falling under simmaler effect. A succsesful Spellcraft check (DC 10 + spell level + caster's caster level) reveals the spell is Paused. Time spent "vanished" or "paused" does not count against the spell's duration. A spell with this feat applied to it takes up a spell slot one level higher. ------------------------------------------------------------- Surprise Cube A Surprise Cube is one inch from top to bottom and left to right. The Cube, by design, can hold certian types of spells within them and has a delaying effect that can throw off unknowing opponents. The Cube can hold in it only spells with a duration of Instantaneous and a area effect (Fireball, Lightning bolt, Shout, etc). Surprise Cupes can hold only one charge , but can be refilled as one would a wand or staff. Once a spell is placed within a Cube it remains inactive till activated. Once activated the cube will release the spell three rounds after activation. If placed with/under the effect of Antimagic than the Cube's countdown pauses and resumes again once it leave the effected area. ? ?, CL ??, Craft Wonderus Item, Spell to be placed with Cube, Price ?? gp, weight - ------------------------------------------------------------- Bombardment Box This small Cube is activated by a command word. Once activated the Box will release five Magic Missles, as the spell, from it one turn after activation. These missles will seek out the clostest target to them. Any missles that can mot reach a suitable target are wasted. If someone within the range of the Box is killed by the force of 4 missles then weither the fifth had chosen that being as a target or not the fifth missle selects a different target. Even the person who activates the Bombardment Box can be target of its missles. Weak Evocation, CL 9, Craft Wonderus Item, Magic Missle, Price ?? gp, weight - |
| Demonfey12-13-05, 12:12 AM | Sounds like the activator would be the initial target every time, then. |
| Von Crown12-13-05, 12:57 AM | Quick question on the Surprise Box- How is targeting determined? For example, I could see a fireball box being centered o the box, but what direction would a lightning bolt box go? Anyways... Power Storage Unit A tube of warm orange liquid that smells of ozone. Raimoyu is an alchemical substance harnessed by Dauthaar craftsmen for it's ability to hold an electric charge. These may be connected to some other items through special wiring costing 20 gp per foot. It takes a swift action to transfer charge froma storage unit to an item or vice versa. Some items can have storage units loaded directy into them, in this case no action is required to transfer power from the unit to the item, but it usually takes at least a move-equivalent action to load the unit. Type Storage Cap Flow Cap Craft (Alchemy) DC I 10 5 15 II 25 15 20 III 50 25 25 IV 100 50 30 V 200 100 40 +I +100 +50 +10 Storage Cap: The unit's maximum total charge stored. Flow Cap: The maximum amount of charge gain per round. Craft (Alchemy) DC: The DC required to make that type. Cost is equal to 50 gp times the type (100 gp for Type II, 500 gp for a Type X, etc.) Type Diameter Length Weight I 1 in. 5 in. 0.25 lbs. II 3 in. 7 in. 0.50 lbs. III 5 in. 9 in. 0.75 lbs. IV 7 in. 11 in. 1.00 lb. V 9 in. 13 in. 1.25 lbs. +I +2 in. +2 in. +.25 lbs. Volt Gauntlet (Needs a better name) These gauntlets are made of a hard black metal. Several spikes protrude from various points, and small pipes along the inside are full of an odd orange liquid. The wearer of these spiked gauntlets gains resistance to electricity 10. Whenever electricity damage to the wearer is prevented, the gauntlet gains an equal amount of charge, to a maximum of 25 charge, at which point the gauntlet no longer grants electricity resistance. The wearer may, as an attack action, spend 5 points of charge from this item to make a special ranged touch attack out to 10 ft. that deals an amount of electricity damage equal to the wearer's unarmed strike damage. In addition, feats or class abilities that funtion through an unarmed strike may also function through this attack. This item may be attached to external power storage units with wiring as detailed in that item's description. weak evocation and abjuration, CL?, Craft Wondrous Item, Shocking Grasp, Resist Energy, Creator must be able to supply enough Raimoyu equivalent to a Power Storage Unit Type II, price ???, weight 1.5 lbs. |
| Zombomaniac12-13-05, 09:31 AM | Sounds like the activator would be the initial target every time, then. Thats why it starts one rounds later. Throw it and run. But you make a good point. I'll up the round count to.....two or three? Mabye make it more missles to just for more power since 5 missles is only 5d4. @Von Crown Ohh....very good point. I'll alter that later. |
| bgt12-13-05, 10:46 AM | Please approve my PrC, The Snakewalker (http://boards1.wizards.com/showthread.php?t=248334) |
| Demonfey12-13-05, 01:36 PM | You might want to make a mention about the area around a snakewalker that scent works in. On the animal companion ability, first would that stack with itself? And second, wouldn't it be acting as an animal companion beginning at that level, preferrably? |
| Zombomaniac12-14-05, 08:54 AM | Changed it like you all said. Bombardment Box This small Cube is activated by a command word. As well if multiple Boxs have the same command word, then as long as the boxs can "hear" the command word then they all activate at the same time and the person saying the word is the activator. Once activated the Box will release 10 Magic Missles, as the spell. These missles will seek out the clostest target to them. Any missles that can not reach a suitable target are wasted. If someone within the range of the Box is killed by the force of 4 missles then weither the fifth had chosen that being as a target or not the fifth missle goes to a different suitable target. The activator of the Box is not subject to being hit by the Missles. The box is only able to release missles 3 times per day and it always releases all 10 when activated. The Box need not be held to activate. It need only "hear" the command word. Weak Evocation, CL 9, Craft Wonderus Item, Magic Missle, Price ?? gp, weight - Common Uses: Because the Box need not be held to activate it is often used as a trap. Plave a few in a hallway then once your enemies are within range yell the command word and they get hit by missles. This and variations there of are the most common. It has also been used as a unmanned trap in Dungeons. Have the command word be a very commonly used word and then when ever Adventures come through they are likely to activate the box(s) if they start talking. "Look out for traps." Box(s) go active. "Think we'll find any gold?" Box(s) go active. "Hand me the torch." Box(s) go active. |
| bgt12-15-05, 11:17 AM | You might want to make a mention about the area around a snakewalker that scent works in. 30 ft with no wind, 60 ft downwind, 15 ft upwind. Same as as every other scent ability. On the animal companion ability, first would that stack with itself? And second, wouldn't it be acting as an animal companion beginning at that level, preferrably? As that ability seemed to confuse people, I changed the name to a "Snake Companion". The intent of the ability was to get a loyal snake to aid you entirely seperate from the druid ability of the same name. Hopefully now that's clear. It can't possibly stack with itself, as you can only gain an individual Secret once.(Although the ones with save DCs can be gained up to three times, with each of those secets past the first boosting the DC.) |
| Zombomaniac12-17-05, 12:21 PM | Hey Jaggar can you tell me how much the Bombardment Boxs would be? I dont know the pricing system, but you seem to know it by heart. :) |
| Zombomaniac12-31-05, 04:01 PM | Reduced Requirments Though Brians, force of will, or understanding you have learn how to enter groups with greater ease then the normal adventurer. Prequirment: Int, Wis, or Char of 18 Benifits: When taking this feat you choose a PrC for it to apply to and you choose to have either the skill requirments, number of spells known requirments, or the spell level reqirments reduced by half. For example: Skills: Tim the Cleric want to be a Evangelist, but has only 6 ranks in Bluff. By taking the Reduced Requirments and choosing Evangelist and Skill to be reduced Tim only needs to have 4 ranks in Bluff and thus can be a Evangelist. Number of Spell known: Bob the Sorcerer wants to be a Lore Master, but knows only 5 different Divination spells. By taking the Reduced Requirements feat and choosing Lore Master and Number of Spells known then Bob only need so know 4* different Divination spells and thus can be a Lore Master. Spell Level: Jim the Wizard wants to be a Archmage, but knows only 5th level arcane, but does know 5th level spells from 5 different schools (Good Job Jim). By taking the Reduced Requirments Feat, choosing Archmage and Spell Level Jim only needs to know 4th* level spells and 3rd* level spell from 5 different schools. *In sicuation where the divided number is odd round up. |
| Dyne12-31-05, 05:02 PM | @Reduced Requirements: Sounds like a really bad idea to me. The requirements of a PrC balance it out with what power it provides. If a character can access a PrC at a lower level, it could cause problems. Plus, the mechanics for something like this would be a little funky. |
| Lady Rolindin01-09-06, 10:30 PM | ranger/ -------------------------------------------------------------------------------- This is from Dragon August 2003 Roles of the Wild by Rich Redman As a class of Dunfeons & Dragons, the ranger clearly has his roots in Aragoen fromm J. R. R Tolkien's Lord of the Rings, the class has grown. NOw it has a life of its own, and no edition of D&D would be complete witout it. Rangers are peotectors of the wilderness. Although the class description given in the players handbook mentions forests, rangers are found in every type of terrain, including the underdark and beneath the seas. Rangers are hunters, scouts, pathfinders, trackers, and explorers. While they lack a fighters feata, a paladins divine powers, or a barbarians rage, rangers have their own combat styles and a canny ability to use terrain to their best advantage, Of all the classes, only rogues can even hope to match the scouting abilities of the ranger. Skill Points: a mighty 6+ Int modifier sets the ranger above barbarians, druids, and monks. Animal empathy is no longer a skill, and intutit Direction is gone as well, but rangers now get Knowledge (dungeoneering) as class skills and Knowledge (geography). Ranger Backgrounds Rangers are self-sufficient characters that work with other rangers and individuals from other claees because they see a need to do so. As a resulty, they have no particular bias for law or chaos. some rangers prefer hierarchical oeganizations, rules, and teamwork. Others perfer to use their own initiative and work primarily alone. Rangers are usally from rural environments (but see urban Rangers below). These communities are not as wild or isolated as barbarian communities, but they are mich closer to and part of the natural world than coties. Rangers generally grow up aware of nature's rich, complex web of life alongside that of civilization. Urban Rangers There are those whose keen sense and combat skills kead them down a path similar to that of traditional rangers, but they roam the mean streets of the city rather than the wilderness. These characters are likely to br officers of the watch, bounty hunters, or spies. To play an urban ranger, use the rules from the ranger class description in chapter 3 of the Player's Handbook. Every rule mentioned there also applies to an urban ranger. With your dm's permission, however, you can adopt a few modifications desgned to make your character more effective in an urban environment: Change class skills by swapping Knowledge (geography) for Knowledge (local), and Knowledge (nature) for gater information. Trade the track feat for the stealthy feat. Take an organization or culture rather than a creature type as a favored enemy. for example, you might choose the nameless Legion, which would allow you to use your favored enemy bpnuses against mercenaries who belong to that organizatiopn, but not to other mercenaries. Be sure to make such choices in concert with your dm or you could end up with a favored enemy you never encounter. Swap out a few ranger spells for bard spells of equal level. some trades to be consider include detect snares and pits for detect secret doorsm, speak with plants for detect thoughts, plant growth for phantom steed and tree stride for dimension door. You might want to see if your dm will allow trades from different class lists as well, but don't expect to get chain lighting out of it. Class combos the revision makes it less likely that any class will "cherry Pick" other classes, only taking the first level for its benefits. Instead, characters are likly to continue multiclassing for extended periods because the combinations fit the players vision of the character. Paladins and monks, because of tgier restrictions on multiclassing are least likely to make class combos, and arn't covered here. Ranger/Bard The ranger and bard are similar in sererval ways. There is very little difference in their average hit points. Both get the same number of skill points ar each level. They even have skills in common. Rangers have a more favorable attack bonus progression and a more favorable fortitude saving throw progression. Bards have a more favorable will save orogression and begin casting spells sooner. With their combined access to hide and move silently and their very high reflex saving throw bonuses, these characters often make excellent scouts, returning to the party with news of what lies ahead, bardic knowledge related to the threat, and some ideas on hpw their abilities can enhance the rest of the party while dealing wit it. Gnomes are more likely to favor this combination than any other race. Because they treat gnome hooked hammers as martial weaponsm gnome ranger/bard are slightly more likely to take the melee combat style hd d8 skill points(6+int)*4 (after 6+int) Character Choices these characters spend skill points from both classes on climb(str). concentration (con), hide (dex), and move silently (dex0. additional ranger skill points are spent on ride and survival. Addotional bard skill points are spent on perform and knowledge (history) untill thr character has 5 ranks in the latter for the boost it gives to bardic knowledge checks. they divide remainingf skill points between knowledge (dungeoneering), knowledge (geography), and knowledge (nature) over ensuing levels. Because of their light armor and lower average hiy points, characters using this combination often pursue the ranged combat style. They rarely choose constructs, elmentals, plants, or undead as favored enemies, but otherwise display a wide variety of choices. small characters choosing this combination most often seek animal companions they can ride and that are capable of defending the character. Bigger characters seek animal companions with strong fughting abilities. Bard/ Ranger (1 Level) (2 Bab) (3Fort) (4Ref) (5Will) (6 abilities and (recommended feats) 1 brd1 +0 +0 +2 +2 6 Bardic misic, bardic,knowledge, Counter song, fascnate, inspire courage +1, 0 level bard spells, feat(dodge) 2 brd1/rgn1 +1 +2 +4 +2 1st favored enemy, track, wild empathy 3 brd2/rgn1 +2 +2 +5 +3 1st level bard spells, feat (point blank shot) 4 brd3/rgn2 +3 +3 +6 +3 combat style (ranged), ability increase 5 brd3/rgn2 +4 +4 +6 +3 inspire competence 6 brd3/rgn3 +5 +4 +6 +4 endurance, feat (precise shot) 7 brd4/rgn3 +6 +4 +7 +5 2nd level bard spells 8 brd4/rgn4 +7 +5 +8 +5 animal companion, 1st level ranger spells 9 brd5/rgn4 +7 +5 +8 +5 feat (mobility) 10 brd5/rgn5 +8 +5 +8 +5 2nd favored enemy 11 brd6/rgn5 +9 +6 +9 +6 suggestion 12 brd6/rgn6 +10 +7 +10 +7 improved combat style, feat (shot on the run) 13 brd7/rgn6 +11 +7 +10 +7 3rd level bard spells 14 brd7/rgn7 +12 +7 +10 +7 woodland stride 15 brd8/rgn7 +13 +7 +11 +8 inspire courage +2, feat (far shot) 16 brd8/rgn8 +14 +8 +12 +8 swift tracker, 2nd level ranger spells 17 brd9/rgn8 +14 +9 +12 +8 inspire greatness 18 brd9/rgn9 +15 +9 +12 +9 evasion, feat (spring attack) 19 brd10/rgn9 +16 +9 +13 +10 4th level bard spells 20 brd10/rgn10 +17 +10 +14 +10 3rd favored enemy Ranger/ cleric the ranger/cleric makes a solid undead hunter, choosing undead as his favored enemy and combined favored enemy bonuses with feats like two weapon defense and favored power attact. His high fortitude and will saving throw bonuses prepare him to succeed at saving throws invoked by undead abilities. Even more than druids or paladins, this combination makes a fine secondary healer for a party. this combination offers an excellent fortitude saving throw bonus with good reflex and will saving throw bonuses, access to spells and the ability to turn or rebuke undead. such characters bas attack bonus progressions are slow compared to a single class ranger and never get a cleric high level spells or a rangers high level abilities. They benefit from a rangers broad weapon proficiencies, but not from the clerics access to heaver armor. Fortunately, their hit points equal either a single class cleric or a single class ranger. character choices Characters choosing this combination use skill points from both classes to buy ranks in heal. Additional cleric skill points also go into knowledge (religion)(int) for the boost it gives to attempts to turn or rebuke undead. Additional ranger skill points go into concentration, handle animal (cha), knowledge (nature) (int), survival (wisd), and eother knowledge (dungeoneering)(int) or knowledge (geography)(int). the ranger/ cleric often chooses undead as its favored enemy and repeats that choice at 5th and 10th level to increase the bonuses. Characters are evenly divided on which combat style is best, since composite longbiws do as much damage as most one=handed melee weapons and undead ignore critical hits. they choose feats that support their combat style, and also take self-sufficient. The example progression on page 61 follows the melee combat style, and often chooses a light spiked shield as its off-hand weapon. Anomal companions that can dish out large amounts of melee damage are often favored by this class, particularly bears and lions. When choosing spells, characters with this combination prefer spells that aren't opposed by spell resistance since they will never have the caster level of a single class cleric. spells that affect the caster or casters allies are favored, particularly those with instantaneous durations since they are unaffected by caster level. Strong domain choices include air, death, destruction, evil, fire, good, healing, knowledge, magic, plant, peotection, strength, sun, travel,trickery, and war. Mostcommon are healing, protection, strenght, or war. cleric /ranger level class levels(1) bab(2) fort(3) ref (4) will(5) abilities and (recommended feats)(6) 1 clr +0 +2 +0 turn or rebuke undead, o level cleric spells feat (dodge) 2 clr1/rgn1 +1 +4 +2 +2 1st favored enemy, track, wild empathy feat 3 clr2/rgn1 +3 +5 +2 +3 feat(mobility) 4 clr2/rgn2 +3 +6 +3 +3 combat style (melee) 5 clr3/rgn2 +4 +6 +4 +3 2nd level cleric spels 6 clr3/rgn3 +5 +6 +4 +4 endurance, feat (two weapon defence) 7 clr4/rgn3 +6 +7 +4 +5 8 clr4/rgn4 +7 +8 +5 +5 animal companion, 1st level ranger spells 9 clr5/rgn4 +7 +8 +5 +5 3rd level cleric spells, feat (improved favored enemy) 10 clr5/rgn5 +8 +8 +5 +5 2nd favored enemy 