this is simply the way the Guidelines on Making Magic items recomends:
AC bonus (other)1
Bonus squared x 2,500 gp
1 Such as a luck, insight, sacred, or profane bonus, etc .
thus 4x4 = 16 x 2500 = 40000gp
i agree that the actual value is realisticly about the same as a Chain Shirt(100gp) as you said .... but i was using the Strictest interpretation to avoid unnecessary arguments at the time(VOP was hotly debated as to its being Overpower then)
heres my Entry:
Human Cloistered Cleric 1/ Fighter 4(Thug variant)
Attributes: (25pt buy) 14 Str 15 Dex(14 +1 Lvl) 10 Con 12 Int 12 Wis 11 Cha
Traits: Aggressive(+2 initiative, -1 AC) Quick(+10 land speed,-1hp/lvl) Domains: Knowledge(given up for Knowledge Devotion) Time Elf
Equipment: (9000gp) 1725gp Masterwork Mighty(+2) Composite Longbow with Least Crystal of Energy Assault(Fire) and Tripple Alchemical Retainer(holding 1 Fire, 1 Cold, 1 Elec capsule each) 1gp 20x regular Arrows ... all arrows in quivers on Back beside Bow 2gp 20x Cold Iron Arrows 3gp 20x Alchemical Silver Arrows 615gp MW Longsword with Least Crystal of Return ... on Back Sheath 150gp Chain Shirt with Spikes 205gp Darkwood Buckler 100gp 2x Tanglefoot bags ... in Belt 1gp Wooden Holy Symbol .... in Hand 1gp Travelers outfit 750gp Potion of Haste 1400gp Anklet of Translocation
Skills: 56 skill points to spend
Class Skills: 5 ranks Concentration 8 ranks Knowledge (arcana) 8 ranks Knowledge(religion) 8 ranks Knowledge(the planes) 8 ranks Knowledge(Dungeoneering) 8 ranks Knowledge(Nature) 4 ranks Spellcraft 3 ranks Tumble(Skilled City dweller alt class feature)
Cross Class Skills: 1 Rank Spot
Skill Tricks: Collector of Stories(+5 Knowledge checks)
Updated Tactics: i start holding Holy Symbol in my left hand(Buckler strapped to this arm), right hand holds Potion of Haste ..... Holy Symbol is on a cord around my neck so i can Drop it as a Free action without it falling to the ground, and i can grab it later(Move action) if needed .... range between = 40'
stats Me 18/18 hp, Minotaur 39/39hp Round 1: wins Initiative, Drink Haste Potion(Standard Action) ... Activates Travel Devotion, Move to 80' back away from Minotaur(Swift), Move 80' away from Minotaur while Drawing Tanglefoot bag(move action)..... Minotaur uses Run action to 4x speed(120'), close to 80' from me
stats Me 18/18 hp, Minotaur 39/39hp Round 2: Minotaur is 80' from me .... move 70' towards Minotaur(swift action), throw Tanglefoot bag(standard action)+9 Ranged Touch Attack(+3 BAB +2 Dex +1 PtBlkSht +2 Insight Knowledge Devo +1 Haste), Move 80' from Minotaur (90' from Minotaur) ..... Minotaur is Entangled(max move 15', no Run or Charge,-2 Attack, -4 Dex) moves 15' towards me(range Between 75')(entangled 4 more rounds)
stats Me 18/18 hp, Minotaur 39/39hp Round 3: Minotaur is 75' from me .... Activate Law Devotion(Swift action)...cast Divine Favor(Standard action)drop holy symbol(Free Action), move 80' away from Minotaur while drawing Longbow(Move Action) .... Runehound moves 15'(entangled 3 more rounds)(range between 140')
stats Me 18/18 hp, Minotaur 39/39hp Round 4: Minotaur is 140' from me ....Activate Triple Alchemical Retainer(all Capsules)(Swift action) ... i fire Full Attack (2 @ +15/+15 = 100% x (10.5+10.5 Alchemical) x 2 shots = 42 damage total)(full round action) ... Minotaur is Dead
600gp Least Crystal
Anklet of Translocation (MiC 71, 1,400 gp) Allows two 10' teleports per day. Excellent for breaking grapples.
Crystal of Return (least) (MiC 65. 300 gp) Feats are expensive. Effectively buying the Quick Draw feat for 300gp
The alchemical retainer lets you put 3 capsules in it. As a swift action you activate 1 (or all?) of the capsules. The capsules last 1 round and provide +1d6 elemental damage to all of your attacks that round. Triple Alchemical Retainer(weapon accessory) - 450 fire capsule - 25 cold capsule - 25 electric capsule - 25
Least Crystal of Energy Assault adds +1 damage of the elemental type noted. Least Crystal of Energy Assault (fire) - 600
Least Iron Ward Diamond gives you DR 1/-. Once it has absorbed 10 points of damage it becomes inactive until the next day. Least Iron Ward Diamond - 500
Chronocharm lets you move your move speed as a swift action 1 / day. Chrocharm of the Horizon walker - 500
Lesser Crystal of Life Drinking lets you heal a 3 HP each day when you attack a foe. Once you've healed 30 HP in a day, it becomes inactive until the next day. Lesser Crystal of Life Drinking - 1,500
Boots of Steadfastness = Steadfast Boots - So long as you're wielding a 2-handed weapon, you are considered set / readied against any charge attack, even if the weapon can't normally be "set" against a charge. Steadfast Boots - 1,400
Bracers of Opportunity give you +2 to attack bonus on all AoO's, and 1 / day let you make one extra AoO in a round. Bracers of Opportunity - 2,300
You enjoy smashing your opponents into submission.
Prerequisite: Str 15, base attack bonus +6, proficient with bludgeoning melee weapon. Benefit: If you hit the same enemy more than once in a single round with a bludgeoning melee weapon, you deal an extra 1d6 points of bludgeoning damage with each hit after the first. Special: A fighter can select this feat as one of his fighter bonus feats.
Your arms elongate, allowing you to touch the floor with your hands. In addition, you can bend them in strange and unnatural ways. The arms may vary in appearance, perhaps seeming scaly and snakelike, or slimy like tentacles; conversely, they may resemble normal but longer arms with a second elbow joint. Unless you wear a large cloak to conceal these deformities, you are disturbing to behold.
Prerequisite: Aberration Blood. Benefit: You gain an additional 5 feet of reach. For most Small and Medium creatures, this benefit increases natural reach to 10 feet. If you already have a reach of more than 5 feet for some reason, this feat extends your reach by another feet. As described on page 112 of the Player's Handbook, a reach weapon doubles your normal reach; for example, if you have this feat and you wield a longspear, you can attack targets 15 or 20 feet away. Your elongated arms also grant you a +2 bonus on Climb checks. Special: Due to the disfigured nature of your new limbs, you take a -1 penalty on all melee attack rolls.
The abnormalities of your aberration-tainted heritage grow more pronounced. Your body undergoes a shocking degeneration into something that is strikingly inhuman.
Prerequisite: Aberration Blood, one other aberrant feat. Benefit: Two short but powerful tentacles sprout from your waist. You gain two tentacle natural attacks that each deal 1d4 points of damage (for a Medium creature) plus your Strength modifier. The tentacle attacks are treated as primary weapons. You can attack with weapons and also make tentacle attacks, but your tentacle attacks are treated as secondary weapons: The attacks are made with a -5 penalty on the attack roll, and you add only 1/2 your Strength bonus to the damage roll. You gain a +2 racial bonus on grapple checks.
Your abnormal body and heritage has become more pronounced. You grow membranous wings and are comfortable in extreme elevations.
Prerequisite: Aberration Blood, one other aberrant feat. Benefit: You gain a fly speed (with average maneuverability) equal to one-half your base land speed (round down to the nearest 5-foot increment). You can use your flight for a number of consecutive rounds equal to 1 + your Constitution modifier (minimum 1 round); between these uses you cannot fly for 1 round. You gain resistance to cold 5. You are immune to altitude fatigue and altitude sickness.
