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| bitnine09-25-06, 04:34 PM | All right, I've been toying with some sort of idea along these lines for a while now. The basic idea is an alternative system of sorts to representations of variance through prestige classes, instead painting a broader description of organizations (any perhaps even regions) through replacement abilities. I think that popping out an example will probably be more clear than a rambling explanation, so here's the general format, to be followed shortly by a particular example: Name/description: The name of the organization, along with a description of who they are and what they believe in. Preferably a good amount to tie such to the particular world and flesh them out. Entry Requirements: As the organizations aren't a singular class, these are less likely to be mechanical, and more likely to be a description of the type of individuals that they'd allow in. However, some organizations might have more stringent requirements, and some mechanics might be required. Feat Expansions: These are abilities that are granted if the character possesses the particular feat. They are something of an analog to required feats, but they allow for the character to obtain them as they advance and fit and tie particular benefits to the feats. (Most of these are commonly used as 'prereq' feats, such as Toughness, Skill Focus, or the like.) Replacement Abilities: These abilities either replace or modify a given class feature. If they replace a class feature, the character must decide whether or not to make the replacement when the feature is gained and cannot change their choice later. (Unless your campaign includes a retraining option.) Unless otherwised noted, the new ability uses the same use scheme as the replaced ability (uses/day, uses/week, etc). If more than one ability is noted as a replacement, the character picks one (in the case of more than one needed, the word 'and' will make it explicit). Some replacements come in pairs or series; these will mention what happens each time the ability advances, and denote what set of abilities that it replaces with a slash between the two. (For example, an ability that replaces Uncanny Dodge and advances when a character would receive Improved Uncanny Dodge would say 'Replaces: Uncanny Dodge class feature/Improved Uncanny Dodge class feature.') Abilities that replace a bonus feat or type of bonus feat replace the ability granting the bonus feat (which still has to be able to grant a feat of the appropriate type), and cannot be taken with normal character feats. The only exception to this is the sorcerer, who can replace his character feats. Also listed are features that modify class abilities. These usually change or expand the use or function of existing abilities. Unless otherwise noted, these use the same use pool as the modified ability, and can be applied even after the character gains the feature in question. Granted Abilities: These are abilities that the organization grants to all of its members. If there are any requirements for a given ability, including character level, it will be noted within the ability itself. Granted abilities tie in scope to the obligations of being a member of the organization and tend to be few in number; in fact, some organizations do not grant any new abilities. Obligations: This section details the obligations of maintaining good standing within an organization. Some organizations, particularly those that serve as training institutions, may require nothing of their members (or very little in the way of a membership fee). Others may require vigorous ongoing service. The loss of good standing will result in the loss of use of some abilities, as noted in their description. Also, a character without good standing cannot take new replacement abilities. Benefits: Other benefits that the organization might provide. This details the sorts of services and status, going beyond particular granted abilities. |
| bitnine09-25-06, 04:35 PM | Brotherhood of Elan The Brotherhood of Elan is an order order tied to the Zalan Empire. Primarily it is comprised of sorcerers and wizards who share great ties to the Batharas pennensula or the frostbound land of Bahn. It also includes many warriors, trackers, and priests, a number of which receive some basic arcane training. [More description follows...] Entry Requirements: An entrant to the Brotherhood must be in good standing with the Zalan Empire, and have a generally good reputation therein. No particular race or profession is barred from joining, and the organization does not use magical means to screen its applicants. A trial task is used as the final screening process, usually defense of an outpost. Individuals known to be bloodthirsty or reckless will find themselves barred from joining. That being said, a few members here and there simply show a good amount of self restraint or deceit, covering any such dalliances with substantive services to the Brotherhood. Feat Expansions: Craft Magic Arms and Armor - Icesheen Enchanter: When enchanting an item made of icesheen, you may deduct the material cost of icesheen (new special material, see page xx). (This deduction is applied to the base price of the item, and cannot reduce the cost below 0.) Magical Aptitude - Charm Training: You may treat all 1st and 2nd level adjuration, evocation, and transmutation wizard/sorcerer spells except those with the fire descriptor as if they were on your class list. (This applies even if you cannot cast spells.) Skill Focus (knowledge (arcana)) - Arcane Education: Knowledge (arcana) is a class skill for any class you take. Skill Focus (spellcraft) - Mysteries of Elan: When casting a spell with the cold descriptor from a scroll, you may opt to use one-half your caster level instead. Toughness - Invigorating Chill: When in a natural cold environment, you may spend one minute meditating, allowing your icy surroundings to invigorate you. You gain a number of temporary hit points equal to your character level, which last for one hour. Multiple uses of this ability do not stack. Weapon Focus (shortspear, spear, or longspear) - Spear Training: You gain +1 to damage with the selected weapon and may reduce penalties for throwing the weapon in windy conditions by 4. Weapon Specialization (shortspear, spear, or longspear) - Advanced Spear Training: You gain a +2 bonus to attack rolls with the selected weapon when making an opposed attack roll or readying an attack. Replacement Abilities: Bane of the Ghostfire (ex): The Brother gains a +4 bonus on saving throws against the effects of creatures with the Ghostfire template and Ghostfire itself (see page xx). Replaces: Resist Nature's Lure class feature, Fighter bonus feat Chill Bond (su): When a Brother casts a spell with the cold descriptor, he gains resistance to cold equal to the level of the spell