11 clr6/rgn5 +9 +9 +6 +6 12 clr6/rgn6 +10 +10 +7 +7 improved combat style, feat (spring attack) 13 clr7/rgn6 +11 +10 +7 +7 4th level cleric spells 14 clr7/rgn7 +12 +10 +7 +7 woodland stride 15 clr 8/ rgn7 +13 +11 +7 +8 feat (power attack) 16clr8/rgn8 +14 +12 +8 +8 swift tracker, 2nd level ranger 17 clr8/rgn8 +14 +12 +9 +9 5th level cleric spells 18 clr9/rgn9 +15 +12 +9 +9 evasion, feat (favored power attack) 19 clr10/rgn9 +16 +13 +9 +10 20 clr10/rgn10 +17 +14 +10 +10 3rd favored enemy Ranger/Druid Where barbarian/ druid ebodies natures fury unleashed, the ranger druid demonstrates the cunning of nature's wiliest hunters and natures infinite patience. with a broad selection of spells, they typically take natural spell so they can cast while in wild shape. The ranger gives up some skill points and base attack bonuses progression, but gains druid spells and loses no hit points. the combunation gets both druid and ranger spells, but also has some overlapping abiliters that do not stack (wild empathy and woodland stride). fortunately, a druids animal companion ability an a rangers animal companion ability stack for the purposes of determining the power of an animal companion. the druid class cannot use metal armor, but this suits the rangers combat style restriction on armor. Character choices characters who pursue this class combination generally focys their skill points on concentration, knowledge (nature), and survival. Additional druid skill points go to spellcraft (int). additional ranger skill points go tp hide (dex), move silently (dex), and either knowledge (dungeoneering) (int9 or knowledge (geography (int). the druid/ranger is most comfortable in the grwat outdoors and prefers the ranged combat style and the feats that support it for their lethality at distances. Their favored enemies are often some type of humanoid or gaints. Dwarfs and gnomes who follow this combination prefer gaints as their favored enemy, enhancing racial benefits against those foes. Covering long distances is important ti thes characters, so they most often choose riding animals appropriate to their size as animal companions level bab(1) for (2) ref (3) will(4) abilities and (recommended feats)(5) 1 rgn +1 +2 +2 +0 1st favored enemy, track, woild empathy feat (dodge) 2 rgn1/drd1 +1 +4 +2 +2 animal companion, natural sense, wild em[pathy, 0level and 1st level druid spells 3 rgn2/drd1 +2 +5 +3 +2 combat style, feat (mobility) 4 rgn2/drd2 +3 +6 +3 +3 woodlandstride 5 rgn3/drd2 +4 +6 +3 +4 endurance 6 rgn3/drd3 +5 +6 +4 +4 trackless step. 2nd level druid spells feat (point blank shot) 7 rgn4/drd3 +6 +7 +5 +4 1st level ranger spells 8 rgn4/drd4 +7 +8 +5 +5 resist natures lure 9 rgn5/drd4 +8 +8 +5 +5 2nd favored enem, feat (shot on the run) 10 rgn5/drd5 +8 +8 +5 +5 wild shape(1/day) 3rd level druis spells 11 rgn 6/drd5 +9 +9 +6 +6 improved combat style 12 rgn6/drd6 +10 +10 +7 +7 wild shape(2/day), feat(natural sepll) 13 rgn7/drd6 +11 +10 +7 +7 14 rgn7/drd7 +12 +10 +7 +7 wild shape(3/day). 4th level druid spells 15 rgn8/drd7 +13 +11 +8 +7 swift tracker, 2nd level ranger spells, feat (mounted combat) 16 rgn8/drd8 +14 +12 +8 +8 wild shape large 17 rgn9/drd8 +15 +12 +8 +9 evasion 18 rgn9/drd9 +15 +12 +9 +9 venom imminity, 5th level driud spells, feat (mounterd arachery) 19 rgn10/drd9 +16 +13 +10 +9 3rd favored enemy 20 rgn10/drd10 +17 +14 +10 +10 wold shape (4/day) Ranger/Fighter the ranger fighteris a combination for characters who care more for combat prowess than for spellcasting or animal companions. this class combination essentially trades skill points for feats. characters that pursue this combination will never be as skilled as other rangers, but they will possess significantly more feats. combined woth the rangers combat stlye, this makes for a deadly combatant. while they can be stealthier than fighters, they aren't as stealthy as single-class rangers. their srtrenght lies in the fact that very few obstacles represent more than a delat to them ,as what they can't climb or jump over, they can swim across. the fighter class provides additional hit points, as well as fughter bonus feats. of all the races, dwarfs are the most likely to pursue this combination. dwarf ranger/fighters typically mate the melee combat style with the dwarfven urgrosh or with a shield and dwarven waraxe. character choices this class combination usally spends fighters skoll points on climb (str) and swim (str). ranger skill points go to hide (dex), survival (wis), and either knowledge (dungeoneering) (int), knowledge (geography (int), or knowledge (nature) (int). in order to take advantage of the rangers combat stylem, these characters cannot take advantage of the fighters proficiency with all forms of armor. the two classes are equally proficient with weapons. the slight edge in hit points given by the fighters larger hit die means this combination is more likely to follow the melee combat style. no favored enemy is more commonly chosen than another. the ranger/fighter favored animals are often flying creatures, as many others cannot handle the rugged terrain this combination travels. fighter /ranger level bab (1) fort (2) ref (3) will (4) ablitities and (recommended feats) (5) 1 ftr +1 +2 +0 +0 feat(ironwill), bonus feat (combat expertise) 2 ftr1/rgn1 +2 +4 +2 +0 1st favored enemy, track, wild empathy 3 ftr2/rgn1 +3 +5 +2 +0 feat (power attack), bonus feat (improved disarm) 4 ftr2/rgn2 +4 +6 +3 +0 combat stlyle 5 ftr3/rgn2 +5 +6 +4 +1 6 ftr3/rgn3 +6 +6 +4 +2 endurance, feat (weapon focus) 7 ftr4/rgn3 +7 +7 +4 +2 bonus feat (weapon specialization) 8 ftr4/rgn4 +8 +8 +5 +2 anamal companion, 1st level ranger spells 9 ftr5/rgn4 +9 +8 +5 +2 feat (cleave) 10 ftr5/rgn5 +10 +8 +5 +2 2nd favored enemy 11 ftr6/rgn5 +11 +9 +6 +3 bonus feat (great cleave) 12 ftr6/rgn6 +12 +10 +7 +4 improved combat style, feat (two weapon defense) 13 ftr7/rgn6 +13 +10 +7 +4 14 ftr7/rgn7 +14 +10 +7 +4 woodland stride 15 ftr8/rgn7 +15 +11 +7 +4 feat(greater weapon focus) bonus feat (improved sunder) 16 ftr8/rgn8 +16 +12 +8 +4 swift tracker. 2nd levl ranger spells 17 ftr9/rgn8 +17 +12 +9 +5 18 ftr9/rgn9 +18 +12 +9 +6 evasion, feat (diehard) 19 ftr10/rgn9 +19 +13 +9 +6 bonus feat (combat reflexes) 20 ftr10/rgn10 +20 +14 +10 +6 3rd favored enemy Ranger/ Rogue the ranger /rouge is second in comabt prowess only to the ranger/fighter and has the potentail to inflict a great deal more damage thanks to sneak attack damage and the two classes shared expertise in steath. ranger/rogues give monsters nightmares. this combination puts the ranger in the odd position of being the class that reduces the characters skill points. overall the combination gets more hit points than a single-class rogue and more skill points than a single-class ranger. it has good fortitude saving throw bonuses, very good reflex saving throw bonuses, and access to ranger weapons. the ranger limitation to light armor is no drawback for the rogue, who wants light armor to avoid armor penalities. this nimble, stealthy combination makes for an excellent hunter and scout. Character choices characters pursuing this combination focus on stealth, specifically hide (dex) and move silently (dex), spending skill points from both classes on those skills. Additional rogue skill points go to climb (str), jump (str), listen (wis), spot (wis), tumble (dex), use magic device (cha), and use rpoe (dex). additional ranger skill points go to knowledge (dungeoneeriong) (int), knowledge (geopraphy ) (int), knowledge (nature) (int) and survival (wisd). because of the combination's relatively low hit points, most characters pursuing it follow the ranged combat style and chooose feats to accent that. most characters do not choose constructs, elementals, plants, or undead as favored enemies since these are uneffa=ected by the ranger/ rogue sneak attack daMAGE. ANIMAL COMPANIONS ARE OFTEN FLYING (for thier scouting abilities), or feline (for thier stealth). ranger rouge level bab(1) fort (2) ref (3) will (4) abilities and (recommended feats) (5) 1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wild empathy, feat (iron will), 2 rgn1/rog1 +1 +2 +4 +0 sneak attack +d6, trapfinding 3 rgn2/rog1 +2 +3 +5 +0 combat style, feat (point blank shot) 4 rgn2/rog2 +3 +3 +6 +0 evasion 5 rgn3/rog2 +4 +3+6 +2 endurance 6 rgn3/rog3 +5 +4 +6 +2 sneak attack+2d6, trapsense +1 feat (precise shot) 7 rgn4.rog3 +6 +5 +7 +2 animal companion, ist level ranger spells 8 rgn4/rog4 +7 +5 +8 +2 uncannu dodge 9 rgn5/rog4 +8 +5 +8 +2 2nd favored enemy, feat (dodge) 10 rgn5/rog5 +8 +5 +8 +2 sneak attack +3d6 11 rgn6/rof5 +9 +6 +9 +3 improved comabt style 12 rgn6/rog6 +10 +7 +10 +4 trap sense, feat (moblilty) 13 rgn7/rog6 +11 +7 +10 +4 woodland stride 14 rgn7/rog7 +12 +7 +10 +4 sneak attack +4 d6 15 rgn8/rpg7 +13 +8 +11 +4 swift tracker. 2nd level ranger spells, feat shot on the run) 16 rgn8, rog8 +14 +8 +12 +4 improved uncanny dodge 17 rgn9/rog8 +15 +8 +12 +5 18 rgn9/rog9 +15 +9 +12 +6 sneak attack+5d6, trap sense +3., feat (stealthy) 19 rgn10/rog9 +16 +10 +13 +6 3rd favored enemy 20 rgn10/rog10 +17 +10 +14 +6 rouge special ability Ranger/Sorcerer and ranger/Wizard the ranger/sorcerer or ranger/ wizard not only has a broad selection of spells, he knows which ones are most likely to give him and his party, an advantage over any particular opponent. this character can sneak into an enemy camp and unlease a silent fireball before the enemy knows he's there. while this character shoundn't be the primary fughter or the aecane spellcaster for his party, he does provide useful flexibility and a wide range of options. the list of advantagws the srocerer or wizard class gives to the ranger class is simple; arcane spells and a more favorable will saving throw bonus orogression. the ranger sacriices hit points, skill points, and base attack bonus progression for these two advantages. in addition, he suffers an arcane spell failer chance when wearing armor. fortunately, since the ranger wears kight armor anyway, this chance is faurly small( many learn mage armor and sheild ans use those instead of conventional armor). in addition, characters pursuing this combination typically follow the ranged combat style, since somatic componets require a free hand and that puts a crimp in the melle combat style. sorcerers also get familiars, and those magical beasts have sufficent intelligence and communication skills to enhance the rangers already impressive scouting abilites. character ChoicesRangers, sorcerers and wizards share concentration (con), craft (int0, nad profession (wis0 as class skills. characters pursuing this combination typically spend sorcerer skill points on concentration and spell craft (int). they typically spend ranger skill points on concentration, handle animal, (cha), hide (dex), move silently (dex), survival (wis), and either knowledge (dungeoneering )(int), knowledge (geographt (iny), or knowledge (nature) (int). most orefer bats, hawks, owls, or ravens for their familiars, because flying familiars make excellent scouts. a few however, prefer cats for improvment to the master's stealth. almost all choose animal companions for the animals melle fighting ability, using that animal as a guarding. most prefer the largers animal they can acquire, taking cover behind it whenever possible. those with cats as familiars often choose big cats as companions. most characters pursuing this occupation choose one or more kinds of outsiders as their favored enemy. ranger/sorcerer and ranger /wizard level bab (1) fort (2) ref(3) will (4) abilities and (recommended feats)(5) 1 rgn1 +1 +2 +2 +0 1st favored enemy, track, wold empathy, feat (dodge), 2 rgn1/w1 or s1 +1 +2 +2 +2 summon familiar, scroll scribe 3 rgn2 w1 or s 1 +2 +3 +3 +2 combat stlye, feat 4 rgn2 w2 or s2 +3 +3 +3 +3 5 rgn3/w2 or s2 +4 +3 +3 +4 endurance 6 rgn3/w3 or s3 +4 +4 +4 +4 feat (mobility) 7 rgn4/w3 or s3 +5 +5 +4 +4 animal companion, 1st level ranger spells 8 rgn4/w4 or s4 +6 +5 +5 +5 9 rgn5/ w4 or s4 +7 +5 +5 +5 2nd favored enemy, feat (point blank shot) 10 rgn5/w5 or s5 +7 +5 +5 +5 11 rgn6/w5 or s5 +8 +6 +6 +6 improved combay style 12 rgn6/w6 or s6 +9 +7 +7 +7 feat (arcane srike) 13rgn7/w6 or s6 +10 +7 +7 +7 woodland stride 14 rgn7/w7 or s7 +10 +7 +7 +7 15 rgnrgn8/w7 or s7 +11 +8 +8 +7 swift tracker, 2nd levl ranger spells, feat (shot on the run) 16 rgn8/w8/s8 +12 +8 +8 +8 17 rgn9/s8 or w8 +13 +8 +8 +9 evasion 18 rgn9/w9 or s9 +13 +9 +9 +9 feat (precise shot) 19 rgn10/w9 or s9 +14 +10 +10 +9 3rd favored enemy 20 rgn 10/w1o0 or s10 +15 +10 +10 +10 feats: Aracne strike (general) you can channel arcane energy into your melle attacks. prerequisites; ablility to cast arcane spells, bab +4 benefit: as a free action usable once per round, you may sacrifice one of your arcane spells for the day to grant benefitsto your next melee or ranged attack. for each level of the spell sacrificed, you gian a +2 bonus to hit and deal an extra +d6 points of damage. the bonus you gain to hit cannot exceed your base attack bonus, but if you sacrifice a spell of such a level that the bonus to hit exceeds your base attack, you still gain the normal extra damage due to the spell level. yhis feat is a supernatural ability. favored power attack (general) You are able to inflict more damage on your hated enemies. Prerequists; power attact, bab +4, favored enemy benefit; chose one pf ypour favored enemies. when you use the power attack feat that favored enemy, you masy subtract a number from your melee attack rolls and add twice that number to your melee damage rolls. if you are using a two handed weapon, add 3 times the number. the normal restrictions of the power attack feat allpy. improvrd favored enemy you know how to hit your favored where it hurts. prerequistes; bab +5, at least one favored enemy. benefit; chose one of your favored enemies, you deal an additional +2 points of damage to that favored enemy. this stacks with the rangers existing favored enemy bonus. |
| Mith_The_Godling01-10-06, 10:47 PM | Here is my Homemade class. I had posted it on the Class Boards so as to get it balanced first. It's called the Godling. Here's the link: http://boards1.wizards.com/showthread.php?t=563647&page=1&pp=30 |
| Lady Rolindin01-15-06, 04:14 AM | Here's a class i would like to play! made by Bartleby Tiresian Oracles -------------------------------------------------------------------------------- Tiresian Oracles There exist in the world a variety of hedge wizards, wise women, and shamans who claim to be able to tell snippets of the future to any willing to donate a pig, a basket of produce, or a few loaves of bread. Some of these may have some arcane or mystical skill, but they are like children in comparison to the Tiresian Oracles. In the mountains north of the Gap of Nuremor, there exists a great temple dedicated to no recognizable god. The temple complex, known as Tiresies, covers several acres and includes several buildings separated by gardens, vegetable plots, and lawns. Do not be fooled by the delicate architecture and pristine gardens. Many, both man and monster, have coveted Tiresies and the power of its masters. Thus far, none have succeeded in taking the temple. While the source of their power remains shrouded, there are a few things that are undeniable. The Oracles themselves are all blind. They wear a thick cloth over their eyes at all times and are almost always accompanied by a guardian. Their prophecies, while cryptic, are also more accurate than any offered by the most powerful of arcane and mystic practitioners. While clearly able to defend themselves, the Tiresians favor peace. They never take part in politics, other than to assist in peace deliberations, and they avoid physical confrontations as much as possible. The Oracles themselves are only part of the Tiresian order. Most of them are normal men and women who have dedicated themselves to serving the Tiresian Oracles and their peaceful teachings. --Weirymar the Scholar, Mysticisms and Other Minor Manifestations of Divine and Arcane Power, pg 387 Behind the Shroud The Tiresians do indeed advocate peace, but do so primarily to ease their own activities. While most of them are servants, the masters of the order are powerful diviners, worthy of being called oracles. Oracles come from every race, though a dedication to peace and political neutrality comes less often to some than others. The one thing common to all Oracles is a natural ability for divination and a physical lack of eyesight. Not only are all Oracles blind, they must have put out their own eyes with the intent of strengthening their oracular abilities. The act of blinding must be made voluntarily and with deliberate intent. If the blinding successfully enhances and Oracles seeing talent, they are put through a rite of initiation that forever binds them to a guardian. While in many ways, the guardian is a bodyguard and servant, in others he is almost like a Wizards familiar, maintaining an empathic link with his charge. As rumored, Oracles do have powers of divination much surer than those of other spell casters. They never fail to produce some result and that result is always accurate at the time. Unfortunately, the visions are as cryptic as any other form of divination. While the visions are always accurate, the oracles teach that any future may be changed, if someone interferes with events from the vision. The Tiresian Order As mentioned, the Tiresian Order promotes peace. They never take sides in a conflict, though they sometimes act as neutral mediators in order to prevent or end wars. Their reputation for true political neutrality has, ironically, made them a prominent feature in world politics. The order operates nearly like a monastic order, though the strict discipline is notably absent. Members, only a few of whom are oracles, are encouraged to seek inner peace in whatever way suits them. Most members of the order believe in personal freedoms, though some do see society's rules as more important. The Tiresian Order actually has little definable order. There are no positions of leadership, though oracles clearly outrank all others. Guardians are given notable respect, but are not considered above the average members. When a decision regarding policy or discipline or any matter that affects the order as a whole, all oracles present in Tiresies gather for council. The Tiresian Order does not charge for giving prophesies and will expel any oracle attempting to do so. Note that expulsion from the order does not deny an oracle any of his abilities. While no charge is demanded, donations are always welcomed. In addition, an oracle can refuse to grant a prophecy without concern of reprisal from the order and expectation of support if the petitioner becomes upset over the refusal. Races and Classes Oracles come, most often, from the ranks of sorcerers and independent clerics. Clerics dedicated to gods of knowledge and magic have also sought to become oracles. Wizards, while capable of fulfilling the requirements, generally do not apply for entrance, as the required blindness would deprive them of their ability to memorize spells. Other spell casting classes can become oracles, but seldom do. Also, classes with alignment conflicts, such as paladins, do not become oracles (note that ex-paladins would lose their ability to cast spells in they became neutral, so would still not qualify to become oracles). While members of any race can become oracles, so long as they meet the requirements, the order seems to attract elves, half-elves, and humans more than any others. Guardians are almost always chosen from the martial classes. Fighters, warriors, and rangers