Equipment: 220000gp +8 Inherent(Tomes) 36000gp +6 Dex item 36000gp +6 Int item 64000gp +8 Bracers of Armor 203320gp +5 Wounding Speed Adamantine Rapier 125000gp +5 Amulet of Natural Attacks(Pathfinder version)
Attacks as follows: attack with first 3 attacks, save last 3 for Parry attempts(vs Weak Opponents .... reverse for Stronger opponents, IE save the first three attacks to Parry with and Attack with the last three attacks).... each time someone attacks you you get an AoO(Robilars Gambit) and make 2 Attacks Back(Double Hit) @ +34 to hit ... you can then choose to Parry @+29/+24/+19 ... if you are successful you get to take an AoO, which gives you 2 Attacks Back(Double Hit) @ +34 to hit again for each Parry
A)When making a precise strike, a duelist cannot attack with a weapon in her other hand or use a shield.
B) A monk's attacks may be with fist, elbows, knees, and feet.
The swashbuckler has six dead levels, the first of which occurs at 4th level. Their grace and dodge bonus both follow a logical progression (one every nine and five levels) with no spell-like or supernatural abilities to shore up their martial skills. In keeping with their grandiose approach to combat, the following dead level ability is intended to reflect their larger-than-life celebrity as adventurers.
Seduction (Ex): At 4th level, a swashbuckler has a lascivious way of acquiring knowledge through less than diplomatic channels. A swashbuckler gains an additional use of the Bluff skill called seduce to learn secret. The swashbuckler can use charm, flirtation, or seduction to learn a coveted secret that is known by a nonplayer character. In order for this iteration of the Bluff skill to work, the nonplayer character must find the swashbuckler physically attractive and be in a position to actually know the secret in question. There are five kinds of secrets that can be learned with a seduce to learn secret check . The fewer people that know a secret, the greater their loyalty to keep that secret.
Secret DC* Example Common 10 Password told to the city guard, known by 16 or more people Uncommon 20 Identity of thieves' guild leader, known by 9 to 16 people Valuable 30 A merchant ship hauling exotic goods, known by 5 to 8 people Deadly 40 Plans to invade a foreign land, known by 3 to 4 people Unutterable 50 The mental disability of a king, known by 3 or less people
*The DC assumes that the nonplayer character is indifferent. The Bluff check is modified by -20 if the NPC is hostile, -10 if the NPC is unfriendly, +5 if the NPC is friendly, and +10 if the NPC is helpful.
Designer's Note: The seduction ability can be a powerful tool in the hands of a lusty swashbuckler, but still requires that the character figure out which NPC has knowledge of a desired secret, represented by a Gather Information check. If you want to make the seduce to learn secret action available to all characters, simply reduce the skill usage duration to one-half the normal time for a swashbuckler of 4th level.
A typical seduce to learn secret check takes 1d4+1 hours and requires seduction. If the check succeeded by 10 or more, the attempt takes 1d4+1x10 minutes and only requires flirtation. If the check succeeded by 20 or more, the attempt takes 1d4+1 minutes and merely requires charm. Retries are not possible as the target becomes too suspicious.
At 9th level, a swashbuckler gains a +1 bonus on seduce to learn secret checks. This bonus increases by +1 at 13th, 15th, 18th, and 19th level.
this is simply the way the Guidelines on Making Magic items recomends:
AC bonus (other)1
Bonus squared x 2,500 gp
1 Such as a luck, insight, sacred, or profane bonus, etc .
thus 4x4 = 16 x 2500 = 40000gp
i agree that the actual value is realisticly about the same as a Chain Shirt(100gp) as you said .... but i was using the Strictest interpretation to avoid unnecessary arguments at the time(VOP was hotly debated as to its being Overpower then)
BECOMING A JAUNTER The jaunter prestige class appeals to characters who do not focus on spellcasting, yet covet the spellcaster’s versatility in modes of travel. Scouts, rangers, and rogues are most attracted to this prestige class, but sometimes a fi ghter or marshal fi nds the jaunter’s movement powers alluring. Spellcasters rarely choose this path because it requires sacrifi cing their spellcasting progress. Entry Requirements Skill: Knowledge (the planes) 4 ranks. Feats: Dodge, Mobility, Spring Attack. Special: Candidate must have visited two or more planes other than his home plane.
d8 HD Medium BAB Good Ref Save
Class Skills (4 + Int modifier per level): Balance, Climb, Concentration, Escape Artist, Hide, Knowledge (the planes), Listen, Move Silently, Speak Language, Spot, Survival, Swim, Tumble.
You gain a suite of abilities designed to facilitate travel both on and off the battlefi eld. All the following are class features of the jaunter prestige class.
Travel Power (Sp): You have the innate ability to relocate creatures—yourself, your allies, and eventually even your enemies. You can use your travel power a number of times per day equal to your jaunter level plus your Dexterity bonus (if any). As long as you have at least one daily use of your travel power remaining, you also gain a +1 bonus to your Armor Class. Your travel powers are benign transposition, baleful transposition, teleport, and plane shift. Each of these abilities is described in a separate entry below. In addition, once you gain the travel power at 1st level, you can use scrolls and spell completion items that duplicate any of these powers.
Benign Transposition (Sp): You can spend one daily use of your travel power (see below) to cause two willing target creatures of up to Large size (yourself and another, or two others) to swap positions instantly. Both subjects must be within 100 feet of your position. Objects carried by the target creatures (up to their maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity.
Baleful Transposition (Sp): Beginning at 2nd level, you can spend one daily use of your travel power to cause two target creatures of up to Large size (yourself and another, or two others) to swap positions instantly. A solid object (such as the ground, a bridge, or a rope) must connect the target creatures, and both must be within 100 feet of your position. Objects carried by the target creatures (up to their maximum loads) go with them, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. An unwilling target is entitled to a Will save (DC 10 + your jaunter level + your Int modifi er) to negate this effect.
Fast Movement (Ex): When you reach 2nd level, your land speed increases by 10 feet. This benefi t applies only when you are wearing no armor, light armor, or medium armor and are not carrying a heavy load.
Dimension Door (Sp): At 3rd level and higher, you can use dimension door as the spell to move up to 30 feet per day per jaunter level you possess. You need not move the entire distance at once; you can move in increments of 10 feet any number of times until the total distance has been traversed.
Teleport (Sp): Beginning at 3rd level, you can spend two daily uses of your travel power to use teleport as the spell.
Freedom of Movement (Su): When you attain 4th level, for 2 rounds per day per jaunter level you possess, you can act normally regardless of magical effects that impede movement, as if you were affected by a freedom of movement spell. This duration need not be consecutive; you can activate and end the effect as a swift action any number of times per day until the duration is used up.
Plane Shift (Sp): At 4th level, you can spend two daily uses of your travel power to use plane shift as the spell.
Adaptation: can be adapted to be a Full Spell Progression class:
BAB = as per spellcasting class one Good Save(Ref or Will) Fast move, Dimension Door, Freedom of Movement Unchanged gain as Spells Known: 1st lvl: Benign Transposition(1st lvl spl) 2nd lvl: Baleful Transposition 3rd lvl: Teleport 4th lvl: Plane Shift
DEMONWRECKER “Mercy? It’s a waste of time. Demons don’t understand the concept.” —LeShawn Sonj, a demonwrecker Spellcasters specializing in demon eradication can gain great fame and prestige—if they survive long enough. Although demons are highly resistant to spells, a demonwrecker’s magic is more effective at penetrating their defenses than magic from other sources. While the elite divine spellcasters known as demonwreckers specialize in fi ghting demonic opponents, they are almost as effective as their nonspecialized counterparts at combating foes of all types. BECOMING A DEMONWRECKER The demonwrecker prestige class appeals to experienced divine spellcasters of all sorts. A demonwrecker might be a cleric, a paladin, or even a favored soul. It’s easy for most divine spellcasters to qualify for the prestige class, but its narrowly focused abilities hold the greatest appeal for planar travelers dedicated to fi ghting demons or other chaotic or evil outsiders.