cast. This lasts for one round. Replaces: Familiar class feature, Metamagic bonus feat Chill Ki (sp): The Brother's hands become wreathed in cold energy, causing his unarmed strike to be treated as if a +5 icy burst weapon. This ability is equivelent to a 4th level spell and lasts one minute per class level. (This ability retains the usage rate of the ability which it replaces.) Replaces: Quivering Palm class feature Consuming Ice (ex): The Brother may use a spell with the ice descriptor to counterspell a spell with the fire descriptor of the same level or lower. Replaces: Familiar class feature, Metamagic bonus feat Elan's Blessing (su): All allies within 30 feet gain resistance to cold 5. This effect lasts for 1 minute. (This ability shares the usage rate of the ability which it modifies.) Modifies: Turn Undead class feature Elan Spells (ex): The Brother may add the chill armor, iceblood, frostspear, and shard cloak spells to his class spell list and spells known. (New spells, see page xx.) Replaces: Familiar class feature, Metamagic bonus feat, Domain granted powers Frostcaster (ex): The Brother cannot cast spells with the fire descriptor, but receives a +2 bonus to caster level when casting spells with the cold descriptor. Modifies: Spellcasting class feature Frost Elemental (sp): When using the Wild Shape class feature to assume an elemental form that does not possess the fire subtype, the Brother may choose to gain the cold subtype. If they do, their natural attacks deal 1 point of cold damage in addition to their normal damage. Modifies: Wild Shape class feature Frostrig (ex): When activating a spell trigger item, the Brother may apply the effects of the energy substitution (cold) feat with a successful DC 20 Use Magic Device check. If the check is failed or the spell is not a valid target for the feat, this has no effect, but the item activates normally. Replaces: Special Ability class feature, Bonus Metamagic Feat Froststrike (su): If using an attack that deals cold damage (including a weapon with the icy enchantment), when the Brother strikes a flanked creature or a creature denied its dexterity bonus he deals 3d6 extra cold damage. This damage does not stack with sneak attack; if both would apply, the Brother must choose one before rolling damage. Replaces: Special Ability class feature Gaurdian of Elan (ex): When using the aid another action to grant an ally a bonus to armor class, they also receive a 50% miss chance on attacks of opportunity made against them for casting a spell or using a spell trigger item. Replaces: Fighter Bonus Feat Ice Hunter (ex): When selecting a favored enemy, the Brother may instead choose the cold subtype; all creatures with the cold subtype are affected by this choice. Otherwise this works as per the Favored Enemy class feature. If this causes a creature to be affected by multiple favored enemy bonuses that you possess, you use the best. Modifies: Favored Enemy class feature Icesheen Affinity (ex): The Brother gains a +1 competence bonus to attack rolls when using a weapon made of icesheen, and a +1 competence bonus to armor class when wearing armor made of icesheen. Replaces: Fighter Bonus Feat Icestride (ex): The Brother may treat natural snow and ice as if they were normal terrain. Replaces: Woodland Stride class feature, Fighter Bonus Feat Icetrip (ex): When the Brother makes a successful melee attack against an opponent balancing on a slippery surface (such as standing on ice), the Brother can make a free trip attack using the same modifier. This does not provoke an attack of opportunity, the opponent cannot attempt to trip the Brother if the trip fails, and the trip cannot generate additional attacks (such as through Improved Trip). Replaces: Fighter Bonus Feat Inner Warmth (su): The Brother may instill a willing touched character with a feeling of inner warmth that can sustain them even in numbing cold. For 24 hours, the affected character receives a +8 divine bonus on saves made against natural cold dangers and a +2 divine bonus against effects with the cold descriptor. (This ability retains the usage rate of the ability which it replaces.) Replaces: Remove Disease class feature Stormsense (ex): The Brother ignores concealment (but not total concealment) from weather effects, including fog and rain. When advanced, the Brother may reroll miss chances due to concealment or total concealment from weather conditions and lack of vision from weather conditions do not reduce his movement. (Though he may still be checked by winds, for example.) Replaces: Uncanny Dodge class feature/Improved Uncanny Dodge class feature, Fighter Bonus Feat/Fighter Bonus Feat Stormsinger (su): The Brother's voice is not hampered by winds nor storms, allowing him to be heard clearly despite these conditions. This effect lasts for 10 minutes. (This ability shares the usage rate of the ability which it modifies.) Modifies: Bardic Music class feature Wind Brace (ex): The Brother counts himself as if one size category larger for every four class levels for the purposes of being affected by winds. Replaces: Slow Fall class ability Granted Abilities: Smite Ghostfire (su): As a swift action, the Brother may charge their next spell or melee attack that round with spell energy channeled from the Tower of Elan. If this spell or attack successfully deals lethal damage to a creature with the Ghostfire template, it also deals 1d6 bonus cold damage; this is visible, revealing the nature of the creature. This ability is dependant on good standing with the organization. Obligations: A member of the Brotherhood of Elan is required to obey the laws of the Zalan Empire. A character who commits serious crimes or refuses to face judgement or punishment of Zalan officials will be stripped of his standing in the organization. This includes not committing major offenses outside the boundries of the Zalan Empire; such a crime reported to Zalan officials is considered equivelent. Members can be called upon to defend other Brothers and citizens of the Zalan Empire. This includes undertaking strikes against agents of the Ghostfire, but also other threats, such as the Uthan Beastman and more routine goblin attacks. Members are also expected to contribute some sort of spell research or arcane advancement, even if something as simple as selling aquired magical items to the Brotherhood. Members are required to report in to the Tower of Elan at least three times a year, and to clear longer expected absenses. This reporting need not be in person, but may result in summoning as per the called duty above. If a member goes one year without reporting to the Tower and without a cleared absense, they are stripped of standing. Having absenses cleared is usually fairly routine - only in time of great peril or need are travelling Brothers called back, particularly if doing what the Brotherhood considers good works. |