all make good guardians. Monks and some clerics can also become guardians through they are uncommon. Other classes can become guardians, but they are very rare. Since a guardian’s alignment must match that of the oracle he serves, a guardian must meet the alignment requirements of the oracle class. Relations Oracles get along reasonably well with everyone. Others, however, tend to treat oracles with suspicion. Rumors that oracles relate false prophecies to support some nefarious plot are not uncommon. Anyone who has fallen victim to an oracle’s disturbing gaze is likely to remember the event and be reluctant to spend time near any known oracle. Tiresian Oracle Hit Die: d6 Requirements Alignment: Any non-evil neutral. Spells: Must be able to cast any divination spell of 3rd level or higher. Special: Must have blinded themselves voluntarily. Must have been matched with a guardian and completed the rite of binding. Must not have a familiar at the time of the rite of binding. Class Skills Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha) Knowledge (arcana) (Int), Knowledge(geography) (Int), Knowledge(history) (Int), Knowledge(nobility and royalty) (Int), Knowledge(planes) (Int), Knowledge(religion) (Int), Profession (any) (Wis), and Spellcraft (Int). Skill Points per level: int+2/level Code: Level BAB Fort Ref Will 1st +0 +0 +0 +2 Blindsense, Guardian, Oracular Prophecy 1/week 2nd +1 +0 +0 +3 Disturbing Gaze 1/day 3rd +1 +1 +1 +3 Oracular Prophecy 2/week 4th +2 +1 +1 +4 Disturbing Gaze 2/day 5th +2 +1 +1 +4 Oracular Prophecy 4/week 6th +3 +2 +2 +5 Disturbing Gaze 4/day 7th +3 +2 +2 +5 Blind Sight, Oracular Prophecy 1/day 9th +4 +3 +3 +6 Illusion sending of self image/ 2x day and loose 2 spells from memory, (one per spell lost.) Blindsense(Ex): An oracle with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent has total concealment (50% miss chance) against the oracle with blindsense, and the blindsensing oracle still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Guardian: Every oracle is paired with a guardian. Typically, guardians are skilled in combat. They are usually fighters, rangers, or warriors, though other classes are rarely used. The Guardian’s alignment always matched the oracle. Guardians are a combination of familiar and cohort. They are gained as if the oracle had a leadership score of total class levels + Cha mod+1 (special power). No other modifiers apply. A guardian is in addition to any followers or cohorts granted by the leadership feat. A guardian counts as a familiar for purposes of determining an oracle’s leadership score. Guardians gain experience as if they were cohorts and may have a level no higher than the oracle’s total class level minus two. In addition to being a cohort, guardians gain and grant abilities depending on the class level of their oracle as listed below and in similar manner as a wizard’s familiar. The bond between an oracle and his guardian is very deep. If either is killed, the other immediately loses a level as if subject of a raise dead spell. If the oracle or guardian is raised or resurrected within 24 hours, the level loss is reversed. Otherwise, the level loss is permanent. The surviving oracle or guardian suffers a deep depression if the dead companion is not revived. The survivor suffers a penalty of –4 to all rolls and scores until bound to a new companion by repeating the initial rites of binding. Code: Oracle Class Level Added Abilities 1st Empathic link, Immunity to Disturbing Gaze 2nd Alertness 3rd Share Spells 4th Message 5th Shield Oracle 6th Locate Creature 7th Scry on Guardian Empathic Link (Su): The oracle has an empathic link with his guardian out to a distance of up to 1 mile. The oracle cannot see through the guardian’s eyes, but they can communicate empathically. Because of the limited nature of the link, only general emotional content can be communicated. Because of this empathic link, the oracle has the same connection to an item or place that his guardian does. Immunity to Disturbing Gaze (Ex): As part of the rite of rite of binding, guardians are granted immunity to the Disturbing Gaze ability. This immunity applies to the gaze of any oracle, but not to any other gaze attack. Alertness (Ex): At 2nd level, if an oracle and his guardian are within 10’, both gain the Alertness feat. Share Spells: Beginning at 3rd level, and at the oracle’s option, he may have any spell (but not any spell-like ability) he casts on himself also affect his guardian. The guardian must be within 5 feet at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the guardian if it moves farther than 5 feet away and will not affect the guardian again even if it returns to the oracle before the duration expires. Additionally, the oracle may cast a spell with a target of “You” on his guardian (as a touch range spell) instead of on himself. An oracle and his guardian can share spells even if the spells normally do not affect creatures of the guardian’s type. Message (Sp): If the oracle is 4th level or higher, both guardian and oracle may send a message to the other (as if casting the scrying spell) once each per day. At each addition level of oracle, this ability may be used one additional time per day. For example, a 7th level oracle and his guardian may each send a Message four times per day. This ability can only be used by the guardian to Message his oracle or vice versa. Shield Oracle (Sp): If the oracle is 5th level or higher, his guardian may take some of the wounds he would normally take (as if casting the Shield Other spell) once per day. At each addition level of oracle, this ability may be used one additional time per day. For example, the guardian of a 7th level oracle may Shield Oracle three times per day. This ability can only be used by the guardian to shield his oracle. Locate Creature (Sp): If the oracle is 6th level or higher, he and his guardian may locate each other (as if casting the Locate Creature spell) once per day. At 7th level, an oracle and his guardian may each locate the other twice each day. This ability can only be used by the guardian to locate his oracle or vice versa. Scry on Guardian (Sp): If the oracle is 7th level or higher, he may scry on his guardian (as if casting the scrying spell) once per day. Oracular Prophecy(Su): Similar to the Divination spell but slightly more powerful, an oracular prophesy provide an oracle with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur any time on the future. The advice takes the form of a cryptic rhyme or omen. Unlike the Divination spell, there is no chance for failure. Information is always obtained, though it may not be understood at first. Accuracy of the prophecy may depend on specific actions being taken or prevented, information being gained or suppressed, or any number of things. Prophecies typically relate information regarding the most likely outcome at the time of the prophecy. Thus, different castings made at different times may result in different answers on the same subject. The act of divining and relating any given prophecy involves a ritual requiring ten minutes and consumptions of rare herbs or incense of at least 25gp value. The specific herbs or incense varies by oracle. The scent or taste serves as a focal point, so it need not remain consistent. Oracles are always left fatigued after relating a prophecy. This is normal fatigue and may be cured by any of the usual means (ie, rest or magical). Disturbing Gaze(Sp): At second level, an oracle may unveil his face to reveal the scarring where his eyes once were. With a thought, an oracle can change the appearance of the scars to evoke a gaze attack. Those looking into an oracle’s eyes see a black void filled with slowly swirling points of light, as if peering through a myriad of possibilities. The effect is very disturbing to any creature susceptible to fear effects. Anyone within 30’ of an unveiled oracle, friend or foe, must succeed at a Will save, DC 13+Oracle level+Cha mod or become panicked (for example a 5th level oracle with a Cha of 14 would have a DC of 20). If cornered, a panicked creature begins cowering. If the save is made, the victim is shaken for 1 round. At 2nd level an oracle may use this attack once per day. This doubles at 4th level (2/day) and doubles again at 6th level (for a maximum of 4/day). While activating disturbing gaze takes a standard action, most oracles wear a thick veil over where their eyes once were. It takes a full round action to remove the veil. Blind Sight(Ex): At the pinnacle of their power, an oracle gains blind sight, the extraordinary ability to use a combination other senses to operate effectively without vision. These senses include sensitivity to vibrations, acute scent, and keen hearing. This ability makes invisibility and concealment (even magical darkness) irrelevant to the oracle (though they still can’t see ethereal creatures). This ability operates out to a range of 60’. Blind sight never allows an oracle to distinguish color or visual contrast. An oracle cannot read with blind sight. Blind sight does not subject a creature to gaze attacks. Blinding attacks do not penalize oracles. Deafening attacks thwart an oracle’s blind sight. Blind sight works underwater but not in a vacuum. Blind sight negates displacement and blur effects. (This is what I would add to the powers of the oracal's:) (SU) Personal illusion, this allows an oracal to transfer an illusion on the same plane to another location. The purpose of this ability is to be able to talk to another character (person and give them your vision of the future), This will keep the Oracal from having to travel to the other location. The illusion sending ability needed to send an illusion of your self is thus: the oracal has to concentrate for one hour before attempting this illusion sending. The oracal must make an concentration check and be able to hlod thier concentration, and the Oracal will lose one spell they have memerazied in thier memorie; (the oracal will have to study the spell again to get the spell back.) This would be an 9th level bonus to the class. (this ability is up to the gm's to approve, since it an added ability by me. the class seems is week anway, so the class needs to have an ability to send thier illusion of them selves to another location. The class is a forteller of the future and not an fighting class. since the oracal does see all possabile futures, thier word would be vaige on certain issuessurrounding a guild or character.) Ex-Oracles If at any time an oracle fails to meet the alignment requirement or has his normal vision restored, he loses all class abilities, including the guardian bond. If abilities are lost due to alignment change, an ex-oracle may regain his abilities after obtaining an atonement spell and repeating the rite of binding. Abilities lost due to regaining of normal vision, the ex-oracle need only put out his eyes (voluntarily) and repeat the rite of binding. Loss of a guardian bond due to becoming an ex-oracle does not inflict level loss, though the depression is present at full strength. The death of an ex-oracle’s former guardian does not cause level loss, so long as the bond is broken prior to death. Likewise, guardians do not lose levels if the ex-oracle dies while the bond is broken. Adaptability As is, the Tiresian Oracle can fit into any game. The restriction barring evil characters and the emphasis on peace can be removed without changing the PrC too much. Either way, oracles will be loath to enter combat due to their blindness. Oracles could be reclusive and unwell to personally interfere as presented here, or they could wander, gathering adventurers to either ensure or prevent their prophecies. NPC oracles could be interesting window dressing for a plot hook or a powerful ally or patron. PC oracles will gain some very powerful abilities but at horrible cost. Even without the peaceful, generally beneficial flavor, oracles will not do well in combat. There are several things that can be done to limit an oracle’s power. Disturbing gaze can be changed from a geometric progression of uses per day (1/2/4) to a linear one (1/2/3). Oracular Prophecy can be given the failure chance of the divination spell, the spells one-week limitation, or both. You can require the leadership feat and have the guardian count as the cohort, with all modifiers possibly affecting leadership score. To increase an oracle’s power, increase uses per day for the disturbing gaze by one or two per level. Possible increase the number of time prophecy may be used (eliminate the lowest use per day and add 2/day, moving each progression up a step, 3/day can be added for further power increase). The guardian can pick up more powers from the wizards familiar chart. The Tiresian Order need not exist as listed or have a compound in the mountains. The compound can be anywhere, though it would work best if placed a significant distance from any major population center. It should not be available for farmer bob to come in once a week to find out when it’s going to rain. In fact, the order need not exist at all. The Oracle PrC will work fine without any sort of organization. If the order doesn’t fit your campaign, it can be dropped without affecting any mechanics. It will however, mean that an oracle will not benefit from being part of an organization known for peace, neutrality, and diplomacy. Rumors of false prophecies and hidden personal agendas will be harder to refute. Elements used: 3) Members of the prestige class gain a special gaze attack. The Disturbing Gaze ability fulfills this element. 7) The prestige class offers special abilities, but at a cost that cannot be circumvented, such as possible backlash for using these special abilities. Oracles must put out their own eyes to gain and keep their abilities. 8) Advancing in this prestige class grants members at least one unique and powerful divination ability. Oracles gain a powerful version of the divination spell as a class ability. __________________ "I think it's time I explained a few things because, to be quite frank, I enjoy hearing myself talk and you can't really stop me." --Bartleby, God of Chaos |
| Lady Rolindin01-16-06, 09:32 PM | From every sorce or book series (fuzzy sorces), I have read the oracals hav e the ability to use an Illusion type ability to send an image of them selves to another location on the same plane. Iadded this to the class and hope you approve of the su added illusion ability. I know that if you add a su power you have to take something away, so i made the ability so that the oracal would lose an spell from thier memory. The oracal would have to rememorize the spell each time they used the ability. the spells to be taken away would be 1st to 3rd or 4th level. since the characte would be 6 level sorceress/9 level oracal. Losing on or two spell to use this ability is nothing big, since the class is weak and is used only to fortell the future anyway. the character would be able to visite the guilds and be able to for tell their futures, or they could come to her. this seems a fair trade off for the class. |
| Lady Rolindin01-22-06, 08:25 PM | this spell is from the dragon magizen and I would like it approved if the gm's would. I did not write the spell just copied it form the magazine. Psionic Sanction Abjuration Level: Wiz/Sor 7, clr 7 casting time:5 rds components: S Area of effect: Caster Range: on caster Duration: 1 rd/ 2 levels Saving throw" none spell resistance: none This spell causes a shield to surround the spell caster through which no psionic energy can pass, the caster cannot attack or be attacked psionically. |
| Wilds01-22-06, 09:16 PM | As long as theres a psionic equivelant its fair otherwise uber-broken |
| Lady Rolindin01-22-06, 09:16 PM | some i made others are from dragon magazine and other sources. my creation's Rings Of Binding Evocation Level: Wiz/Sor 6th, clr6 Components: V, S, M Casting time: 1 standard action Range: Close (25 ft. +5 ft. / level) Target: one creature Duration: 10 minutes / level Saving throw: dex Spell resistance: yes (see below) The rings of binding spell is four rings thrown at the target. They turn into rings large enough to go around the target body. A dispel magic won’t work on the rings, but a spell turning will. To dispel the rings a MordenKainen’s Disjunction will work on the rings, a dextary check to avoid the rings will also cause the target to avoid the rings being thrown around their body. If the target fails dexitary check the four rings go over the head, one down to the ankles, the second ring will stay by the upper legs, the third ring will trap the arms to the sides of the body, the fourth will trap the arms to the upper arms. Once around the body with the mage concentration on the rings, they will tighten where they are being held in place around the body. A target has no room to move their arms or legs that much while the rings are not yet tight, they can try but the other rings will prevent them from taking out their arms or legs. The mage closes his fist and the rings will tighten, so the target cannot move their legs or arms. If the target is captured they are helpless until released and can become a free target. The material component Is 4 1 inch brass rings worth 1 gold piece a peace and thrown at the target. Netheril Cantrip Bakers Hands Transmutation Level: Wiz/Sor 4, clr 4 Components: V,S,M Casting time :1 standard action Range: you Duration 2 rounds Saving throw: no spell resistance" no This spell is used to speed up the caster, for casting spells. The caster can cast two spells in one round, one extra the same round and two spells the next round. Both spells have to be 1 round spells and under 3rd level. The materail component is a small copper hand worth 10 copper pieces. this spell was used by Netheril bakers on thmseves so they could use prepare their food faster. Rug Sweep Evocation Level: Wiz/sor 0, Clr0 Components: V,S,M Casting time: 1 standard action Range: medium (100 ft. +10/level) Target: one creature Duration: one minute then faids saving throw: reflex Spell resistance: yes this spell was made by Kartz a Netherilian Arch arcanist, he saw a rug being beat on a line by hands using a rug rod. Kartz thought that a magic rug could be made to appear under an enemys feet, then pulled out from under them.the spell cause a magic rud to appear under the targets feet, its 2 ft wide by 4 ft long. Once the rug is under the target, the caster makes a pulling motion with their hands and the rug will be magically pulleds out from under them. A dispell spell magic, Mordenkainen's disjuction or anti magic field will stop the rug from appearing. Once the rug is puled out from under the targets feet, they get a reflex save. If reflex save is made the target will loose their action for the round having to readjust their balance.If the target fails then reflex throw the target will loose their balance and fall to the floor, the damage is 1d2 for falling . the materail component is a small 1 inch rug that disappears when spell is used cost of rug is 1 silver piece Arbril's Spears Transmutation (spears) Level: Sor/Wiz fifth Com: V/S,M Casting time: two standard rounds Range: 150ft. every four levels effect see: 100 spears /5 levels Saving throw: see below Spell Resistance: See below With the activation of this spell one hundred little spears Sliver in color, the hardness of silverskin four inches long and one eight of an inch thick come from the caster hands made from the magic weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at normal if using Mystra weave, if using shadow weave they get a will save at -2 for each spear plus dexterity if can avoid the spears, same for weave user. Each spear does 1 to 4 points of damage. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics; Ever four levels the caster gets one hundred more little spears. Anti magic shell and Mordenkainen's Disjunction dispels the spears, dispel magic and greater dispell magic has no effect. the spears are made out of the raw magic from the magic field called upon. Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using or five hundred. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in a hallway it should be the width of the hall way plus height. the materail component is a small 1 inch silver needle. Hit the deck for this spell or run into the room through a door and hope not too many hit you. Arbril's disks Transmution Level: Sor/Wiz fifth Casting time: two standard rounds Range: one hundred and fifty feet Effect: 4 disk's every four levels duration: Instantaneous Saving throw: See below Spell resistance: See below Shadow disks come from the casters hands four at fifth level, four more every four levels. The disks are made from the raw magic and turned into hard razor sharp silverskin disks four inches round, dealing 1d8 per disk. Caster get a normal saving throw, shadow magic users recievean -2 save at normal save vs. magic. Dispel magic, greater dispell magic has no effect on the disks, anti magic shell or Mordenkainen's Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, reflex saving throw for the target if can. the materail component is a small silver 1 inch disk. Lady Polaris Spray (Netheril spell) Evocation (force) Level:Sor/Wiz 4, clr 4 components: V, S, M Casting time: 1 action Range: 100 +10 ft. /level (med) Targets: one or more targets Duration: Instaneous Saving throw: reflex half, specail Spell resistance: yes When this spell is cast white stream come from the caster hands, (at 10 ft wide per 5 levels), a wall of force will hit the target or targets. The target gets a reflex save, if moves out of the way they receive half damage of 6d6. If they fail then recieves 6d6 damage plus needs to make a saving throw vrs. force blast. If the target fails the second saving throw, they then get thrown back wards. The target recieves damage from objects they hit, or the wall, or the floor 1d4 per object. If they make saving throw nothing happens, they just feel a force rush past them pushing them back wards a little. Dispell magic has no effect, but Mordenkain's disjunctions, greater dispel magic, greater spel turning, anti magic zone wil stop the spell. The materal component is a shard of white crystal, and a 1 inch square piece of white cloth. Dispel war spell Abjuration (war) level: Clr 4, Wiz/Sor 4 Components: V, S, M Casting time: 1 minute Range: long (400 ft. + 40 ft./ level) Target or area: One spellcaster, creature, or object: or 60-ft. radius burst Duration: Instantaneous Saving throw: None Spell Resistance: No As dispel magic, except as noted above. You also gain a +10 bonus on dispel or counterspell was spells. Although dispel war spell can be used to counterspell normal spells, its long casting time makes it impractical or impossible to use it in this way except against a spell with a casting time of at least 1 minute. Material component: Sapphires, sun stones, and topazes worth a total of 1,500 gp. Feed the Many (dragon magizine) Conjuration (creation) (war) Casting Time: 10 minutes Level: Clr 4 Components: V, S, M Range: medium (100 ft. +10 ft. / Level) Effect: food and water to sustain one hundred humans or thirty-horses/ level for 24 hours Duration: 24 hours (see text of create food and water in players handbook) Saving Throw: None Spell resistance: No As create food and water, except as noted above. Material component: a silver, gold or platinum plate worth 500 gp, engraved with holy symbols. Cavalry Call (dragon magazine) Conjuration (summoning) (war) Level: Sor/Wiz 2 Components: V, S, M Casting time: 1 minute Range: Medium (100 ft. + 10./ level) Effect: Up to twenty- five light horses or ponies per caster level Duration: 2-hours/ level(d) Saving throw: None Spell Resistance: NO As mount, except as noted above, the summoned mounts must all be of the same kind (light horses or ponies). Material Component: a miniature statue of a horse made of copper, silver, or gold, worth 1,000 gp. Morning Mist (dragon mag) Conjuration (creation) (war) Level: Clr 2, Drd 2, Sor/Wiz 2 Casting time: 1 minute Range: Long (400 ft. +40 ft./ level) Effect: 100- ft. -radius cloud 20 ft. high Duration: 1 minute/ level Saving throw: None Spell Resistance: NO As obscuring mist, except as noted. You may center the cloud anywhere within range. The cloud may be stationary or move away from you at a rate of 10 feet per round, but you must make this choice at the time of casting. Material Component: bloodstones worth a total of 100 gp. Small Stronghold (dragon mag) Conjuration (creation) (war) Level: Clr 6, Drd 6, Wiz/Sor 6 Components: V, S, M, Df Casting time: 1hour Effect: One small stone keep (see text) Duration: 1hour/ level Saving Throw: None Spell Resistance: No You create a small stronghold made of magically conjured rock. This stronghold is identical to the “cheap keep” described in the stronghold builder’s guidebook. The walls of the fortress cannot be placed so that any solid portion of one would occupy the same space as a creature. The stronghold may enclose a creature in one of its open spaces but not harm or trap it. For example, a squadron of soldiers could be arranged within the outer walls of the prospective keep in such a way that the walls would form around them, placing them in defense-ready positions inside. When the spell ends, the keep collapses into dust. A dispel magic spell used successfully against the keep affects only the area encompassed by the dispel magic effect (a 30-ft. radius burst). Material component: 10,000-gp worth of gems(agate, sapphire, and topaz) that have been crushed, mixed into a crude model of the keep. Burned to Bare Rock (dragon mag) Evocation (fire, War) Level: Sor/wiz 4 Components: V, S, M Casting Time: 1 minute Range: Long (400 ft. + 40./level) Area: 60 ft.- radius spread Duration: Instantaneous: Saving throw: Reflex half Spell Resistance: Yes As fireball, except as noted above. Burned to Bare rock can deal a maximum of 10d6 points of fire damage. Material Component: three flasks of alchemist’s fire and powdered ruby worth at least 3,500 gp. Force Missile Storm (dragon mag) Evocation (force, War) Level: Sor/ Wiz 2 Components: V, S, M Casting Time: 1 minute Range: long (400 ft. + 40 ft./ level) Targets: Up to twenty- five creatures/ level within a 60 ft. radius Duration: Instantaneous Saving throw: None Spell Resistance: Yes As Magic missile, except as noted. You can fire only one missile at each target, regardless of your caster level. Material Component: 600-gp worth of diamond dust. Great Electric Bolt (dragon mag) Evocation (Electricity, war) Level: Sor/ Wiz 4 Components: V, S, M Casting time: 1 minute Range: Long (400 ft. + 40 ft./ level) Effect: Bolt of electricity 100 ft. long and either 10 ft. or 20 ft. wide Duration: Instantaneous Saving Throw: Reflex half Spell resistance: Yes As lightning bolt, except as noted. You can create the bolt anywhere within range and in any orientation you desire; it does not have to extend from you. Material Component: a handful of engraved copper and gold spheres worth at least 4,000 gp and a bit of animal fur. Rolling Fire (dragon mag) Evocation (Fire, war) Level: Drd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 minute Range Long (400 ft. + 40 ft./ level) Effect: Wall of fire 3ft. tall and 100 ft. wide. Duration: 1 round/level Saving throw: Reflex negates Spell Resistance: Yes You create a low movable wall of fire. Any creature struck by the wall takes 2d6 points of fire damage (reflex save negates). It ignites any flammable materials that it touches and illuminates its surroundings like a torch. It can be extinguished like a torch. It can be extinguished in 5-foot increments by any means that would put out a normal fire of that size. You may move the wall up to 30 feet along the ground as a move-equivalent action; otherwise it remains in place. The motion must be in a strait line, but can be either backward or forward. The wall can climb over barriers less than 4 feet tall, but it cannot cross water or other nonflammable liquids. The wall moves as a whole, even if parts of it have been extinguished. Material Component: a comb made of copper and gold powdered with a ruby dust, worth 1,500 gp as a whole. Field of Blurs (dragon mag) Illusion (Glamer, war) Level: Brd 3, Sor/Wiz 3 Components: V, M Casting time: 1 minute Range: Long (400 ft. +40 ft./level) Targets: Up to 500 creatures Duration: 1 minute Saving throw: will negates (harmless) Spell resistance: Yes (Harmless) As the spell blur, except as noted above. Material component: 1,500-gp worth of chrysoprase gems, powdered. Friendsight (dragon Mag) Illusion (Phantasm) (Mind-affecting, war) Level: Brd 1, Sor/Wiz 1 Components: V, S, M Casting time: 1 minute Range: Medium (100ft. +10 ft./ level) Area: Allied creatures within a 60 ft. radius spread Duration: 1 minute/level Saving throw: None Spell Resistance: NO All subjects of this spell perceive each other as surrounded by a glowing aura of color you specify upon casting. Distance, cover, and concealment do not negate the aura unless they prevent any possibility of sight. (That is, any subject capable of spotting another subject under the prevailing conditions can see the latter’s aura.) Normally, this spell is used to prevent accidental attacks against allies in darkness, fog, battles with similarly dressed foes, and other confusing situations. This spell also gives each subject a +4 circumstance bonus on saving throws or opposed Charisma checks made to avoid any magical affect that would cause that subject to harm another target of the spell. Friendsight is a phantasm, so the perceived auras are entirely in the mind of the subject. The recipients do not actually glow, although they radiate magic that can be detected with detect magic spell and similar effects. Material Components: 100-gp worth of carbuncle and cat’s-eye agate, crushed. Mire (dragon Mag) \Transmutation (war) Level: Drd 6, Sor/Wiz 6 Components: V, S, M, DF Casting Time: 10 minutes Range: Long: (400 ft.+ 40 ft. /level) Area: Surface rock in a 60 ft. radius spread, 10 ft. high Duration: Permanent (see text of transmute rock to mud in players handbook) Saving Throw: See text of transmute rock to mud Spell Resistance: No As transmute rock to mud, except as noted. Material Component: Brown, gray and black gems worth a total of 7,000 gp, all of which must be dissolved in acid. Teleport Legion (dragon mag) Transmutation (Teleportation, war) Level: Sor/Wiz 6 Components: V, S, M Casting Time: 10 minutes Range: Medium (100 ft.+10 ft./ level) Targets: Willing creatures within a 60 ft. radius burst (see text) Duration: Instantaneous Saving throw: None Spell Resistance: NO You instantly transport the target creatures to a location you designate, the destination must be on the same plane and either very familiar to you or a place you have studied carefully. You may transport up to ten medium or smaller creatures per caster level. Along with their gear. (A large creature counts as two medium creatures; a Huge or larger creature cannot be transported.) Mounts, familiars, and animal companions of the spell’s target are also considered willing creatures for the purpose of this spell for the purpose of this spell. Familiars do not count toward the spell limit, but mounts and animal companions do. Material Components: Two linked metal rings (one silver, one gold) studded with jacinths, worth a total of 7,000 gp. Enhance Weapons (dragon mag) Transmutation (war) Level: Brd 2, Clr 2, Wiz/Sor 2 Casting time: 1 minute Components: V, S, M, Df Range: Medium (100 ft. + 10ft./ level) Targets: Weapons in a 60 ft. radius burst, up to twenty five-weapons/ level Duration: 1 minute / level Saving throw: Will negates (harmless) Spell Resistance; Yes (Harmless, object) As magic weapon, except as noted above. You choose which weapons to enhance, you may affect more than one weapon carried by a single creature, but each weapon affected by the spell counts towards the spell limit. Material Component: pieces of hematite worth a total of 1,000 gp. Enhance Armor Dragon mag) Transmutation (war) Level Clr 4 Components: V, S, M, Df Casting Time: 1 minute Range: Medium (100 ft. + 10 ft. / level) Targets: Armor and shields in a 60 ft. radius burst, up to twenty-five items/level Duration: 1 minute/level Saving throw: Will negates (harmless), object) Spell Resistance: Yes (harmless, object) As magic vestment, except as noted, you choose which armor and shield to enhance. You may affect both the armor and shield of a single creature, but these count as two items toward the spell’s limit. Material Component: a mixture of adamantine shards and crushed beryl, worth a total of 3,00 gp. Lighten Load (dragon mag) Transmutation Level: Clr 2,wiz/sor 2 Army(war) Components: V, S, Df Casting Time: 1 action Range: touch Target: Creature touched Duration: 1 hour/ level Saving throw: Will Negates (harmless) Spell Resistance: Yes (harmless) You are capable of carrying a greater load than your strength might allow. While affected by this spell, your carrying capacity (as per table 9-1 on page 162 of the Players handbook) is improved as if you had gained 1 point of strength per caster level, to a maximum of + 10. This virtual strength is only useful for calculating carrying capacities and determining the effects of carrying loads (as per table 9-2 on page 162 of the Players Handbook). The strength bestowed by this spell offers no benefit to combat rolls, skill checks, or other activities moving a grappled creature; the bonus should not be interpreted as a bonus to any other situation except to those noted above. Thus, if a 6th level cleric were to cast this spell upon a character with a 12 strength, the target’s strength score remains the same, yet his maximum heavy load increase to 300 lb. As if he had a strength of 18. Blackthorn's Preserving Ice (friend) Abjuration (war) Level: Wiz/Sor 5, clr 5 range: 3 yards/level Components" V,S Casting time: 1 round Area of effect: on or more creatures Duration: special Saving throw: none: Spell resistance :yes half damage This spell will encase a unwilling or willing or unconscious creature in a block of ice halting any deterioration due to wounds, disease, or harmful effects. While in the ice the target does not need to eat, drink, sleep, or even breath. the target does not age in antway while encased in the ice. the ice is fragile having only 5 hp per level of the caster and if broken all the beneficial properties of the ice are lost. the spell will also end if the ice melts (at 100f the ice melts at 1 hp per round, at 60 f the ice melts at 1 hp per turn). this spell is generally used for the preserving of hurt companions. Blackthorn's Fireproof (friend) Abjuration (war) level:wiz/Sor 3, clr 3 range: touch(personal) components: V,S, M duration: specail casting time: 1 round area of effect: 3'sq/level saving throw: no Spell resistance:no (vonatary) This spell confers complete invulnerability to normal fire and to exposure to magical fire such as demon fire, fiery dragon breath, fireball,ect. untill an acclamation of 12 hit points of potential damage per level of the caster at which time the spell is negated, only items can be affected by this spell, no creature can be affected by this spell under any circumstances, the material component for this spell is powered ruby equal to 10gp per point to be protected. Blackthorn's Body Armor Abjuration (friend) level:Wiz/Sor4, clr4 Range: touch (personal) Componebts: V,S,M Duration: special Casting time:1 round area of affect: (personal 1 creature) saving throw: none spell resistance: no By means of this spell the caster creates a magical field of force that will protect a creature from physical harm. If this spell is cast upon a person that has any armor greater than elfen chainmail it has no effect. the body armor does not slow or hinder movement, adds no weight or encumbrance, it also does not orevent spell casting. The spell will benefit normal armor class by 2 steps. the points of damage that the spell will orovide total proptection from are 8 hp +2 per level of the caster. the spell last untill dispelled or the spell sustains damage equal to the total protection of the spell. the material compontent is a piece of platinum armour of at leasty 100gp, which has been blessed by a priest. Blackthorn's Quicksand (friend) Alteration (war) level: wiz/sor 5, clr 5 range: 5 yards/ level Components; V Duration: 2 turns/ level Casting time: 3 Area of effect; 10'X10'/ level saving throw: none Spell resistance:no The wizard transforms normal earth or stone into a pool of quicksand. Anyone stepping into it will find himself sonking at a rate of 3 feet per round. Struggling doubles the sinking rate. the area affected looks normal and is 79% undetecable outdoors, 97% undetectable in a swampy area, and 50% undetectable indoors. Arcane Bolt Evocation Level: Sor/wiz 1 Components: V,S Casting time: 1 action Range: Med (100ft. +10/ level) Targets: up to five creatures, no two of which can be more than 15 ft apart. Duration: Instaneous saving throw: reflex half spell resistance: yes A bolt of magical energy shoots forth from your fingers tips at its target, dealing 1d6+1 points of damage. Fro every 2 levels of experience past 1st, you gain an additional bolt, which you fire at the same time. you have two at 3rd level, 3 at 5th level, 4 at 7th level, and the maximun of 5 bolts at 9th level or higher. if you shoot multiple bolts you can have them strike a single target or several targets. a single bolt can strike only one creature. you must designate targets befire you roll for sr or roll damage. Sonic Blast (dragon mag) Evocation (sonic) Level: Sor/Wiz 3 Components: V, S, M Casting time: 1 action Range: close(25ft. +5 ft/ 2 levels) Area: 5ft. wide to close range )25ft.+5ft./2levels) Duration: Instantaneous saving throw: reflex half spell resistance: yes you generate a deadly beam of sonic energy from your outstretched hand that deals 1d6 points of damage per caster level maximim 10d6) to eack creature with in its area. The sonoc blast may shove creatures in the area along the path of the spell. Any creature failing its saving throw must make a strenght check(dc equal to damage inflicted by the spell); those who fail find them selves bull rushed directly away from the caster as if by a larger creature with a strenght score equal to the damage the spell inflicted. the spell moves with the target; see the bull rush description in chapter eight og the players handbook for details on attacks of opportunity, stability modifiers, etc. if a creature is shoved back into a solid barrier such as a wall or strong door, the creature sustains additional 1d4 points of damage. like a lighting bolt, the sonic blast damages or destroys objects in its path. if the damage caused to an interposing barrier such as a closed door shatter or breaks throughit, the sonic blast may continue beyond the barrier if the spell's rang permits; otherwise it stops at the barrier. material components; a tiny glass cone. Second wind (dragon Mag) Transmution Leve:1 Pal casting time:1 components: V,S, DF Range: touch Target: Creature touched Duration: 1hour/level Saving throw: will negates (harmless) Spell resistance:yes (harmless) for the duration of the spell, the affected creature can perform long term strenuous activity as if it had the endurance feat. Clear Mind (dragon mag) Abjuration Level: 1 Pal Casting time: 1 action Range: personal Target: you Duration: 10 minutes/level you gain a +4 sacred bonus to saving throws against mind affecting spells and effects. Find temple (dragon mag) divination Level:1 Pal Casting time: circle, centered on you, witha radius of 5 miles +1/level Saving throw: none Spell resistance: no With this spell, apaladin can easily find a place to worship and possible aid or shelter from the priest within. When this spell is cast, you sence the direction of the nearest temple to your god. If there is none within the spell's area, the spell instead shows you the diewction of the nearest temple dedicated to a god of the same alignment as yours. You can also specify a particular temple to search for, but you must have visited the temple personally at some point in the past. Sacred Haven (dragon mag) Abjuration Level: pal 4 components: V,S, DF Casting time: 1 action Range: touch Target: creature touched Duration: 1 minute/level saving throw: will negates Spell resistance: yes (harmless) you shield one creature in a nimbus of holy energy. The creature gains a +2 sacred bonus to armor class. In addition, while proctected by this spell, the creature does not loose its dexerity bonus to armor class when flat footed. |