Entry Requirements Skill: Knowledge (the planes) 5 ranks. Feat: Spell Penetration. Spellcasting: Able to cast 3rd-level divine spells. Special: Candidate must have fought against a demon. Table A–1: The Demonwrecker Hit Die: d8 Medium BAB good Will save
Class Skills (2 + Int modifier per level): Concentration, Knowledge (arcana), Knowledge (religion), Knowledge (the planes), Sense Motive, Spellcraft.
You gain a suite of abilities that greatly enhances your ability to fi ght demons. The primary benefi ts of this prestige class are the ability to overcome spell resistance and the ability to bypass various kinds of damage reduction. All the following are class features of the demonwrecker prestige class. Spellcasting: At each level, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a divine spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefi t a character of that class would have gained. If you had more than one divine spellcasting class before becoming a demonwrecker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Breach Spell Resistance (Ex): You gain a bonus equal to your demonwrecker level on caster level checks made to overcome the spell resistance of either chaotic or evil outsiders. This benefi t is in addition to the increased caster level you gain from the class. For example, the bonus on the check to overcome spell resistance for a 6th-level cleric /4th-level demonwrecker casting searing light at a balor would be +14 (+10 for caster level and +4 for demonwrecker levels). Demonwreck Weapon of Good (Su): Any weapon you wield is treated as good-aligned for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have. Demonwreck Weapon of Cold Iron (Su): Beginning at 2nd level, any weapon you wield is treated as a cold iron weapon for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have. Demonwreck Spell Damage (Su): When you attain 3rd level, all your spells that deal damage of specifi c types are imbued with power against demons. Half the damage from such a spell is the type it would normally deal, but the other half is untyped and therefore not subject to reduction or negation by resistance or immunity to a given damage type. For example, a cleric 6/demonwrecker 4 with the fi re domain who casts burning hands at a balor would deal 5d4 points of damage, half of which is fi re and half of which is untyped. Alternatively, he could cast a fl ame strike that would normally deal 10d6 points of damage, half fi re and half holy. With this ability, the spell would deal one-half untyped damage, onequarter fi re damage, and one-quarter holy damage. Demonwreck Weapon Aura (Su): When you attain 4th level, all weapons wielded by allies within 30 feet of you are treated as good-aligned and cold iron for the purpose of overcoming the damage reduction of chaotic evil outsiders. This ability also applies to any natural attacks you have. Perfect Breach (Ex): At 5th level, you automatically overcome a chaotic evil outsider’s spell resistance.
+2 Enhancement (1 Ability) constant Endure Elements No need to Eat or Drink(similar to ring of sustenance) mind shielding(sim to ring) +1 resistance to all saves +7 Exalted AC +1 Deflection AC +1 natural Armor +2 enhancement to all attacks DR 5/Evil
throwing Rocks: BAB +10 Attack Bonus = +10 BAB +4 Str +1 IRH +1 WF +2 RWM +2 Enhancement +2 Insight = +22 to Hit
Range Increment = 80' +20' RWM = 100' .... can throw rocks to 500'
Full Attack = +22/+17
can also Power Attack with Rocks max +10 damage, per throw
this build also qualifies for the Saint Template.... which makes it even stronger, and later will take TWF(TWF,IMP TWF, Greater TWF) or Ranged feat Trees(Point blank Shot, Rapid Shot, Many Shot, Imp Rapid Shot) also Greater Weapon Focus and Greater Weapon Specialization maybe Far Shot too and some other ranged feats
this just shows what you might face if you annoy beggars sitting on a pile of rocks
Tshern /carnivore entry since i dont know which CR5 encounters you are using now.... i gave tactics for All creatures listed in both...... this character is equiped as i would normally for regular Adventuring.....and since she is attempting to Solo this Dungeon... im assuming it was because of a Drunken Bet with her Party members over her bragging about her abilities ..... she has sobered up and realizes the stupidity of the bet... so will go all out to survive Alix the FieryGeneral informationShow
-2x Memento Magica(1st lvl) 3000gp(1500gp each)..reuse 1st lvl Spell Slot like Pearl of Power, but for Spontaneous casters -Healing belt 750gp -Potion of Shield of Faith(+4)600gp -Potion of Fly 750gp -6xPotion of Mage Armor 300gp -Potion of Blur 300gp -Potion of Protection from Acid 300gp -4xPotion Protection from Evil 200gp -Potion of Invisibility 300gp -Potion of Shield of Faith(+2) 50gp -Chain shirt 100gp -Gnome Battle Cloak 5gp .... +1 Shield bonus to AC -Light wood Shield 7gp -Quarterstaff -Light Crossbow 35gp -40 bolts 4gp -5x daggers 10gp Alternate material components: -2xFairy dust 400gp...double duration of Transmutation Spells(use with Alter Self) Alchemical items(self crafted=1/2 cost) -2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min. -2xHaunspeir...50gp...+1d4+1 Enhancement to Int for 1d10+15 min, and user takes +1 additional damage from Slashing/piercing -2xMushroom powder...100gp...+2 Alchemical to Int and Cha for 1 hour,and -1 Str...later +2 Alchemical Wis 2d4 hours and -2 Str and Con for 2d4 hours -2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage Misc adventuring gear: -3xSpell component pouch 15 gp -Backpack (empty) 2 gp -3xSaddlebags 12gp -Bedroll 1 sp -Block and tackle 5 gp -10xCase, map or scroll 10 gp - Fishhook 1 sp -10xFlask (empty) 3sp -Flint and steel 1 gp -Grappling hook 1 gp -Hammer 5 sp -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow) -5xInkpen 5 sp — -Lantern, bullseye 12 gp -2xMirror, small steel 20 gp -Mug/Tankard, clay 2 cp -5xOil (1-pint flask) 5sp -10xPaper (sheet) 4gp -10xParchment (sheet) 2 gp -5xPiton 5sp -5xPouch, belt (empty) 5 gp -10xRations, trail (per day) 5gp -Rope, silk (100ft.) 20gp -10xSack (empty) 1gp -Sealing wax 1 gp 1 lb. -Sewing needle 5 sp -Signal whistle 8 sp -Signet ring 5 gp -Soap (per lb.) 5 sp -Spade or shovel 2 gp -Tent 10 gp -10xVial ink or potion 10 gp -3xWaterskin 3 gp -Cold weather outfit 8 gp -Explorer’s outfit 10 gp -Scholar’s outfit 5 gp -Traveler’s outfit 1 gp -Marshmellows, stick and a mug of coke 1sp -Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas Animal buddies: -2xGuard Dogs 50gp -Magebred Warbeast Riding dog 500gp -Magebred Warbeast Light Warhorse 700gp