| Lady Rolindin01-22-06, 09:17 PM | Holy Mount (dragon Mag) transmutation Level: 3 Pal Components: V, S Casting time: 1 action Range: touch Target : your special mount duration: 1 round/ level Saving throw: none Spell resistance: yes (harmless) When you cast this spell, your special mount gains the celestial template for the duration of the spell (see page 211 of the Monster Manual for details on the celestial template). In addition, the affected mount gains a +2 sacred bonus to attack and damage rolls with its natural weapons. Mass Stabilize (dragon mag) Conjuration (healing) Components: V, S, Df Level: 2 Pal, clr2 Casting time: 1 action Area: 10ft./ level radius burst, centered on caster Duration: Instantaneous Saving throw: Fortitude negates(harmless) Spell resistance: Yes (harmless) this spell. designed to work on the battlefield, allows you to stabilize the dying all around you. A burst of positive energy spreads out from you , healing 1 point of damage to all living creatures in the area of effect, whether allied or not. This spell does damage to undead creatures. Less Energized Shield (dragon mag) Abjuration Level: clr 3, pal2 Components: V,S, DF Casting time: 1 round/level Range: shield touched Duration 1 round/level Saving throw: none Spell resistance:no When this spell is cast, the shield touched appears to be made entirely out of one type of energy (fire,cold,electricity, acid, or sonic). Whoever bears the shield gains a resistance of 5 against the chosen energy type. Additionally, if the wielder successfully hits someone with the shield with a shield bash attack, the victim takes 1d6points of appropriate energy damage in addition to the normal shield bash damage. The energy resistance overlaps(and does not stack) with endure elements and resist elements. A given shiled cannot be the target of more than one lesser energized shield or energized shield spell at the same time. Moment of Clarity (dragon mag) Abjuration Level: 2 pal Components: V,S, Df Casting time: 1 action Range: touch Duration: Instantaneous Saving throw: none Spell resistance: no When you cast htis spell and touch a creature that is under the influence of a mind affecting spell or effect, that creature immediately receives another saving throw against the effect's original dc to break free of the effect. If the spell or effect did not originally permint a saving throw, this spell has no effect. One mind l (Dragon mag) divination Level:1 pal Components: V, S, Df Casting time: 1 action Range: close (25ft.+5 ft/ level) target: your special mount Duration: 10 minutes/ level Saving throw None Spell resistance: no you temporarily strengthen the mental bond with your special mount when you cast this spell. If you do not already share an empathic link wioth your mount, you gain one for the duration of this spell. Additionally, the link with your mount sharpens your senses, giving you a +2 bonus to spot and listen checks and the scent special quality for the duration of the spell as long as your mount stays within range of the spell. The scent special quality is described on page 10 of the monsters manual. One Mind ll (dragon mag) divination Level: pal 3 Components: V,S, Df Casting time: 1 action Range: close (25ft. +5 ft./level) Target: your special mount Duration: 1 round/ level Saving throw: none Spell resistance: no you temporarily strengthen the mental bond with your mount when you cast this spell , allowing you and your special mount to predict each other's movements, giving you a significant edge in combat. You and your mount gain a +4 flanking bonus to hit instead of +2 when the two of you are flanking the same opponent. One Mind lll (dragon mag) Divination Level:pal4 components: V, S, DF Casting time: 1 action Range: close (25ft. +5 ft/level) Target: special mount Duration: 1 round/level or untill discharged Saving throw: none: Spell resistance: no You temporarily strengthen the mental bond you share with your mount when you cast this spell. This allows you to share your comabt expertise with your mount when this spell is cast. Your special mounts gains a +1 competence bonus to attack rolls for every three paladan levels you possess (maximum +5) for the duration of the spell as long as it remains within range of the spell.. You may instead indicate (via the mental bond) one enemy within the spell's range. You r special mount can then make a single attack against that enemy. If the attack hits, the mount does extra damage equal to your paladan level. Using the spell this way instantly discharges it. The mental bond is in all other ways identical to the empathic link that paladans share with their special mounts (see page 43 of the players handbook for information on the empathic link). Sense Hertic (dragon mag) divination Level:1 pal Components: V,S, Df Casting time: 1 action Range: touch Target: object touched duration: 10 minutes/level Saving throw: noneSpell resistance: no This spell is usually cast on a weapon or holy symbol. If a n evil creature with the ability to cast divine spells comes within 100 feet of the item, it begins to glow with a faint blue radiance.You cannot tell where, or even in which direction, the detected crwature is, only that such a creature is near. Spirtual Chariot (dragon mag) Conjuration (creation) LeveL: pal 4 Components:V,S, Df Casting time:1 action Range: close (25 ft. +5 ft./level) Target: special mount Duration: 1 hour/level When this spell is cast, a ghostly chariot forms behind the paladan's special mount. The charoit is large and ornatw, and it is made of tranparent, faintly glowing energy. Usally the holy symbol of the paladan's god is emblazoned on the sides of the chariot. The mount is correctly harnessed to the chariot. The chariot can hold 1 medium size creature or 2 small creatures plus the driver (usally the paladan). Any chariot fighting feats the paladin might have ( such as from the swrod and fist)can be ysed with the spiritual chariot. Although the spirtual chariot seems large and sturdy, its occupants have no weight, so the special mount can travel at full speed. If the chariot is ever unhitched from the special mount, it disappears. The driver of the spirtual chariot gains a +4 sacred bonus to her handle animal checks. The chariot is made of magical force and is immune to damage. It unteracts with other spells just like a wall of force. Those in the chariot have cover based on their size and position of their attackers. In most situations, medium size creatures inside the chariot gain half cover (+4 cover bonus to ac, +2 cover bonus to reflex saving throws). See page 133 of the players handbook for more information on the cover. Sticky Saddle (dragon mag) Transmutation Level: 1 pal Components: V, S, DF Casting time: 1 action Range: oersonal Target: you Duration: 1 minute/level this spell "glues" you to your mount. It becomes impossible for you to fall or be thrown off your mount. To pry you from the saddle requires a strength check dc 20, and you gain a +10 on all ride checks related to staying in the saddle. The spell must be cast after you are seated on your mount. If you are not seated on your mount when the spell is cast while you are ridung bareback, you are "stuck" to the mounts back. Otherwise, you are merely stuck to the saddle, but the saddle is attached to the mount normally. If you are knocked unconscious while this spell is in effect, you automatically remain in the saddle. The spell can be dismissed as a free action, and it does not impede the rider from making a soft fall if the mount is dropped in battle. Winged Mount (dragon mag) Transmutation Level:4 pal Components: V, S, Df Casting time: 1 action Range: touch Target: your touched mount Duration: 10 minutes/level this spell causes your mount to sprout giant, feathery white wings. This grants the mount a fly speed of 60 ft. with a maneuverability of good. the mount is slowed as normal for weight carried, barding worn, and environmental factors. Tiny Mount (dragon mag) Transmutation Level: 2 pal components: V,S, DF Casting time: 1 action Range: close (25ft. +5 ft. /level) Target: your special mount duration: 1 hour/ level Saving throw fortitude negates Spell resistance: yes This spell causes your mount to immediately shrink to the size of a toy, becoming a diminutive creature. The special mount retains its hit points, abilities, but its strength scire drops to 2 and it gians a +3 size ti its armor class and a +3 size bonus to attack rolls. Any barding or other equipment worn by the animal is like wise reduced. Thus, you can carry your mount into a dungeon, smuggle it into town, or even keep it in your room at the inn instead of the stable. This spell does not give the mount any ability to survive dangerous or inhospitable conditions. For example a diminutive mount could not survive in an air tight container or pack. Word Of Binding (dragon mag) Conjuration LeveL:1 pal Components: V, Df Casting time: 1 action range: short (25ft. +5 ft/level) Target: one creature of medium size or smaller Duration: 1 round/level Saving throw: Reflex negates Spell resistance: yes Occasionally a paladan wishes to restrain an enemy rather than kill him, whether to return him to justice or simply interrogate him. When you cast this spell and call the target(generally somthing like, " in the name of my god I bind thee"), a pair of shining silver manacles appear around the targets wrist and ankles. The target does not have to hear you to be affected by the spell, and a successful reflex save allows the target to dodge the forming manacles. The manacles are masterwork and made of steel. The inprisoned character can slip free with a successful escape artist check dc 35, or a strenght check dc28. The manacles have a hardness of 10 and 10 hit points plus 1 hit point per caster level. The manacles autmatically scale to fit any humanoid creature of medium size or smaller. While imprisoned by the manacles, the target cannot take any actions requiring the use of hid hands and can only move 5 feet per roubd. The manacles come complete with an amazing quality lock. Detect Attitude (dragon mag) Divination Level: brd 1, clr 1, pal 1 Components:V, S, Df Casting time: 1 standard action Range: close (25ft. +5 ft./level) Target: one creature Duration concentration, up to 1 rpound/ level Saving throw: none Spell resistance: yes You sense the target's attitude (se the players handbook, page 72) toward you by seeing a faintly glowing colored aura surrounding it, visible only to you. You can determine how the target's attitude changes over time, allowing you to know the effectiveness of attempts to change the target's attitude. If you cast this spell on someone who has not met you, that person's aura always appears blue (indifferent). Attitude Aura color Friendly white Indifferent Blue Unfriendly Black Hostile Red Detect Guilt (dragon mag) Divination Level: pal1, clr 1 Comonents: V,S, Df Casting time: 1 standard action Range: close( 25ft. +5 ft/ level) Target: one creature Saving throw: none Spell resistance: no You sense the presence of guilty in the target creature. This spell in no way reveals why the target feels guilty, only that ti does. Yhe level of guilt a creature feels has little to do wit whatever act cayses the creature's guilty feelings. A serial killer might feel no guilt for the brutal murders he commits, for example while a maid might feel strong guilt about firgetting to mop the kitchen floor. Good creatures tyically feel greater amounts of guilt than neutral creatures, who in turn usally feel more guilty than evil creatures. These generalizations cannot guarantee how a creature reacts to its own actions, but they give a general guidline. a creature must have at least a 3 intelligence, 1 wisdom ,and 1 charisma in order to feel guilt. the spell fails if cast on a creature without those minimum ability scores. Severity of Guilt Aura power Has occasional Faint pangs of guilt Stomach-churning Moderate guilt; worries about what happened; Loses sleep over what happened obseses about it Strong Wants to take rask actions to avoid feeling the guilt overwhelming Red Knight spell's (dragon mag on red knights spells) checkmate's Light Evocation (lawful) Level :clr 3, Pal 3 (Red Knight) components: V,S, df Casting time: 1 standard action Range: personal Target: one melee weapon in your possession duration: 1 min/level (d) You surround your weapon with a bright red aura that illuminates an area equal to a torch. Yhis aura gives the weapon a +1 enhancement bonus and the axiomatic property, and any creature within the radius of its full light (includind you) gets a +1 moral bonus on saving throws against fear effects. If the weapon leaves your grasp, the aura immediatly disappears ( and its associated effects pause), though it appears again (and its effects resume), if you or another worshiper of your deity picks it up. Time that passes while the spell's effect are suspended counts against the spell's duration. Analyze Opponent Divination Level: clr 3, red Kinght 3 components: S, Df Casting time: 1 standard action Range: close (25ft. +5 ft. /level) Target: one creature/ level Duration: instantaneuos Saving throw: will negates Spell resistance: yes You gauge the strengths and wealness of your opponents in order to gain combat advantages. Upon casting this spell, you learn a nymber of strengths or weakness of each target equal tp 1 + one per two caster levels ( maximum four per target)> You may choose to learn strengths, weaknesses, or some combination therefore that you specify. If a creature has more strenghts or weaknesses than you can learn with a single casting, you learn the most powerful ones first. Thus, if a monster can use finger of death at will and has sonic resistance 5, you would learn about finger of death first. for example, suppose a 7th level cleric cast analyze opponent on a black armored warrior, choosing to learn one strength and two weaknesses. The warrior fails his saving throw, and the dm informs the cleric player that the opponent has the ability to drain energy (a strength), is vulnerable to sun light, and can be repelled by a holy symbol (both weaknesses). The cleric comes to the conclusion that he is facing a vampire and breaks out the wooden stakes. Knights Move Transmutation (teleportation) Level: clr 3, red Knight 3 Components: V,S, Df Casting time:1 standard action Range: 15 feet/ 2 levels (see texT) Target: you Duration: instantaneous By accessing the astral plane, you can teleport with a limited distance and a circumspect form of movement. You may move up to 15 feet per two levels with this spell, but only in the fashion of a knight chess piece, with two thirds of movement in one direction and the rest in a perpendicular direction. For example, at 5th level you could move 20 feet in any one direction, then 10 feet in a perpendicular direction. At 6th level you could move 30 feet in one direction, the 15 feet in a perpendicular direction. If you arrive in a place that is alreadt occupied by a solid body, the spell simply fails. Telepathic Aura Divination Level:clr 5, pal 4 (red Knight) Components: V, S, Df Casting time: 1 standard action Range: 100ft. Area: 100ft. radius emanation centered on you. Duration: 10 min/ level Saving throw: none Spell resistance: no You can mentally communicate with all alies with range, though this is one way communication. (You can send thoughts but you cannot receive thoughts in reponse.), and they all understand you regardkess of language. allies with intelligence lower than 3 ( such as animal companions, certain monster cohorts, and so on), understand basic commands but not complex information ("attack" is understood, but "ignore the foot soldiers and attack the spellcasters" gets the same reaction as "attack"). This epell is used to broadcast oreders to officers or large numbers of troops when silence is key or when the chaos of combat makes it difficult to hear those orders. red knights use these spells to command their troops while in combat, they command. choaking Hand (mine) Evocation Level: wiz/sor 3, clr3 Casting time: 1 standard action Components: V,S, M Range: Short (25ft. +5 ft. per level) Target: one creature Effect: see below Duration: see below Saving throw: will save spell resistance: yes When this spell is cast a hand comes from the caster and goes to the target. THe hand will wrap it's fingers around the targets throat. once the hand grasp the victim throat a will save will do half damage, if fails first round, the target rolls every round. The hand does 1d6 +1 /every 2 levles, if saves then half (the hand has a partail grip). The victim doesn't make saving throw first round the hand will not let go, if victim tries to pull of the hand, they need to have the strength of 19 to pull off. the caster can use the hand to try a regrip again if a partail grip is on the victim. the material component is a small copper hand. The spell will last for 4 levels per round, 4th 1 round, 8th 2 rds, 12 3rds, 16 4rds 20th 5 rds. the spell won't work if in a anti magic zone or spell turning or mordanikans disjunction. Scarter's iron Storm (freinds) Evocation Level: wiz/sor 5, clr 5 Components: V,, S, M Casting time: 5rds Duration: Instaneous Area of effect: special Saving throw: reflex half spell resistance: yes This spell enables the caster to fire razor sharp iron blades to leap from his or her hands to strike the creature. The blades are made of pure iron that affect creatures which suffer full damage from iron weapons. The caster can summon one missile for each of his or her levels and each missile inflicts 1d6 +2 points of damage. They are considered as +2 /three levels of the caster against creatures which are immune to such weapons, but these plusses are not cumullative to attack roll and damage. The missiles are guided by the aura of the creatuire Evil: this aura attracts the missiles, saves are made with _1/ each three levels of the caster. Neutral: no effect Good: this aura repels the missiles. +4 to save Scater's Instant Dispell (friends) Abjuration Level: wiz/sor 6, clr 6 components: V, S Castint time: 1 Range: 0 Duration: Instaneous Area of effect: Special Saving throw: special This spell lets you actually