the main thing is .... use these Alchemical items...gain: +4 Competence to Attack rolls .. Very important +2 Caster level..... most important +5 Int ............... very important +2 Cha .............. good -1 Str................. irrelevant -2 Con ............... Irrelevant Cast Alter Self(Dwarven Ancestor form), extended Duration with Fairy Dust then the use potions ..... Potion of Shield of Faith(+4) 30 round duration Potion of Fly 50 round duration Potion of Mage Armor 1 hour duration Potion of Protection from Acid 50 round duration Potion Protection from Evil 10 round duration... will take another when it wears off Mage Armor gives Force Armor that works vs Incorporeal touch Attacks, Shield of Faith gives +4 Deflection to AC After Buffing.... these are her stats: 7 Str 10 Dex 10 Con 20 Int 14 Wis 16 Cha(13+1lvl) Caster level = Non-Evocation Spells @ 6th lvl Caster Non-Evocation Fire Spells @ 7th lvl Caster Evocation Spells @8th lvl Caster Fire Evocation Spells @ 9th lvl caster Alter Self(Dwarven Ancestor) gain : Large Size 10' reach AC 34(10 base-1 Size+18 Natural Armor +4 Armor(Mage Armor)+4 Deflection), Touch 14(18 vs Incorporeal touch) Flatfooted 34 36 AC(15 touch(19 vs Incorporeal), 36 Flatfooted) vs Evil +2 Sacred vs Evil from Protection From Evil All Attacks @ +6.... use Spells to do Damage... mainly use versatile Caster to Convert 2 lower level spells to a single higher level spell... so like this: 2 0-lvl spells gives 1 1st lvl spell 2 1st lvl spells give 1 2nd lvl Spell use lower level spells first..... use Fiery Burst when possible(it doesnt do much Damage with a (Ref)Save .... might work well in combination with Flaming Sphere on the rug mostly just use spells dont even worry about the Wraith.... it should never hit Alix(touch AC vs Incorporeal touch attacks = 19... 2 rounds of MM finish it
0-Level Warmage Spells (Cantrips) Acid Splash: Orb deals 1d3 acid damage. Disrupt Undead: Deals 1d6 damage to one undead. Light: Object shines like a torch. Ray of Frost: Ray deals 1d3 cold damage. 1st-Level Warmage Spells Fist of Stone*: Gain +6 Str and natural slam attack. Hail of Stone 17 damage Magic Missile: 1 missile @8 damage + 3 Missiles @ 3 damage each=17 damage total Orb of Acid, Lesser*: Ranged touch attack deals 27 acid damage Orb of Cold, Lesser*: Ranged touch attack deals 27 cold damage Orb of Electricity, Lesser*: Ranged touch attack deals 27 electricity damage Orb of Fire, Lesser*: Ranged touch attack deals 27 fire damage Orb of Sound, Lesser*: Ranged touch attack deals 22 sonic damage Shocking Grasp: 22 damage True Strike: +20 on your next attack roll. 2nd-Level Warmage Spells Arcane Disciple: Alter Self Advanced Learning:Combust 45 damage no Sav, touch Fireburst 45 damage, all adjacent, ref save 1/2 Flaming Sphere 12 damage, 9 rounds, ref save negates Ice Knife 14 cold damage plus 2 Dex damage Melf's Acid Arrow: 10 damage 3 rounds, ranged touch Scorching Ray: Ranged touch attack 19 fire damage and 14 fire damage Shatter: 33 Sonic damage vs objects or crystalline creatures. use spells to best effect: VS Manticore(57hp).... Fire Orb, and Scorching Ray VS RUG.................... Flaming Sphere .... and Fiery Burst VS Wraith................. 2xMagic Missiles VS Snake................. 2xScorching Ray VS Black Dragon........ 4x Fire Orb VS Bugbear and Griffon .... Acid Arrow @ Griffon first, then MM Bugbear, then Scorching Ray or Acid Arrow for Griffon VS Shocker Lizards ..... 3xMM VS Cloaker ............... as it will try to engulf me.. Fireburst or Combust or 3x MM VS Hydra ................. Acid Arrow and 2x Scorching Ray vs Trap..... am Flying ..... so i bypass it, would find it later with Guard Dogs and Magebred Warbeast Riding Dog ..... all are teathered to prevent Falls .... use 2 cantrips to cast 1st lvl spells first..... MM vs Multiple(Weak) opponents or Incorporeal, and @least 2x 1st lvl Spls to cast a 2nd lvl spell... also use Memento Magica to regain 2x 1st lvl spells
will use Potion of Invisibility to approach Dungeons .... before Casting Buffs... to get within sight distance... then Buff Self and Attack.... all Movement is Flying..... animals might be spotted first and attacked.... i have trained them to take full defense and Evade any Attackers.... when i finish buffing, i will take care of the attackers she will keep @ least 1 @ 2nd lvl Spell to power Fiery Burst.... and run if she has depleted all other resources nothing should ever hit her..... and she should hit everything analyze away :D
Alchemical items(self crafted=1/2 cost) -2xRedflower Leaves..300gp...gives +4 competence to Attacks vs single creature/round for 10 min. -2xTerran Brandy.....500gp....+2 Alchemical to Caster level for 1d20+20 minutes, and 2 points Con Damage 60gp 3x Alchemist Fire 50gp 5x Acid 50gp 2x Holy Water 10gp 5x Sunrod 970gp .......................
-3xSpell component pouch 15 gp -Backpack (empty) 2 gp -3xSaddlebags 12gp -Bedroll 1 sp -Block and tackle 5 gp -10xCase, map or scroll 10 gp - Fishhook 1 sp -10xFlask (empty) 3sp -Flint and steel 1 gp -Grappling hook 1 gp -Hammer 5 sp -5xInk (1 oz. vial) 40 gp (colors: Blackx2, Red, Blue, yellow) -5xInkpen 5 sp — -Lantern, bullseye 12 gp -2xMirror, small steel 20 gp -Mug/Tankard, clay 2 cp -5xOil (1-pint flask) 5sp -10xPaper (sheet) 4gp -10xParchment (sheet) 2 gp -5xPiton 5sp -5xPouch, belt (empty) 5 gp -10xRations, trail (per day) 5gp -Rope, silk (100ft.) 20gp -10xSack (empty) 1gp -Sealing wax 1 gp 1 lb. -Sewing needle 5 sp -Signal whistle 8 sp -Signet ring 5 gp -Soap (per lb.) 5 sp -Spade or shovel 2 gp -Tent 10 gp -10xVial ink or potion 10 gp -3xWaterskin 3 gp -Cold weather outfit 8 gp -Explorer’s outfit 10 gp -Scholar’s outfit 5 gp -Traveler’s outfit 1 gp -Marshmellows, stick and a mug of coke 1sp -Hire Trained Scout(0-lvl local Expert) to get me to dungeon areas 218gp 9 silver 2 copper= round up to 220gp
Skills: (Class Skills: Choose any four skills as class skills(UMD,Tumble,Spellcraft,Concentration), plus Craft, Knowledge (all), and Profession.) 1 rank UMD 1 rank Tumble 1 Rank Profession (Apothecary or Herbalist) 5 ranks Craft(alchemy) 9 ranks Spellcraft 9 ranks Concentration 9 ranks Knowledge (Arcana) (ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts) 1 rank Knowledge (Architecture and engineering) (buildings, aqueducts, bridges, fortifications) 1 rank Knowledge (Dungeoneering) (aberrations, caverns, oozes, spelunking) 1 rank Knowledge (Geography) (lands, terrain, climate, people) 1 rank Knowledge (History) (royalty, wars, colonies, migrations, founding of cities) 1 rank Knowledge (Local) (legends, personalities, inhabitants, laws, customs, traditions, humanoids) 1 rank Knowledge (Nature) (animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin) 1 rank Knowledge (Nobility and royalty) (lineages, heraldry, family trees, mottoes, personalities) 1 rank Knowledge (Religion) (gods and goddesses, mythic history, ecclesiastic tradition, holy symbols, undead) 1 rank Knowledge (The Planes) (the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, magic related to the planes) 1 rank Knowledge (Psionics) (ancient mysteries, psionic traditions, psychic symbols, cryptic phrases, astral constructs, psionic races, Psionic Powers)
Spells Known: 1st lvl: Magic Missile Lesser Fire Orb Summon Monster 1 Nerve Skitter 2nd lvl: Scorching Ray Flame Blade 3rd lvl: Primal Instinct Tactics for Scorchy the Spellcaster Buff routine: if near the location of Dungeon(the morning he will enter it)... use Incense of Concentration to gain extra 1st lvl Spell in morning cast: Primal Instinct...... +5 Initiative,+5 Survival,+5Knowledge skill of choice before entering dungeons(crypts,caves,buildings,etc...) : use Alchemical items..boost CL+2, and +4 to attacks use Wands ... gain : Imp Initiative(+4 Initiative) .... wand of Heroics +4 Armor ........ Wand Mage Armor +4 Shield ....... Wand Shield +8 Natural Armor ... Wand Alter Self(troglodyte Form) Fly 60'(good) ...wand Fly if needed ... he also can cast Flame blade... to always have a Melee touch attack ready in one hand Magic Missile Damage:....no save/SR yes [indent] Unbuffed= CL=7(6 lvl +1 Spelltouched Evoc ) Buffed= CL 9(or 11 if using Arcanist Gloves... only vs SR if needed) Damage= 1d4+1 per Missile = 3.5 per Missile minimum 5 missiles = 17.5 Damage [/indent] Lesser Fire Orb.....no save/No SR [indent]Unbuffed= CL=6(6 lvl -1 Spelltouched Evoc+1 Fiery Burst) Damage= 3d8(13.5) if Empowered with Spellshard(3/day) = 19.75 Buffed= CL 10 using Arcanist Gloves Damage= 5d8 (22.5) if Empowered with Spellshard(3/day) = 33.75 [/indent] Scorching Ray...........No save/SR yes [indent]Unbuffed= CL=10(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis ).. Damage= 2 rays 4d6 each(14) total if both hit= 28 damage empowered for free= 42 Damage Buffed= CL=12(6 lvl +1 Spelltouched Evoc+1 Fiery Burst+2 Arcane Thesis +2 Alchemical).. Damage= 3 rays 4d6 each(14) total if All hit= 42 damage empowered for free= 63 Damage [/indent] Flame Blade....... no save/SR yes [indent]Unbuffed= CL=8(6 lvl +1 Spelltouched Evoc+1 Fiery Burst ) Damage= 1d8+4= 8.5 melee touch attacks 100 round duration [/indent] goal: 1)Win initiative(buffed initiative = +10) .... use Nerve Skitter(+5 initiative) if needed 2)cast spells(all cast Defensively)... mostly Empowered Scorching ray(3 rays total:63 damage.. No save/SR yes) using 2nd lvl Slot, or Empowered Lesser Fire Orb(33.75, no save/No SR)... using 1st lvl Slot , or Magic Missile(5 missiles 17.5 Damage, force effect) Always use 2@0-lvl to cast 1st lvl spells until exhausted Spell slots available= 6 @0-lvl slots 6 +1(int)=7 @1st lvl slots(or 9 (+1 with incense of Concentration.... and Additional +1 Memento Magica) 4 +1(precocious Apprentice) +1 (int)= 6 @2nd lvl slots 2 +1(int) = 3 @3rd lvl slots can use Higher level slots to cast lower level spells... if needed 3)kill enemy 4)for Dark rooms with undead.... throws Daylight Pellets into room... to provide light :D
Elf, Dark (lesser)(i.e., Drow (lesser)) (drow that do not have a level adjustment) (PGF p191) • +2 Dex, –2 Con • Fav Class: Wizard(males) –or– Cleric(females) • Medium Size • 30’ movement • Immunity to magic sleep • +2 Racial bonus on Listen, Search, & Spot checks. • Automatic Search check if an Elf passes within 5’ of a secret or concealed door • +2 Racial bonus to saves vs. Enchantments • Darkvision 60’ • Light Blindness – daylight blinds the drow for 1 round; then a –1 to Attack rolls, Spot checks, & Search checks in bright light • Automatic proficiency with Hand-Crossbows, Rapier,& Shortsword. • +2 Racial bonus on Will save vs. spells & spell-like abilities • Cast the following spells 1/day at Character level: Dancing Lights Daze Touch of Fatigue
Traits: Aggressive: +2 Init, -1 AC Nightsighted:+10' Darkvision, -1 Spot in bright light
Dragonborn(Mind aspect) Anthropomorphic Bat, -4 Str,-2 Dex, +2 Con +6 Wis,-2 Cha, speed 5, 20 Fly(Average), Blindsense 20', gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.. Fav Classes : Druid, Fighter
A dragonborn combines some of the racial traits of her original race and her new form. Only those traits gained from transformation are given here; see also the Mechanics of Rebirth sidebar.
+2 Constitution, -2 Dexterity. Dragonborn are hearty and healthy, but they are awkward in their newly adopted bodies.
Humanoid (dragonblood): Dragonborn are humanoids with the dragonblood subtype and any other subtypes they had before undergoing the Rite of Rebirth. For all effects related to race, a dragonborn is considered a dragon and a member of her original race.
Age: After a dragonborn underoes the Rite of Rebirth, she emerges as an adult creature regardless of her previous age. If she lives for 200 years (see Table 1-1, page 10), she enters middle age.
+2 dodge bonus to Armor Class against creatures of the dragon type. The dragonborn have an innate sense of how best to defend themselves against their potential enemies.
Immunity to Frightful Presence: Dragonborn are immune to the frightful presence ability of dragons, just as if they were dragons.
Draconic Aspect: Bahamut has blessed the dragonborn with aspects combining some of the best attributes of good dragons. Upon completing the Rite of Rebirth, a dragonborn chooses which of the following three aspects to manifest. Once the choice is made, it cannot be changed. Heart (Su): A dragonborn who chooses heart as her draconic aspect gains a breath weapon. The breath weapon is a bright, shining line that coruscates with every metallic color. The line's length is 5 feet per Hit Die the dragonborn has, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of damage, plus an extra 1d8 points for each 3 HD the dragonborn possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). The damage can be acid, cold, electricity, or fire, changing on each use as the dragonborn chooses. A successful Reflex save (DC 10 + 1/2 the dragonborn's HD + her Con modifier) halves the damage. A dragonborn can use her breath weapon once every 1d4 rounds.
Mind (Ex): A dragonborn who selects the mind aspect sharpens her senses, gaining immunity to paralysis and magic sleep effects. She gains darkvision out to 30 feet and low-light vision, plus a +2 racial bonus on Listen, Search, and Spot checks.
At 6 HD, the dragonborn's darkvision extends to 60 feet. At 9 HD, the dragonborn's darkvision extends to 90 feet, and her low-light vision allows her to see three times as far as a human in shadowy illumination.
At 12 HD, the dragonborn's darkvision extends to 120 feet, and her low-light vision allows her to see four times as far as a human in shadowy illumination.
At 15 HD, the dragonborn gains blindsense out to 30 feet.
Wings (Ex):A dragonborn who selects the wings aspect hatches sporting fully formed wings. Dragonborn can use these wings to aid their jumps (granting a +10 racial bonus on Jump checks) and to glide. Those with 6 HD or more can use their wings to fl y.
Gliding: A dragonborn can use her wings to glide, negating damage from a fall from any height and allowing 20 feet of forward travel for every 5 feet of descent. Dragonborn glide at a speed of 30 feet with average maneuverability. Even if a dragonborn's maneuverability improves, she can't hover while gliding. A dragonborn can't glide while carrying a medium or heavy load.
If a dragonborn becomes unconscious or helpless while in midair, her wings naturally unfurl, and powerful ligaments stiffen them.The dragonborn descends slowly in a tight corkscrew and takes only 1d6 points of falling damage, no matter the actual distance of the fall.
Flight: When a dragonborn who selected the wings aspect reaches 6 HD, she gains a fly speed of 30 feet with average maneuverability. A dragonborn can't fly while carrying a medium or heavy load or while fatigued or exhausted.
A dragonborn can safely fly for a number of consecutive rounds equal to her Constitution modifier (minimum 1 round). She can double this length of flight but is fatigued by such exertion. The dragonborn is likewise fatigued after spending a total of more than 10 minutes per day flying. Because a dragonborn can glide before, after, and between rounds of actual flight, she can remain aloft for extended periods, even if she can only use flight for 1 round at a time without becoming fatigued.
When she reaches 12 HD, a dragonborn has enough stamina and prowess to fly without tiring. She can fly at a speed of 30 feet (average maneuverability) with no more exertion than walking or running.
A dragonborn with flight can make a dive attack. A dive attack works like a charge, but the dragonborn must move a minimum of 30 feet and descend at least 10 feet. A dragonborn can make a dive attack only when wielding a piercing weapon. If the dive attack hits, it deals double damage.
A dragonborn with flight can use the run action while flying, provided she flies in a straight line.