cast dispel magic to counter a spell already thrown at you . If you have memorised the spell, you can cast it at any spell or spell effect thrown that round, even the vagaries of intiative and the like. It is assumed that you were castinf dispell magic as the other spell was being cast. This spell acts as dospell magic for chance of success based on level. IT can be used as a normal dispel magic and in that case the castinf time of the spell becomes 3. Scater's restriction (friends) Abjuration Level: wiz/sor 6, clr6, brd6, compoment; V, S, M duration: permanent casting time: 1day area of effect: Special saving throw: none spell resistance: none Cast this spell before starting spell research. the spell to be researched cannot be learnt by others except with permission of the one who researched the spell first or by the using of a limited wish. a full wish enables learning and ability to teach others. if the caster dies, they will require speak with the dead to get permossion. the material component is a goose feather. Moonbow (mine) Evocation Level: wiz/ sor3, clr 3, rgr 3, assn 3 Components: V ,S, Df Casting time: 1 action Range: o ft. duration: 1 round/ level saving throw: NOne spell resistance: no this spell creates bow only the caster can use. the bow has all the attributes of a shortbow or long bow, as chosen by the caster during the casting . a thin beam of silver lighjt serves as the bow sring, and when ot is drawn back a shimmering , silver arrow made of postive energy appears. when the bow is fired, a stream of moonlight trails each shaft as it flies along its path. the bow can fire a maximmum of two arroes per round, and a successful ranged attack is required to hit the target. the effects of a successful hit vary according to the type of target. dispels magic darkness of 4th level or lower deals 1d8 damage/ 2 levels to living creayures. deals 1d8 damage/level to undead or lycanthropes. if the castyer releases the bow for any reason, it fades into a cloud of luminescence that dances for 1d4=1 rounds and then vanishes into nothingness. Enlarge Ward (from slivermooon .com site gone now) Tranmutation level: sor/ wiz3 components: V, S, F casting time: 1 full round' area: personal Duration: 1 round/ level Saving throw: none Spell resistance: no This spell temporarily enlarges the area affected by a ward. A ward's can be enlarged by 10ft./ 2 levels of the caster, so a 8th level caster could enlarge a wards's radius to 70ft. Location divination Level: clr 4, Sor/wiz 3 casting time: 1 action Range: specail Components; V, S, M Area: Specail Durating: 1 hour per level Saving throw: none Spell rsetance: no this spell is made to cast into pair items, they could be small rocks, buttons, or othersmall items. By placing the item on a map and a charater the item will move to the location on the map where the charater is located. by making the item permanit in items alows a wizard to keep track of the chatater or creature. __________________ Waethra's Warm Welcome Evocation Level: wiz/sor 9 Range: 0 components: V, S, M Duration: specail Casting time: 2 rounds Area of effect: a sphere with a radius of 10ft. /level of the caster Saving throw: specail spell resistance: speaical this spell protects an area that is outlined by a flickering spell glow during the spell's casting, but the glow fades upon the spell completion. the protected area is spherical, centerded on the caster, and has a raduis od 10 feet per caster level. once the caster is complete, this designated area intercpts all intruding beings (other than the caster) who are employing magic or psionics that allow them to travel astrally, travel etherealy, or translocate ( in other words teleport, dimension foor, and the like) as they enter and returns them to where they begain their journey by a roundabout way. one being per level of the caster can be given a warm welcome before the spell is exhausted. the welcome does not allow intruders to see into or telease anything into the protected area before it whisks them away. intrufers are first transported into an extradimemsional space whose daekness is lit only by countless whiriling magic missiles like energy bolts. they fall through this area for one round and must make a saving throw vs. spell four times. for each failer, roll 1d8; the resuly is how many bolts strike the untruding being. each bolt burst on contact, doing 1d4+1 points of damage. the intrudinf being then falls out of the void of bolts to a location 70 feet above where its journey first begain, (In other worlds, if they traveled by various means or over several days to reach the area protected by the warm welcome, its magic rreturns them to the place where they first set out on that jourbey from, not merely to the beginning of itd last stage). this location may even be on another plane from the protected area. arrival above the spot where an intruding beings journey began is always safe; it may be shifted up , down, or sideways some distance to avoid arrivibg in solid objects ( such as the roof of a building or the celing of a chamber), but its arrival is always into empty air. unless the intruder can fly or avoid damage by magical means ( such as a feather fall spell), falling damage is 7d6 points of damage). the spells materail components are a strand of spider web, two daggers, the eye of a phase spider, and two drops of the ichor of an astral dreadnought Arrow Swarm (fr sorce spell 2e, revised) Evocation Level: wiz/sor6, components: V, S, M Duration: 1 round Casting time: 1 round Area of effect: a 90 ft. long cone with a 45 ft. diameter base saving throw: reflex half spell resisdtance: yes these spell tranforms a single nonmagical arrow, which must be fired from a bow by a person other than the caster as the caster touches the arrow and intones the incantation, into a deadly cone of arrowfire that emeres from extradimensional space somewhere else. at a time of the casters choosing. the arrow vanishes when the spell is cast and is consumed by the spell, which creates two short lived duplicates of the arrow for each experience level of the caster up to 15 level. these arrows cannot be poisoned or aflame, nor can they carry a disease or any other magic aside from the spell they are part of, such as a curse, even if the original did. these multiple magical arrows do 1d6 damage each, but when striking , they race about like excited minnows in a school, passing through organic material rather than striking and staying, and darting about with many chanfes od direstion rather than fkying once and then falling, at the end of two rounds od such swirling, they fade away, but ubtill then they occupy a conical area expandinf out 90 feet from an ubseen of orgin, widening 5 feet in diameter for every 10 feet from the point ogf the cone. (in other words, the cone is 5feet indiameter, 10 feet from the point of orgin, 10 feet in diameter, 20 feett from the point of orgin, 15 feet in diameter 30 feet from the point of origin). this area of flight cannot pass through walls, ceilngs, floors, or other solid, continuous barriers, and so can be constricted by surroundings, all living creaturers in the cone must make a successful saving throw vr spell ay -2 or be struck by all the arrows. when this spell is cast, the caster chooses the spot where its point of orgin will take effect, which must be no more than 12 feet above a spot on the same plane wherethe caster has physically stood within the last 24 hours, and the general direction of the cone. the caster also decides if the spell will take effect instantly or br programmed. if the latter choice is made, the spell is governed by a set of conditions enunciated aloud during casting, conditions with the same limitations as a magic mouth spell. the presce of a known , named individual or magical item, either unique or one of a type, can be part of the trigger conditions. programmed arrows swarms have waited undetected for years before suddenly appearing and eruptingm but they cannot pass through or within a minor globe of invulnerability or any more powerful magical barrier, and do not trigger if their programmed conditions are not met when such an effect is present at their designated point of orgin. a dispell magic cast on the point of origen or a properly worded limet wish or wish spell destroys an arrow swarm without triggering it. the material component for this spell is one flight arrow. Lightning Reflection (fr 2e sorce revised) Anjuration Level: wiz/sor 5 Components: V, S, M Castinh time: r durtaion 1 turn Saving throw: none spell resistance: no This spell protects the caster or a touched recipient (and all worn or carried matererial) against all effects of electrical and lingtning energu discharges; it also protects against magic missiles. All such attacks are reflected strait back at their sources for full normal effect. Magical or natural lightning and other raw energy discharges are protected against. fire is not protected against. the material components of the spell are a drop of quicksilver and ashard of metal of any size. Lightning Ring (fr 2e sorce revised) Evocation Level: wiz/sor 8 Compoments: V, S, M Casting time: 8 range: 10 ft/level duration: 8 rounds saving throw: reflex half spell resistance: yes this spell surrounds the caster with a bright white , crackling, chest high ring of lightning. the ring moves with the caster, who can cast other spells without harming the ring's functioning after the round in which the ring is established. while encircled by the ring, the caster is immune to damage from all lightning attacks. Twice per round, the caster can emit a lightning bolt that streaks strait outward in a direction chosen by the caster. ( the bolt rebounds at an angle chosen by the dm if it striks somthing solid and nonliving.) such bolts are 5 feet wide and 80 feet long and cause 8d6 points of damage to all creatures in their path. If creatures who are struck make a successful saving throw ve spell, they suffer only half damage. alternatively, this spell can be cast all at once. The ring forms in one round, spinning about the caster (who is protected against all lighting damage for that round), then rises straight up and fires 8 lightning bolts at once at up to 8 different targets chosen by the caster. in doing so, the spell exhaust itself. the bolts do the same damage and have the same dimensions as those cast by the continuing duration version og the spell the material components of this spell are a ring of any size fashioned of glass and a bit of fur from any animal. Web of Lightning (fr sorce2e revised) Evocation level: wiz/sor 8 components: V, S, M Range: 40 yards + 10 yards'level casting time: 8 Duration: Instaneous area of effect: special saving throw: reflex half spell resistance: yes this causes the simultaneous discharge of six lightning bolts. Identical; in properties to those bolts created by lightning bolt spell except that they may not br forked, yhese bolts do 7d6 points of damage each and manidest in one of two ways. One manifesttation is widely used on battlefields; a starburst of six bolts radiating out from a single point visualized or chosen directly by the caster, who need not see its location. four bolts spring out in the cardinal directions ( forming an equal armed cross), and two additional bolts leap out in two of the diagonals in quadrants chosen by the caster. the other manifestation of the spell is a ricocheting web within a 60 ft. diameter sphere. the sohere can be altered to fill a 30 foot by 30 foot room or smaller area, but not increased in volume. compressing it does not affect damage or other spell properties. the effect is offten fit into a single doorway, with the bolts leaping from the frame as an intruder steps through. in either manifestation, target beings must make saving throws individually against all 6 bolts, they save against fewer bolts if the path of a bolt leaves them out of harm's way, as in most uses of the starburst. the material component of this spell are four lodestones or a bit of fur, and a small smooth rod of amber, crystal, or glass. Teleport Fireball (fr sorce revised) Alteration Level: wiz/sor 8 Range: 10 miles/ level Components: V,S, M Duration: Instantaneous casting time: 1 round' Area of effect: 20 ft. radius sphere saving throw: reflex half spell resistance: yes This spell creates a fireball (dealing 1d6 points of damage per caster level up to 10 level) akin to that created by the 3rd level wizard spell fireball, except that it appears and detonates at another location within spell range. the table given in the dungeon masters guide under the teleport spell is then consulted to determine if arrival is safe or not. "low" results means the spell is wasted and takes no action, and "high " resukts form and burst above the intended fireball location. otherwise, the fireball is on target. creatures caught in the area of effect are allowed a saving throw vs spell to take only half damage; all items within reach of the fiery burst must also make item saving throws vs. magical fire. the material components od this spell are a pinch of saltpeter, a piece of phosphorous, and a pinch of iron filings. Of the Purest Light (fr sorce2e revised) Abjuration level:Wiz/sor 9, clr 9 Casting time: 5 rounds Area of effect: see below duration:1 round per caster level Components: V, S, M Saving throw: none Spell Resistance: none When this spell is cast, the spell caster brings into existence a globe of light from the Positive Material Plane. This light is of pure positive energy, pulsating with all that is good. The force of this power is overwelming. for the first 20ft. radius around the caster the light is as bright as the sun, but is not harmful to any creatures harmed by sunlight. it will give all creatures of good the following: food and sustence for one day +2 to all saving throws +2 to hit and damage 2d8+8 healing to all neutral being within 120ft: a fealing of unworthiness to all evil within 120 ft: causes 2d4 damage per round -1 to hit and damage -2 to all saving throws to all undead within 20ft to 80 ft lesser undead, up to 5hd turn to dust no saving throw greater indead have the free option to leave, but will take 2d6 points of damage per round they are within the sphere's range. any creature from the negative plane, to be hurled from the sphere and subject to the rules concering evil creatures throw rules. Foebane (fr sorce revised) Evocation Level: Rgr 4, Wiz/sor 4, clr 4, assn 4 Components: V,S Casting time: 1 action Range: touch Target: weapon touched Duration: 1 round /level Saving throw: none Spell resistance: no this spell imbues one of the casters weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage. futhermore, while the caster wields the weaponm he or she gains a +4 resistance to saving throws against effects created by creatures of that type. Kerel's Blast (mine) evocation Level: wiz/sor 5, clr 5 casting time: 3rds Components: V, S Arean of effect: 20ft radius Range: 2 ft/ level Duration: Instantaoeous Saving throw: will save Spell resisatance: yes This spell taps into the postive plane releasing a burst of pure positive energy which does 1d6 per level in damage (for 15d6 maximum), will save is half damage. Undead creatures take full damage with no saving throw. Evil creatures save recieve half damage. Neutral creatures take half damage, good creatures are unaffected. if the caster is not good then he or she will take damage from the spell in the area of effect. Anger of Noonday sun (dragon mag) Evocation light Level: wiz/sor 6, clr 6 Components: V,S Casting Time: 1 standard action Range: 10 feet Area: All standard creatures within a 10- foot radius burst centered on you Duration: Instantaneous Saving throw: Reflex negates Spell Resistance: Yes This spell unleashes a blinding flash of sunlight originating with you and expanding outward. Any creature with in the area of the spell that can see you must make a saving throw or be temporarily blinded. The blindness last for 1 minute per caster level. An undead creature caught with in the spell area takes 1d6 points of damage per caster levels (maximum 10d6), or half damage if a reflex save is successful. In addition, the beam results in the destruction of any undead creature specifically harmed by bright light (such as a vampire) if it fails its save. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead. Resize (dragon mag) Transmutation Level: Clr 0, Drd 0, Wiz/Sor 0 Components: V, S Casting time: 1 action Range: touch Target: One article of clothing or armor Duration: permanent Saving throw: Fortitude negates (object) Spell resistance: Yes Resize alters one piece of non- magical clothing or armor to fit a differently sized creature. The object to be resized can be expanded or shrunk to fit a target up to one size larger or smaller than it originally fit. If resize is dispelled, the clothing or armor falls off its wearer and returns to normal size. Heat Water (dragon mag) Transmutation Level: Brd 0, Drd 0, Sor/Wiz 0 Components: V, S Casting time: 1 action Range: 5 feet Target: 2 pints of liquid Duration: concentration, up to 1 minute/ level Saving throw: Fortitude negates (object) Spell resistance: Yes This spell causes up to 2 pints of liquid in a container to heat up. The spell takes 1 minute to bring water from cold to boiling point. The water can be kept at any temperature the caster wishes (above or at room temperature) as long as she concentrates. If further water is added to the container, the spell ends. Blizzard Storm (mine) Evocation Level: sor/wiz 8, clr 8 Components; V,S, M Casting time: 2 rounds Range: close 25 ft +5 ft per level Area: 10 ft by 10ft/2 level's of caster Duration: Instananeous Saving throw: reflex half spell resistance: yes this spell creates a blizzard storm with wind speed from 50 miles to 120 miles per hour, the damage comes from small pieces of ice chunks dealing 1d6 (double damage for fire creatures). cold damage also applies to the area, dealing 1d4 per level, for a maximum of 10d4 cold damage ( the temperture is between 20 to - 40 degrees in the spell zone). a greater dispell magic, spell turning, antimagic zone, Mordenkainen's disjuction will stop the spell, the materail component is a light blue ice blue diamond worth 500 gold pieces. Brenburr's Mythallar Teleporttation conjuration Level: sor/wiz 8, clr 8 Components: V, M Casting time: 6 rounds Range: no limit Effect: see below Saving throw: see below spell resistance: see below this spell allows a creature or group of creatures to teleport into a mythallar procted area. the strong magic pull of the mythallar can cause the spell to fail. if you cast the spell right you will find your self inside the mythallar procted area. floating cities gave mages, merchants, and others, Ioun stones with a riun on them. the Ioun stone wgen used with the spell allows the caster or group to arrive with in the mythallar procted area. the nain ingerant forthe spell is a destroyed mythallar and a Ioun stone with the matching ruin matching the one cast in the mythallar housing walls. Footpad’s Grace Transmutation Level: Brd 0, Drd 0, Sor/Wiz 0 Components: S, M Casting time: 1 action Range: personal Duration: Concentration The spell mutes all sound that the caster makes, bestowing a +3 bonus to his move silently checks. Material component: a tiny pillow that is used up in casting the spell. |
| Demonfey01-24-06, 06:54 PM | Lycanthropes to expect from me in the near future in this post: squid (maybe) vulture hippo penguin Maybe even weaponized forms. |