Automatic Languages: Draconic. Dragonborn gain the ability to speak Draconic upon their transformation but do not lose the ability to speak languages they already know.
Favored Class: Fighter. A multiclass dragonborn's fighter class does not count when determining whether she takes an experience point penalty for being a multiclassed character. Furthermore, dragonborn paladins can leave that class and return to it without penalty. Also, see the Mechanics of Rebirth sidebar.
Divine Casting: 3rd lvl Casting, can cast 3rd lvl Spells(Heightened Cure or Inflict)
Uses for Spot:
Check: The Spot skill is used primarily to detect characters or creatures who are hiding. Typically, your Spot check is opposed by the Hide check of the creature trying not to be seen. Sometimes a creature isn’t intentionally hiding but is still difficult to see, so a successful Spot check is necessary to notice it.
A Spot check result higher than 20 generally lets you become aware of an invisible creature near you, though you can’t actually see it.
Spot is also used to detect someone in disguise (see the Disguise skill), and to read lips when you can’t hear or understand what someone is saying.
Spot checks may be called for to determine the distance at which an encounter begins. A penalty applies on such checks, depending on the distance between the two individuals or groups, and an additional penalty may apply if the character making the Spot check is distracted (not concentrating on being observant).
Per 10 feet of distance
Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker’s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read.
If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don’t know whether you succeeded or missed by 5.
Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can’t perform any other action (other than moving at up to half speed) during this minute.
Try Again: Yes. You can try to spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.
Special: A fascinated creature takes a –4 penalty on Spot checks made as reactions. If you have the Alertness feat, you get a +2 bonus on Spot checks. A ranger gains a bonus on Spot checks when using this skill against a favored enemy. An elf has a +2 racial bonus on Spot checks. A half-elf has a +1 racial bonus on Spot checks. The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas. The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.
Your Disguise check result determines how good the disguise is, and it is opposed by others’ Spot check results. If you don’t draw any attention to yourself, others do not get to make Spot checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Spot checks. You get only one Disguise check per use of the skill, even if several people are making Spot checks against it.
Opposed Roll vs Hide
Opposed roll vs Sleight of Hand
A DC 10 Sleight of Hand check lets you palm a coin-sized, unattended object. Performing a minor feat of legerdemain, such as making a coin disappear, also has a DC of 10 unless an observer is determined to note where the item went.When you use this skill under close observation, your skill check is opposed by the observer’s Spot check. The observer’s success doesn’t prevent you from performing the action, just from doing it unnoticed.You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body. Your Sleight of Hand check is opposed by the Spot check of anyone observing you or the Search check of anyone frisking you. In the latter case, the searcher gains a +4 bonus on the Search check, since it’s generally easier to find such an object than to hide it. A dagger is easier to hide than most light weapons, and grants you a +2 bonus on your Sleight of Hand check to conceal it. An extraordinarily small object, such as a coin, shuriken, or ring, grants you a +4 bonus on your Sleight of Hand check to conceal it, and heavy or baggy clothing (such as a cloak) grants you a +2 bonus on the check. Drawing a hidden weapon is a standard action and doesn’t provoke an attack of opportunity.If you try to take something from another creature, you must make a DC 20 Sleight of Hand check to obtain it. The opponent makes a Spot check to detect the attempt, opposed by the same Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item.
Feats In no particular order, here are some feats that a Cleric might be interested in:
Mastery of Day and Night (Player's Guide to Eberron) Req: Knowledge(the Planes) 2 , Spellcraft 6, Maximize Spell, membership in manifest spellshapers Spontaneously Maximize any Cure or Inflict spell you cast with NO spell level increase adjustment.
Light of Aurifar (Sandstorm) Req: Turn or Rebuke Undead, access to the Fire or Sun domain: Undead turned also take 2d6 fire damage
Bane Magic (Heroes of Horror) Damaging spells do extra 2d6 vs. specific creature types...with NO level increase....hmmm Undead bane and Evil Outsider Bane look very good to me.
Arctic Priest (Frostburn) Req: Cold or Winter domain: Spontaneously cast: Control Weather, Create Food & Water, Endure Elements, Heroes' Feast, Hibernate, Protection from Energy, Resist Energy
Priest of the Waste (Sandstorm) Req: Access to one Fire, Summer, Sun, Travel, or Water domain Spontaneously cast: Cloak of Shade, Control Weather, Create Food & Water, Endure Elements, Heroes' Feast, Hydrate, Protection from Energy, Protection from Dessication, Resist Energy
Judged by Aurifar (Sandstorm) Req: Aurifar Patron +2 Sacred bonus to Concentration checks vs Thirst, +2 Sacred bonus to AC vs Undead affected by light, Cleric is an additional favored class
Sacred Healing (Complete Divine) Req: Heal 8, Turn Undead Fast Healing 3 for 1+CHA rounds to all living creatures in a 60ft burst.
Augment Healing (Complete Divine) Req: Heal 4 Add +2 HP/spell level to every Conjuration [Healing] spell you cast
Divine Spell Power (Complete Divine) Req: Turn or Rebuke Undead, ability to cast 1st level Divine spells Modify your caster level based on your turning check.
Domain Spontaneity (Complete Divine) Req: Turn or Rebuke Undead, domain access Spend a turn attempt and spontaneously cast a spell from a domain
Elder Giant Magic (Secrets of Xen'drik) Req: Spellcraft 9, or Giant type Increase casting time to gain +1 CL for each additional round spent casting the spell (max +3 CL)
Chosen of the Deathless (Magic of Eberron) Req: Aerenal Elf, Turn Undead +2 to your Turn Check and Turn Damage, add +1 HP/spell level to every Conjuration [Healing] spell you cast
Initiate of Mystra (Player's Guide to Faerun) The Faerunian goddess of magic grants to her most devout followers the ability to use their magic in anti-magic zones where all others could not.
Knowledge Devotion (Complete Champion) Finally put those skill points to work! Use your Knowledge checks to gain combat bonuses against your opponents.
Holy Warrior (Complete Champion) If you hold your War domain spells in reserve, you can gain +1 damage/level of the highest War domain spell you have currently prepared.
Touch of Healing (Complete Champion) Heal all your allies up to half their HP! Never buy a Wand of Cure Light Wounds again!
6th lvl Opptomization
Undead Turning Builds: Essential Feats: [indent]Empower Turning.... turning damage x 1.5 Improved Turning........... +1 effective Cleric Level for all Turning aspects Extra Turning...............+4 additional Turn Attempts[/indent]
Good Feats: [indent]Sun Devotion........ boost to weapon Choosen of the Deathless......+2 turn damage and check Quicken Turning.................. turn as Swift action Divine Energy Focus.............+2 turn damage and check, and +2 lvls higher for destroy chance[/indent]
Divine Metamagic Persistant builds: Essential Feats: [indent] Extend Spell .................... double duration of spells Persistant Spell................. 24 hour duration to spells Divine Metamagic(Persistant).........spend 7 Turn Undead attempts and make Any Persistable Spell Persistant with no level incerase[/indent]
Good Feats: [indent] Extra Turning...............+4 additional Turn Attempts Extra Turning...............+4 additional Turn Attempts Extra Turning...............+4 additional Turn Attempts Domain Spontaneity....... spend turn, get to spontaneously cast additional Domain Spell Divine Spellpower........... boost to Caster Level(+1/+4)[/indent]
Healing based Builds: Essential Feats: [indent] Augment Healing..........+2/spl lvl healling Sacred Healing............ spend turn undead, 60' burst allies gain Fast Healing 3, duration= Cha mod Touch of Healing.......... unlimited Free Healing, up to 1/2 total undamaged hp(reserve feat)[/indent]
Good Feats: [indent] Imbued Healing............. gives healing and additional useful effect Magic of the Land......... in natural settings...+2/spl lvl healed, works with any spell not just healing spells(except alignment spells) Choosen of the Deathless..... +1/spl lvl healed, and boost to turning[/indent]
Healing/Undead Bane Builds: Essential Feats: [indent]Augment Healing..........+2/spl lvl healling Choosen of the Deathless..... +1/spl lvl healed, and boost to turning Empower Turning.... turning damage x 1.5[/indent]
Good Feats: [indent]Sun Devotion Touch of Healing Extra Turning Quicken Turning Magic of the Land[/indent]
Cloistered Cleric Builds: Essential Feats: [indent]Knowledge Devotion...gain Insight bonuses(Attack and damage) based on Knowledge Skill checks[/indent]
Good Feats: [indent]Nymphs Kiss...... bonus to Diplomacy, +1 Skill point/lvl Able Learner................all Skills cost 1 skill point [/indent]
Good Feats: [indent]Woodland Archer.............Tactical feat,many bonuses Penetrating Shot......................attack All in 60' line Zen Archery...........................use Wisdom for Attack with Bow
[b]Party Face Builds[b](Charisma/Diplomacy focused) Essential Feats: [b]Undead Empathy[b]................Diplomacy Affects Undead,bonuses vs Intelligent Undead [b]Skill Focus (Diplomacy)[b].................+3 Diplomacy
Good Feats: [b]Psicrystal Affinity(Psionic)[b] .... Friendly +3 Diplomacy [b]Complimentary Insight[b]............ boost bonuses from other Skills
[b]Intel/Scout Builds:[b] Essential Feats: [b]Quick Reconioter[b]..free spot and listen each round, and +2 Initiative [b]Dark Stalker[b].... creatures with special senses must make spot and listen checks to find you [b]Blooded[b](regional:Faerun)... +2 Spot and Initiative and immune to Shaken condition
[b]Psicrystal Affinity[b](Psionic)...gain Alertness(gives +2 Spot and Listen) feat and Bonus to Spot, Listen, or Search [b]Aberrant Blood[b]...... bonuses to Spot, Listen or Search
Artificer 20 Medium Humanoid Hit Dice: Initiative: Speed: Armor Class:Touch:Flat-footed: Base Attack/Grapple: Attack: Full Attack: Space/Reach: Special Qualities: Saves:
Environment: Organization: Challenge Rating: Alignment: Languages Spoken: Level Adjustment:
Spells prepared: 0: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Spells known: 0: 1: 2: 3: 4: 5: 6: 7: 8: 9:
Creation Rules - 32 pt buy - or - distribute: 11 12 13 14 15 16 - all 3.5 sources open - provide the full build at level 20, plus a snapshot at 12 ... sheet format you can use: brilliantgameologists.com/boards/index.p... ... pm the final builds to me so I can post them all at once - cheese level = low to mild, unless it's really that cool - favoured class not enforced - no LA buyoff - no retraining - 1 flaw - no need to list all your items, key equipment will suffice; leftover wealth will be taken into consideration
I thought a list of highly-useful wands might be useful, so here's a start. These are built with the 2-level boost from Wand Mastery in mind:
Wand of Lesser Acid Orb: CL7, Cost 1312.5 GP, 105 XP. 5d8 damage, no save, no spell resistance, ranged touch. Scales up to 30d8 with Twinned Admixed Quickened boost.
Wand of Scorching Ray: CL9, Cost 3375 GP, 270 XP. 12d6, no save, ranged touch. Scales up to 72d6 with TAQ boost, but requires more hit rolls and is subject to spell resistance.
Wand of Divine Power: CL7, Cost 5250 GP, 420 XP. Bare minimum caster level; intended for use with Metamagic Item and Persistent Spell.
Wand of Polymorph Self: CL7, Cost 5250 GP, 420 XP. Same idea as the Wand of Divine Power.
Wand of Divine Favor: CL7, Cost 1312.5 GP, 105 XP. Effective Caster Level of 9 makes the luck bonus +3.
Wand of Flame Blade: CL3, Cost 1125 GP, 90 XP. 1d8+2 damage, melee touch attack. The Artificer's "lightsaber" for when he's forced into melee combat. Can be Admixed for a more-formidable 2d8+4.
Originally Posted by Caelic
A few nifty spells from Complete Adventurer that seem to be just MADE for the Artificer to break:
1. Arrow Mind: As it's a Personal spell, this can be made Persistent; as a first level spell, it makes a dirt-cheap wand. A must for an Archificer.
2. Bladeweave: Coupled with Persistent and Heighten, this becomes damnably formidable. DC 23 Will saves (potentially higher) each and every round to avoid being dazed. Couple that with a shift into a War Troll, and most opponents are never going to get off another action again.
3. Divine Insight: +15 insight bonus to skill checks! It works with UMD! It's only a second level spell! What's not to love?
4. Embrace the Wild: Given that Spot and Listen aren't the Artificer's forte, the opportunity to choose a form with Blindsight and great Spot and Listen modifiers for 24 hours at a stretch is a valuable one.
5. Expeditious Retreat (Swift,) Fly (Swift,) Haste (Swift,) Invisibility (Swift): All of these have one major advantage over their normal forms: they're Personal spells, and thus persistable. The fact that they're lower level than the normal spells, and thus make cheaper wand-fodder, is just gravy.
6. Foebane: This can be a nice candidate for Spell Storing Item, to add a little extra "oomph" when you face that big nasty monster. Put it in a wand, and may the Gawds help the next dragon you come across. (Whattaya MEAN, ALL of their weapons are +5 Dragonbane!?)
7. Forestfold: Again, Persistent plus this spell can transform a relatively stealthless Artificer into a lean, mean, sneaking machine.
8. Guided Shot, Hawkeye: Persistent versions very useful to Archificers; probably not worth it for other Artificer builds. Worth a mention nonetheless.
9. Improvisation: Aaah, the mother lode! Needs to be put in a staff or on a scroll, but once you can do it, you should always have a Persistent Improvisation up for those emergency situations when you need a little extra discretionary "oomph."
10. Instant Locksmith: Now THIS is a very interesting spell. What happens when you make it Persistent? Depending on your DM's reading of the "in this round" clause, you may very well be able to make Open Locks and Disable Device checks as free actions all day. That's a nice ability, and it synergizes well with the Artificer's class skills. Even if your DM nixes a Persistent version, a few SSIs with Instant Locksmith in them never hurt.
11. Instant Search: See above. Again, Search is a class skill, so this synergizes well with the Artificer's role and abilities.
12. Nightstalker's Transformation: Like Tenser's Transformation, this has a very interesting limitation: you lose the ability to cast spells or activate spell activation or spell completion items. That right there seems like it would make this spell poison to an Artificer...but the description goes on to specify "just as if the spells were no longer on your class list."
Well, that's not a PROBLEM for an Artificer, now is it? The spells were NEVER on his class list. He has to get around that handicap already through the use of UMD...which is NOT limited by the spell.
13. Shadow Form: The skill bonuses and concealment are nice; the ability to use this as a "get out of jail free" card is even nicer. Again, Personal, thus Persistent.
14. War Cry: A morale bonus to attacks and damage rolls is always good. Add in Heighten Spell and Persistent, and this is another spell that can really mess up enemies, by making them save against a level 9 panic effect every round.
15. Wraithstrike: Aaah, the cream filling in the twinkie that is CAd. Not only can your Artificer have a fighter's BAB, thanks to Divine Power...not only can he have hefty bonuses to attack and damage, thanks to Divine Favor, War Cry, and a myriad of other spells...he can make all of those attacks as touch attacks, thanks to Wraithstrike--and he can do it all day, thanks to Persistent Spell.
A suit of clockwork armor is extremely well machined and made of mithral and adamantine plates. It has steel servos at the elbows and ankles and brass/steel hydraulic pistons around the knees and shoulders. The helmet has a set of protective flaps that lower automatically when the wearer nods in a particular way. The chestplate contains three small unlabeled levers on the inside.
The armor weighs 250 pounds, but adds only 70 pounds to encumbrance, as it supports much of its own weight. It requires 10 minutes to get into or out of the clockwork armor, as sections of it are bolted on, secured with wire cables, and some joints require careful fitting of gears and servo connections.