| Dyne01-24-06, 06:58 PM | Lycanthropes to expect from me in the near future in this post: squid (maybe) vulture hippo penguin Maybe even weaponized forms. Are there stats for penguins? |
| Demonfey01-24-06, 07:03 PM | Frostburn, actually. They qualify under a technicality because they do eat fish. |
| necrodude1601-24-06, 10:19 PM | Approved: Robe of the Eccentric Villain wizard/ranger/bards class from dragon mag Psionic Sanction Feed the Many Cavalry Call Morning Mist Blackthorn's Preserving Ice Talisman of Animal Growth Not Approved: Tiresian Oracles |
| redhase01-24-06, 10:39 PM | just some spells that might be needed for the future, to do some things. Alter Memory (Brain Washing) Conjuration Level: Sor/Wiz 8, Clr8 Casting time: 3 rounds Range: touch Duration: 5 minutes per caster level Saving throw: Will save Spell resistance: yes This spell allows a creature to change the memorys of an another creature, a will save stops the spell. if the target fails then caster can change the victums memory of events by suggestion taking to them. You can change attudes towards an event or person if done long enought, two or more times the spell is cast on the target. over a long time peroid the subject can be made to believe that a friend is a enemy, and an enemy is a friend, A limited wish or wish spell has to be used to restore the memory of the target. Casting the spell into a item, ie head band or ring made permant allows the spell to be used easer.the materail component are a small 1 inch square of beholders brain and a silver ring worth 100 gold pieces. Teleportation Portal Conjuration (Teleportation) Components: V, S, and M Level: Sor/Wiz 8/ clr8 Casting Time: 30 minutes Range: see below Effect: the caster opens up a stable portal that teleports one creature at a time to the other end of portal. Duration: 5 minutes per caster level Saving throw: None Spell resistance: yes This is a Netheril spell they used to move troops around from one place to another place. A black 10-foot circle opens up with flickering red specks. The caster needs to know location of the place to open the other portal; a scurrying will help do this. A greater dispel magic, Mordenkaien's Disjunction, or anti magic field will close the portal. Once open the portal will stay in place until the magic fails or magic is used to close it. It can be made permanete by using a permanency spell once opened. The material’s components are one blue diamond worth 5,000 gold pieces each and a small 1-foot gold rod, which are used up after the spell takes place. Delusions of Grandeur (from dragon magizine) Illusion (phantasm) (mind-affecting) Level: Brd 2, Sor/Wiz 2 Components: V Casting time: 1 standard action Range: Medium (100ft.+10./level) Target: One creature Duration: 10 min./level Saving throw: will negates Spell resistance: Yes This powerful phantasm fools the subject into believing itself more competent than it really is. The spell makes any action the target considers attempting, even the most daunting feats, seem easily accomplished requiring only a token effort. Deadly wounds seem like mere scratches, stalwart foes appear weak and intimidated, and the subject’s own attacks seem stronger and more effective. As a result of its skewed perceptions, the subject suffers a-2 penalty on all attack rolls, saves, ability checks, and skill checks, as well as a -2 to its wisdom score. This penalty cannot reduce the target’s wisdom below 1. finally, the subject becomes so completely enmored with its own (false) abilities that it cannot fight defensively or take the total defense action. Shield Companion (from dragon magazine) Transmutation Level: V, S, Dragon Magic Casting time: 1 action Range: touch Target: 1 shield Duration: 1 round/ level Saving throw: none Spell Resistance: NO The caster can make one unattended shield and have it float magically around him, protecting him as if he was using it, but suffering none of the penalties. Maximum dexterity, and spell failure chance. If anyone attempts to snatch the shield away, the spell resists it as if the caster was indeed wearing the shield, so a normal disarm attempt is necessary. Small enough (from dragon magizine) Transmutation Level: wiz/Sor 2 Components: V, S, Casting Time: 1 action Range: touch Target: one creature touched Duration: 1 round/ level Saving throw: Fortitude negates Spell resistance: Yes (harmless) The target can fit through any opening or passage up to 6 inches wide, regardless of the target actual size. While passing through the opening or passage, the target shrinks down to become small enough to fit. While shrunk, the target can take only move-equivalent actions. As soon as he is once again in an area that can accommodate his size, he returns to normal, whether he wishes to or not. While his size is different, the caster gains appropriate ac modifications based on size, but nothing else about him changes (strength, hit points, an so on). If the duration ends and the target is within a space too small for him, he is ejected out of the space into the nearest space that will accommodate him. If such a space is not available, the target remains small but suffers 1 hp per round of damage. His surroundings also suffer that damage (ignoring hardness), so if the target has more hp than the surroundings, eventually he will destroy them and grow to fit the space. For example, if a huge dragon uses this spell to move through a narrow hole in a stone wall but foes plug up either end of the hole to trap her inside, the dragon and the stone wall suffer 1 hp of damage per round after the spell’s duration ends. The dragon likely has more hit points than the wall and eventually smashes out of it, most likely very angry. Unstoppable Energy (from dragon magizine) Transmutation Level: Wiz/ Sor 5 Components: V, S Casting time: 1 full round Range: personal Duration: 10 minutes/ level or until discharged The next time the caster releases any kind of discharged of energy damage, whether it be a breath weapon, a fire ball spell, or a lightning bolt from a wand, the energy ignores any protection offered by a protection for elements, endure elements, or resist elements spell. Innate resistance to energy type is also ignored, but immunities are not. Vorpal Claws (from dragon magizine) Transmutation Level: Wiz/Sor 8,clr 8 Components: V, S, Dragon Magic Range: Touch Casting time: 1 action Target: creature touched Duration: 1 round / 2 levels (harmless) Spell resistance: Yes (harmless) One creature’s claws become magically sharp and prone to beheading other creatures. Upon a successful critical, the claws sever the opponent’s head if it has one. Some creatures (like many abominations and all oozes) have no head. Others (like golems and undead other than vampires) are not affected by the loss of their head. Most other creatures, however, die. __________________ Profane Weapon (from dragon magizine) Transmutation (evil) level:Anti Paladin1, Corrupter 1, Despot 1 components: V, S Casting time: 1 standard action Range: touch Effect: weapon touched duration: 1 min/level saving throw: none Spell resistance: no This transmutation makes a weapon strike true against good foes. The weapon is treated as having a +1 enchancement bonus for the purpose of bypassing the damage reduction of good creatures or striking good incorporeal creatures (though the spell doesen't grant an actual enhancement bonus). Individual arrows or bolts can be transmuted, but affected projectile weapons (such as bows) don't confer thebenefit to the projectiles they shoot. In addition, all critical hit rolls against good foes are automatically successful, so every threat is a critical hit. This last effect has a magical effect relatede to critical hits, such as a keen weapon or a vorpal sword. Unholy sword (From dragon magizine anti palatin) Evocation (evil) level: Anti Paladin 4 Components: V,S Casting time: 1 standard action Range: touch Effect: Melee weapon touched Duration: 1 round/ level Saving throw: none Spell resistance: no This spell allows you to channel unholy power into your sword, or any other melee weapon you choose. Thw weapon acts as a +5 unholy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against good opponents). It also emits a magic circle against good effects (as the spell). If the magic circle ends, the weapon creates a new one on your turn as a free action. This spell is automatically canceled 1 rounde agter the weapon leaves your hand. you cannot have more than one unholy sword at a time. If this spell is cast on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the spell. This spell is not cumulative with profane weapon or any other spell that might modify the weapon in any way. This spell does not work on artifacts. Blood Drinker (from drow encyclopedia) Necromancy (evil) Level: Clr 4, Sor/ Wiz 4 Components: S, F/df Casting time: 1 action Range: touch target: Creature touched Duration: 1 round/ level saving throw: fortitude negates spell resistance: yes (harmless) The target's teth elongate into fangs, and it gians the ability to suck blood with its bite, as a vampire does. As an attack action, the creature can make a successful grapple check against a pinned target. If successful, it inflicts 1d4 points of permanent constitution drain. If the target already has a blood drain attack (such as that od a dire weasel, gibbering mouther, rast, or stirge), it deals an additional 1d4 points of pernanent constitution drain. Also , if its blood drain attack deals temporary constitution damage, it instead deals permanent constitution drain for the duration of the spell. Arcane focus; the tooth of vampire. Spit Poison (from drow encyclopedia) Necromancy level: clr 5, drd 4 components; S, Df casting time; 1 action range; 30 ft. effect; spray of poison, up to 30 ft. long duration; instantaneous (see text) spell resistance; yes you spit a spray of poison toward one target within range. You must make a ranged touched attack to hit the target. If you are currently poisoned, the target creature is subjected to the same poison. If you have a natural attack that transmits poison, the target is subjected to that poison. Alternatively, if you previously cast poison and have not discharged that spell, the target is subjected to the effects of that spell. Beast Claws (from drow encylopedia) Transmutation Level: cleric 4, Druid 3, assn 3 Components: V, S, M Casting time: 1 standard action Range: personal Target: you Duration: 1 round/ level Beast Claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. These claws act as slashing melee weapons, inflicting 1d6 damage plus any magical or normal bonuses such as from strength, with a threat range of 19-20. Attacks with your transformed hands do not provoke an attack of opportunity. The claws do not hinder your manual dexterity or spell casting. Material component: the claw of a bird of prey, such as an eagle or falcon Bite of the Seductress (from drow encyclopedia) Enchantment (charm) (mind Affecting) level: dw 2, Sor/wiz 2, Assn 2 components: V,S, M Casting time:1 standard action Reach: touch Target one living creature duration: 1 hour/level Saving throw: will negates Spell resistance: yes The drow understand love and feel its sting as others do, but theirs is a harsher emotion, based as much, or more on respect and yearning for the physical and emotional pain a partner can inflect as the tenderness. With the casting of this spell, the caster enchants a living being with a successful melee attack, so that they temporarily fall slavishly in love (as the drow see it), with him. In order for this spell to take effect, the caster must deal damage upon them with an unarmedattack, meaning creatures which cannot be damaged by unarmed attacks cannot be affected by this spell. Those who fail their will save to resist the bite become slavishly devoted to the caster,willlingly obeying commands and flinging themselves into har's way for the caster's benefit. This does not mean that they will obey his commands as though they were an automaton, but they will not hesitate to attack any foe which threatens their papamour, no matter how powerful. Unlike a charm spell. obviosly threatening actions by the caster do not instantly breal the spell, though lethal attacks grant them a new save to resist the bites effect. Shriek of Abject Hatred (from drow encyclopedia) Evocation: (sonic) Level: dw 4, Sor/wiz 4, Assn 4 Components: V, S Casting time: 1 standard action Range: medium (100 ft. +10/level) Area of effect: 20ft. radius burst Duration: Instantaneous Saving throw fortitude half Spell resistance: yes With a bloodcurdling shriek of absolute rage, the caster unleashes his hatred as an explosion of pure sonbic energy, so powerful that it can liquefy flesh. The balst deals 1d6 points of sonic damage per caster level (10d6 maximum) to eveyone with in its radius of effect (fortitude saves for half). In addition to dealing damage, the shriek renders all who fail to save stunned for 1 round, and renders them deafened for one hour, meaning they suffer a -4 penalty to initiative checks, automatically fail listen checks and have a 20% chance pof spell failure when casting with a verbal component. Those who succeed at their save areaffected as though staggered for one round. Skittering Darkness (from drow encyclopedia) Illusion (shadow) Level: clr 5, Dw 5, Sor/wiz 5, Assn4 Components: V, S, M Casting time: 1 standard action Range 10 ft. +5 ft/2 levels Area of effect: Sphere, centred on caster, with a radius of 10 ft. +5 ft./ 2 levels. duration: 1 round/ 2 levels Saving throwe:will partial Spell resistance: yes Upon vcasting this spell, the caster causes shadow and daekness to writhe and craw like a wave of spiders, striking at those who oppose him and gnaw at their flesh and sanity. Those who are within the intial area must immediately attemp a will save; if they fail, they are subject to attack from any shadow or area of darkness they enter, whether it be of natural or magical origin. At the beginning of each round they remain in darkness, shadow coalesce and attack, with a base attack bonus equal to a fighter equal to the caster level. On a successful strike, the claws inflict 1d6 + one half the caster level in damage. This effect follows each victim for the duration of the spell, so that even characters who flee the area of effect are subject to attack from creatures of shadow and night. In addition to suffering physical injury, victims of this spell are subject to terrying psychological assault as well. The shadow shapes which appear to gnaw at their bodies are universally horrific in appearance, with linpy, otherworldly bodies, spade-like claws and mouths full of jagged teeth. Thet resemble nothing so much as visions from a childs nightmares. For the duration of effect of the spell when it was cast are shaken, suffering a -2 penalty to all attack rolls, skill checks and ability checks. Victims of this spell can avoid damage by ensuring that they remain entirly out of the shadow. This can't be difficult to do, as even the victims own shadow will writhe forth to attack him. A character who is the focal point of a kight spell, or other , similar enchantment will not himself cast a shadow, though the aura he rAdiates may well doom his less fortunate companions. material com[ponent: a breath of traped air in an obsidian box at the stroke of midnight. Secret Desires (from drow encyclopedia) Divination Level: dw 1, sor/Wiz 1, Assn 1, Rgr 1 Components: V, M Casting time: 1 standard action Range: touch Targets: one being touched Duration: 1 round per level Saving throw: will negates Spell resistance: yes The drow are masters of manipulation and the dark weavers, masters among masters. With but a touch and a few moments concentration, this spell grants understanding of the victim's subconsciopus desires and understands thier fears. For the duration of this spell, the caster gains a +1 per caster level insight bonus to all charisdma based skill checks involving the victim. when the spell ends, the victim has no ideal he has been manipulated inb any fashion. Material comp[onent: a single page of a diary or journal. at the moment of casting, the page burns to ash. spider Gorge (from drow encyclopedia) Conjuration (summoning) Level: dw 3, Sor/Wiz 3 (dw is drow) Casting time: 1 standard action Range: 25 ft Area of effect: 5ft. wide line Duration: instantaneous Saving throw: reflex half Spell resistance: yes Distending the casters jaw to an unnatural degree, he vomits forth a stream of tiny spiders which engulfs anone unfortunate to be caught in its path, inflicting 1d4 points of damage per caster level(maximum 10d4). Those who sucee3d at reflex save only suffer half damage. Those who fail their intial save are nauseated for one round and must immediately succeed at a fortitude save (at the same dc as thier reflex save) or suffer 1d4 points of constitution damage, as hundreds of spiders bites take their toll material component: a handfull of live spiders, which must be devoured immediately after speaking the incantation. Swarm Boil (from drow encyclopedia) Conjuration (summoning) Level: clr 4, dw 3, wiz/sor 3 Components: V,S, M Casting time: 1 standard action Range: close (25 ft.+5 ft/ level) Target: one creature Duration: Innnstaneous Saving throw: Fortitude partiL sPELL RESISTANCE: YES When cast this loatsome spell, causes immense boils to buble up from the victims skin. These boils erupt nearly instantaneously spilling forth a swarm of tiny spiders which live only to serve the casters whim. The victim of the spell suffers 1d6/ two caster levels (max 5d6), from the initial eruption of boils and the result flood of tiny spiders pouring from his flesh _ fortitude save is permitted for half damage. In the riound following the eruption, the spiders form a swarm, exactly as the swarm spell summon swarm. the swarm has a number of hit dice equal to the victim's own and its size and the damage it deals are dependant upon its hit dice, as outlined in the swarm subtype description. The swarm remains in existence for a number of rounds equal to one half your caster level, and can be directed as a free action. At the end of the spell's duration, the swarm disappears. Material components: a bag containing both a score or more dead spiders and a small vial filled with liquid taken from lanced boils. Shadow Spears ConCreation (spears) Level: Sor/Wiz fifth Com: V/S Casting time: Four standard rounds Range: 150 per level effect see: below Saving throw: see below Spell Resistance: See below With the activation of this spell one hundred little spears black in color hard as steal three inches long and one eight of an inch thick come from the caster hands made from the shadow weave. The caster can send the spears out in a cone or send them out covering an area; this takes practice. The targets or targets of the spears save at -2 if using magic weave, if using shadow weave they get a will save for each spear plus dexterity if can avoid the spears, same for Mystra weave user. Each spear does 1 to 3 points of damage. Magic shields and such spells each spear gets a saving throw vs. magic, then a roll for each spear to hit for armor class to hit. This spell is mostly used against mages, clerics;( easer to roll percentale dice) Ever three levels the caster gets one hundred more little spears. Anti magic shell and Mordenkaien’s Disjunction dispels the spears, dispel magic has no effect. Note to Dm: Would be good to roll percentile dice 1 to 100 to see how many hit target magic shield if using, then roll to see how many spears made it through armor for second. Saves time of rolling 100 saves vs. magic shield if using. The caster needs to state how casting spell in a cone or spread out in a wide area. In wide area spears will cover thirty feet wide by fifteen feet high, in hall way should be the width of the hall way plus height. Blast your enemy with these spears and punch a whole through their chest, then laugh at them. Shadow disks con: creation Level: Sor/Wiz fifth Casting time: three standard rounds Range: one hundred and fifty feet Effect: See below duration: Instantaneous Saving throw: See below Spell resistance: See below Shadow disks come from the casters hands starting with four at fifth level, four more every three levels. The disks are made from the shadow weave and turned into hard razor sharp disks four inches round, dealing 1d8 per disk. Mystra caster get a -2 saving throw, weave users save at normal save vs. magic. Dispel magic has no effect on the disks, anti magic shell or Mordenkaien’s Disjunction will stop the disks. These disks are mainly used against mages, clerics and enemies you don't like. Each disk gets a saving throw vs. magic shield, refelex saving throw for the target if can. Rentar's Hellhound Conjuration (summoning) Level: Wiz/Sor 6, Clr 6 Componente: V, S, M Range: 9 yards +1 yards /level duration: 1 day/ 2 levels Casting time: 1 hour Area of effect: Specail Saving throw: None Spell resistance: no This spell calls a huge (350lb, 3 1/2 feet at the shoulder, and 6 feet long) black Rentar Hellwolf with glowing white eyes (60 foot infravision). It's a strong, lean and heavily muscled, it's skin is astrange black colour, drawn tight against its powerful body, its is hairless. Great hooked claws curl from its paws, and its snout split wide in a hideous grin revealing a mass of razor sharp teeth. The creature hit dice are 1d6 +2 per level of the caster (to a maximum of 15 +30). The number of attacks is 1 per 5 levels of the caster. The damage for each attack is 2d8 +1 per level of the caster, its armour class is a base of 5 plus 1 for every two levels of the caster. The creature movement rate is 40 feet, (i.e. a 12th level caster will have a hound that has 12 +24 hit dice, 2 attacks, 2d8+12 damage, 7 armor class, and 40 foot movement rate). The caster can have the hound guard him or another in which case the creature will stay with in 10 foot radius of the person to be proctected, or the caster can sendthe hound to attack any creature that the caster can see. Only one hound may be summoned at one time. the material components for this spell are a 1,000 gp black opal and the ash od a Hell Hound. Alignment Change Enchantmrnt Level: Wiz/Sor 8, clr 8 Casting time: 2 rounds Components: V, S Area of affect: 1 creature Range: 25 ft. +5 ft. /level Duration: instant and permanent saving throw: will restance -4 spell resistance: yes this spell will change the alignment of the creature effected by the spell, if makes will save then changes to thus, awish spell or miracile spell can reverse this spell LG to N roll a die to determine if evil or good LE to N roll a die to determine if good or evil CG to N roll a die to deterimine good or evil CE to N roll a die to detrmine if good or evil TN, EN, Ln, N, Ng to C good or evil roll die for evil or good if fails saving throw then. Lg to Le Le to Lg Ln to En Ng to Ne N to Ne or GN cn to Ce or CG makes sav at -4 the materail component is a magic item of no less value than 5,000 gold pieces. Miniature mind (from dragon magizine) Alteration Level; Wiz/ Sor 5, Clr, 5, brd Range: touch Components: V, S, M Duration : permanent Area of effect: 1 object Saving throw: none this spell has a wide variety of usages, it prepares a item to be filled with kinds of information. When it is cast the object and a trigger word is stated, the object is ready for two things and are made in pairs so one can see and view what the second object is seeing. First, it can be used to store sounds, after the trigger word is uttered, the object records every sound around it for 10 minutes per two leles of the caster. thus music played in a room, a message readby the object, or even a chat between two people, the owner of the object can listen to the recordingf sounds latter. The second object if made, the listener can hear all sounds with in 10 ft. + 5 ft for every caster level. it by passes all wards since this is two items that are connected to each other. and anti magic foeild will stop the effect. second efect, the object can record an image of an area in front of it. From the end of the object a cone of five feet long and one feet per radius per level of the caster. the trigger word is uttetred and the object takes the image of the place where the oblect was. or the object can have a second object to makean pair and the second object can be used to view an area when held. using the combined two powers a with amade pair of objects, so vases, and one is placed in a house. the caster can see and hear everthing within the area covered by both powers, by uttering a command word then concentrating on the object. the objects can by pass a ward, because they both are atuned to each other and will work within an warded area. the only way to block the item is to have a anti magic field in the area of one of the atuned objects. Dead End (from dragon magizine) Illusion (Shadow) Components: V, S, M Level Asn 1, Brd 1, Sor/ Wiz 1, Rgr 1 Casting Time: 1 standard action Range: Touch Target: One creature/ level touched Duration: 1 hour/ level (d) Saving Throw: Will Negates (harmless) or will disbelief (if interacted with) ; see text Spell Resistance: Yes or no See text A sneak-thief used to evading those pursuing him, the Black Cloak developed this spell to buy him more time during tight chases. This spell flawlessly disguises the spoor left by the target, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a search check, using the scent ability, or using the survival skill to track a creature in the area the targets pass through is considered to be interacting with the illusion and may make a Will save to disbelieve. Creatures that succeed at the save may detect the target’s passage but suffer a -5 penalty on search, survival, or wisdom checks to track the targets of the spell or find signs of their passing. Spell resistance does not apply to this effect, Creatures merely passing through do not count as interacting with the illusion. Targets of this spell gets a Will save to negate it, and spell resistance applies. Material Component: a pinch of some adoriferous spice. Marked Man (from dragon magizine) Divination Level: Asn 2, Rgr 1, Sor/Wiz 2 Components: V, S, M Casting Time: 1 minute Range: Personal Target: You Duration: 1 day/level Although not a particularly skilled assassin, Karandras could seemingly find his quarry anywhere. He would use this spell to stalk his pray for days, learning their routines, before finally dropping in on the targets when they least expected it. Upon casting this spell, you become attuned to the specific creature that owns the spell focus item. (A creature is considered to own the item on its person for 1 day or more. You do not count when considering what creature was last to carry an item.) This attunement grants you a + 10 bonus on search and survival checks made to track the items owner or find evidence of his passage. This spell does not give you insight into who or what the creature he is attuned to is or where that creature might be. Also, the spell does not provide you with the benefits of the track feat. this can be used in conjuction with minature mind spell and keep track of a person, it can by pass wards if the object was made in pairs. Arcane Focus: An object owned by the creature or a piece of the creature to be tracked, such as a tuft of hair or a fingernail. Serene Visage (from dragon magizine) Illusion (glamer) Level: Asn 1, Brd 1, Sor/Wiz 1 Components: V, S Casting Time: 1 standard action Range: Personal Target: you Duration: 1 min./ level For decades the Black Cloak Saernavar served on his city’s counsel, his integrity never question even as lesser men fell by the way side under charges of graft and scandal. Considered the only honest man in the government, the city heaped increasing power upon him. Only upon reading his mocking memoirs, published after his death did the true extent of his crimes- many of which he pinned on his underlings- came to be known. Simple illusions aid your attempts to be persuasive. You gain an insight bonus equal to your caster level on all bluff checks. Shock and Awe (from dragom magizine) Enchantment (Mind affecting) Level: Asn 1, Sor/Wiz 1, Rgr 1 Components: V, S Casting Time: 1 standard action Targets: 1 flat footed creature/ level no two of which can be more than 30 ft. apart. Duration: 1 round Saving Throw: Will Negates Spell Resistance: Yes A quick spell and quicker dagger always ensure that the Black Cloak assassin Ahren could perform the most daring ambushes without suffering a scratch. This spell distracts its targets, preventing them from reacting with the deftness they might otherwise possess. Only effective when cast in the surprise round of combat and on flat footed creatures, this spell causes those it affects to suffer a - 10 penalty on their next initiative rolls. Targets that cannot be caught flat- footed (such as a rogue with uncanny dodge) cannot be affected by this spell. Spontaneous Search (from dragon magizine) Divination Level: Sor/Wiz 1, Asn 1, Rgr 1 Components: V, S, M Casting Time: 1 round Range: close (25 ft. + 5 ft. /2 levels) Target: One 30 ft. cube Duration: Instantaneous Saving throw: will negates Spell resistance: Yes or no (object) see text After consolidating control of his gang, Master Traijin’s lust for wealth combined with his paranoia in interesting ways. He obsessed over his belief that the businesses in his neighborhood were holding back on his cut. He would sweep into one of them, mentally tabulate the value of everything in the place, calculate his share down to the copper piece, take his share, and stalk out without saying a word. He developed this spell for use during these audits. You instantly become aware of the location and types of inanimate objects in the spells area as if you had taken 10 to use the search skill on the entire affected area. The spell also reveals what is inside containers, even locked ones, if your search results beats a dc equal to the open locks check required to overcome the locking mechanism. The effects of this spell are purely mental and merely give you an awareness of the area’s contents; it does not reveal traps, secret doors (although it could alert the spell caster to objects beyond them), open locks, reveal the contents of books or scrolls, or actually put items in your possessions. Creatures in the area may make a will save to negate your ability to learn what objects they possess. Material component: a silk glove. Shadow Teleportation Conjuration Level: 8 wiz/sor, clr 8 components: V, S, M Range: special see below range: see below Target: one ome more creatures within the ten foot scircle Saving throw: will negates spell resistance: yes Casting time: 4 rounds The spell when released causes a black sphere eight foot round and will pull the target into the black circle and pull them into the shadow plane if they fail. If makes will save the target will be blinded for five rounds having the shadow weave blocking thier sight. dispel magic won'y dispell the shadow circle its made of shadow stuff. if the tagret fails their saving throw then they get pull into the shadow plane and the circle disappears, the target has to make a will save every round they are in the circle. If they disappear with the circle then they have to find their own way out of they shadow plane, and must fight any creature they encounter with in the shadow plane by themselves.Anti magic zone or Mordenkaien's disjunction will stop the spell, or spell turning, dispell magic has no effect. this spell is used to teleport an enemy to the shadow plane, if save then is blinded and has to make a will save for five rounds. This spell works best when cast into a Chardalyn rock or ioun stone and thrown at the target, or put on to arrow heads and fired from a bow. Eater From Within (from dragon magizine) Conjuration Level: wiz/sor6, clr 6, dw5, Asn 4 components: V, S Duration: 3rds/ level Casting time:5 rds Area of effect: one creature Saving throw: none Spell resistance: yes This spell createats a small blood red ball of light that zips from the casters outstretched hand to the target creature and disappears with in. Any person that is not immune to disease will be effected by this spell. The spell can be countered wit ether a dispell magic or with a cure disease spell, otherwise the spell will commence eating the insides of its host at the rate of 1d3 hits points per round. While under this form of attack no being can cast spellws and all that try to fight have their attack, defence and saving throes reduced by -3 because tthe pain is so intense. Climb (from dragon magizine) Transmuation Level: drd 1, rgr 1, Sor/wiz 1, assn 1 Components: V, S, M Casting time: 1 standard action Range: touch Tagrget: creature touched Duration: 1min/level Spell resistance: yes the subject gets a +10 enhancement bonus on climb checks. The enhancement bonus increases to +20 at level 5. To +30 (the maximum) at caster level 9th. Unlike spider climb, this does not allow the target to climb ceilings, and it does not give her a climb speed. Wall of Smoke(from dragon magizine) conjuration (creation) Level drd 1, sor/wiz 1, rgr 1, ass 1 Components: V, S Casting time: 1 standard action Range: 25 ft/ 5 ft/ level Effect: two 5 ft. squares/ level that are 5 ft. thick Duration: 1 round/ level saving throw: Fortitude partail, see text Spell resistance: no This spell creates a thin opaque wall of black smoke, the wall is stationary once created. The wall blocks sight to a limited degree, creatures on opposite sides of the wall that cannot see over it gain concealment from eack other (attacks have a 20% miss chance). A creature that breathes can pass through a wall od smoke with ease if they hold thier breath. Other wise they must make a fortitude save to avoid being nauseated for 1 round. Remove Scent (from dragon magizine) Illusion Level: brd 1, Rgr 1, Sor/Wiz 1, ass 1 level: V, S, M Casting time: 1 action Range: touch Area: Creature touched Duration: 10 minutes /level Saving throw: Will negates spell resistance: yes (harmless) the creature or object touched has all trace of olfactory presence removed for the duration of the spell. The scent ability cannot detect a creature under the effects of a remove scent spell. it also negates the harmful side effects of the noxious stench exuded by certain creatures, such as ghasts, undead for the duration of the spell. Foebane Evocation Level: rgr 4, wiz/sor 4, assn 3 compontents: V, S Casting time: 1 action Range: touch Target: weapon touched Duration 1 round/ level Spell resistance: no The spell imbues one of the caster's weapons with great killing power against a single favored enemy type. Against creatures of that type, the weapon acts as a +5 magic weapon and deals +2d6 points of bonus damage> Furthermore, while the caster wields the weapon, he or she gains a +4 resistancts bonus to saving throws against effects created by creatures of that type. The spell is automatically canceled 1 round after the weapon leaves the caster's hand for any reason, the caster cannot have more than one foebane weapon at a time. Secret Message (from drsgon magizine) divination Level sor/wiz2, rgr 2, assn 2, clr 2 Components: V, S, M casting time: 1 action Range: touch Duration: 2 rnds/level Area of Effect: Specail saving throw: none spell resistance: no this spell allows the caster to speak and understand a language that can only be understood and spoken by the other recipients of this spell. the material component is the message which is written then burned as the spell is cast, with the name or names of the recipients. Flaming Finger Evocation Level: sor/wiz 2, rgr 2, assn 2, components: V, S Range: 25 ft. +5 ft /level Duration: Instantaneous Casting time: 1 action Area of effect: Specail Saving throw: reflex half Spell resistasnce: yes when this spell is cast, a thin searing white heat shhots forth from the caster's index inger. this bolt will automatically hit a single target inflicting 1d10 points of damage, plus 1 piont per level of the caster, up to a maximum of 1d10 +10. Asuccessful save vs. spell reduces tjis damage by half. If a save is faild the recieve full damage, possessions do not have to make a save Resistance Piercing Alteration Level: wiz/soe 3, clr 3, rgr 3 components: V, S Duration: next spell Casting time: 1 round Saving throw: none This spell wll add extra power to one other spell for the express purpose of punching through magic reisitance. the spell can negate 20 % +2% per levwel of the caster. This spell is useful to use with powerful spells on the next round. Surefooted Stride (dragon magizine) Transmution Level: brd 2, Rgr 2, Assn 2, Sor/wiz2 Components: V, S, M Casting time: 1 standard action Range: personal Target: you Duration: 1 hour/level Saving throw: none Spell resistance: np Your stride becomes confident and sure, you can move through dense rubblr or streets at full speed for the duration of this spell. You gain a +2 competence if climbing is needed, you can even run, charge and tumble faster with this spell. Leomund's Hidden Hut (dragon magizine) conjuration Level: sor/ wiz 5, rgr 4, components: V, S, M, f casting time: 10 minutes Range: 25 ft +5 ft/ level Targets: 20 ft. square structure Duration: 2 hours /level Saving throw: none spell resistance: no this spell is similiar to Leomund's Secure shelter, except that the conjured structure is perfectly camouflaged to blend in with what ever terrain or surrounds are appropriate. It may appera as a house sized boulder in mountainous or eocky areas, a sand dune, a deadfall, a small grassy knoll, or even a mighty tree. The spell also conceals all tellale signs of habitation, including any smoky, light, or sound coming from within the lodge. creatures examining the lodge or studying its immediate vicinity note the presence and extent of the shelter with asuccessful wilderness lore check (dc30). If the lodge occupants are seen entering or leaving the lodge, the dc for this check drops to 10. Stinging Needles Evocation Level: rgr 2, assn 2 sor/wiz 2, clr 2 Range: 25 ft +5 ft /level components: V, S, M casting time 1 action Duration : Instantaneous Area of efect: 1 creature Saving throw: reflex half spell resistance: yes this sepll shhots tiny needle like missiles to a target, for each level the caster can fire 2 neddles up to 20 needles at 10th level. Thjose who make saves vs spell avoid half the needles, and reflex save does the same, you have to use one save. these small missiles are not very deadly, each needly inflivts only 1d2 points of damage. the spell is used agasinst those who are casting spells and are in spell casting motions. If the target is hirt by the needles they need to make a concentasrtion check ayt -2 to check thier concentration of spell casting. the material component is a handful od iron needles. __________________ |
| Lady Rolindin01-24-06, 11:01 PM | necrodude16 Approved: Robe of the Eccentric Villain wizard/ranger/bards class from dragon mag Psionic Sanction Feed the Many Cavalry Call Morning Mist Blackthorn's Preserving Ice Talisman of Animal Growth Not Approved: Tiresian Oracles I had hoped for the oracals to be approved, i had made a character allready, but any way thank you necrodude. I can atleast use the ranger/wizard 15 level and submit her at least. are you ready orcy for the ring. |