Use and Powers
When the clockwork armor is worn, the wearer gains an effective +4 circumstance bonus to both Strength and Dexterity, as the armor enhances speed, precision, and raw power of its wearer's movements. In addition, it provides a +8 armor bonus to AC and increases the wearer's base land speed by 5 feet.
That's the good news. The bad news is that the clockwork armor is made from a deeply flawed design; it is dependent on hydraulics and servos that the metals and materials can't quite sustain. The hydraulics are frozen solid by any cold-based attack if the wearer's saving throw fails; requiring the wearer to remove the armor and thaw it (this can also be done more quickly if the wearer is willing to be the target of a fire-based spell that does at least as much damage as the cold-based attack did).
The small levers inside the breastplate control the sensitivity of its strength-boosting and the force amplification of its leg motors. Setting these controls properly requires a successful Craft (construct) check (DC 14) or Spellcraft check (DC 18). Success allows a Medium-size creature of any Strength to use the armor effectively, as long as they have Armor Proficiency (heavy). Creatures without that proficiency may still wear the armor but suffer a -8 Armor Check penalty to all the usual skills and suffer a 90% chance of spell failure. Failure to set the controls properly means that the +4 bonus to Strength still applies, but the armor imposes a -4 penalty to Dexterity instead of a bonus.
Finally, the clockwork armor can be attacked directly, as it has gears and controls that a bludgeoning weapon can warp or jolt out of alignment, a slashing weapon can sever, or a piercing weapon can jam. The suit is treated as an object with base AC 5 that gets the wearer's Dexterity modifier to AC and the wearer's deflection bonus to AC. It has hardness 10 and 100 hp. After 50 hp of damage accrue, the armor may suffer breakdowns; the wearer must make a Reflex save equal to 10 + the damage inflicted by a blow to prevent this. Details of each breakdown are left to the DM but should primarily include partial paralysis (like frozen armor, but affecting only arms or legs), and/or repetitive arm motion (eliminating the wearer's Dex bonus) or leg motion (forcing the wearer to move at base speed each round). Fixing these conditions requires a successful DC 30 Disable Device check and a full-round action by someone outside the armor.
CL 11th; Craft Construct, Craft Magical Arms and Armor; Price 27,250 gp; Cost 18,625 gp + 690 XP.
1) Love your work man, good to see you're at least somewhat back in 3E action.
2) I seem to recall you had a utlimate party buffer build, the ultimate team support build at one time. You still have that? Any updates or changes?
PS - I'm currently running a Human, Psion(Egoist) 5/ Thrallherd 1 (to go Psion 11/Thrallherd 9) and I'm thinking that instead of having my thrall just boost me I'd have my Thrall be the ultimate team player character (party buffer, healer, & utility-man). Any suggestions?
Psychic Weapon Master +0(+1 for some Builds/ or stingy DMs) i would say it is at +0 Tier .... it is designed for a PW build, although it could be very effective in an Ardent build too(Ardent 10/ Psychic Weapon Master 10 ... ML 15> ML 19 with Practiced Manifester still gets 9th lvl Powers ... but also gets +10 Weapon and nice Crit based abilities) the main direction of a Psychic Weapon Master ... is Crit based effects, anything to do with Crits. so it is a very narrow focus for a Build. Psionic Damage is a very nice Class feature that is not limited to class levels per day(it does have a PP cost after the free uses) .... this works for EVERY Hit also for Wisdom based Manifester(PW, Ardent, Warminds,etc..) you get an additional boost... Wis + Dex bonus for number of AoO from Combat Reflexes ... Nice with Robilars Gambit
1st lvl +4 Exalted Bonus to AC...................................... ..............(40000gp value) 2nd lvl Exalted Feat ........................................ .................(value ?) 3rd lvl +5 Exalted AC/ constant Endure Elements..................(64500gp) 4th lvl +1 enhancement to all attacks/Feat........................(2000gp+?) 5th lvl No need to Eat or Drink(similar to ring of sustenance...............(2500gp) 6th lvl +6 Exalted AC/ +1 Deflection AC/feat .......................(92000gp) 7th lvl +1 resistance to all saves/ +2 Enhancement (1 Ability)............(5000gp) 8th lvl +1 natural Armor/ mind shielding(sim to ring)/feat........(10000gp) 9th lvl +7 Exalted AC...................................... ........................(122500gp) 10th lvl +2 enhancement to all attacks/ DR 5/feat..................(8000gp)
Twin-Sword Style [Regional] (PGF p46) Proficiency with all Martial Weapons. Must be from one of the following races & regions: Elf – Menzoberranyr, Waterdeep Half-Elf – Waterdeep Human – Sembia, Waterdeep When fighting with two blades (i.e., Dagger, Longsword, Rapier, Scimitar, or Short Sword, in any combination), you can designate a melee opponent during your action and receive a +2 Shield bonus to your AC against that opponent. This bonus stacks with a Buckler. You lose this bonus if you are Flat-Footed or do not receive your Dexterity bonus to AC.
Melee Weapon Mastery – Piercing [General, Fighter] (PH2 p81) Base Attack Bonus +8 Weapon Focus (any piercing melee) Weapon Specialization (any piercing melee) Any Melee Piercing weapon you wield has a +2 bonus on attack & damage rolls.
Combat Focus (PHB II): Bonus to will saves and a requirement for the rest combat focus feats. Combat Awareness (PHB II): Gain ability to learn the hit point totals of adjacent creatures and eventually blindsight. Combat Defense (PHB II): Change the target of your dodge feat as an immediate action. Gain a bonus on your dodge bonus eventually. Combat Stability (PHB II): Huge bonuses to resist special attack modes. Combat Strike (PHB II): End your combat focus and gain a bonus on your attack and damage rolls equal to the number of combat focus feats you possess for the rest of the turn. Nice if your duration is ending (which unfortunately is unlikely since they last at least 10 rounds). Not hot. Combat Vigor (PHB II): Gain fast healing 2 or 4. That's [ 10 + (1*combat feat) - 1 ] * x hit points healed, where x is the amount of your fast healing. Very nice.
Tumble: Swapped by skilled city dweller with ride. Tumble greatly helps a fighter. I think this should be taken by any fighter.
Back on your Feet (Movement)(CS): Stand from prone as an immediate action without provoking AoOs. Great against trippers. Extreme Leap (Movement)(CS): Move more if you jump horizontally. Leaping Climber (Movement)(CS): Begin a climb with a jump check. Never Outnumbered (Interaction)(CS): Demoralize multiple opponents. Nimble Stand (Movement)(CS): Stand up from prone without provoking AoOs. Quick Swimmer (Movement)(CS): Swim more during a swim action. Speedy Ascent (Movement)(CS): Climb additional distances. Tumbling Crawl (Movement)(CS): Crawl without provoking attacks of opportunity. Twisted Charge (Movement)(CS): Requires some cross-class skills in balance, but you can turn once during your charge. Walk the Walls (Movement)(CS): Coupled with nice movement speed, this is very nice. Wall Jumper (Movement)(CS): If you successfully climbed you can leap from the wall as if you have made a running start.
Knockback RoS, Shock Trooper CW and Improved Trip PHB: Each time you hit someone, you get a free bull rush, you can steer them into an ally and get 2 free trips which result in a further 2 free attacks.
Shock Trooper CW and Leap Attack CAdv: Massive damage on a charge without a to hit penalty. Elusive Target and Karmic Strike help deal with the repercussions of the resulting low AC.
Shock Trooper CW, Knockback RoS and Rampaging Bull Rush RoS: This effectively allows the charger to effectively setup his Heedless Charges every round.
Karmic Strike CW and Double Hit MiniHB: They hit you, you hit them back twice. Works best for a Monk.
Elusive Target CW and Defensive Throw CW: Use Diverting Defence to activate Defensive Throw.
Improved Feint PHB and Staggering Strike CW: Sneak attack a foe and only allow them a standard action to retaliate.
Karmic Strike CW and Sidestep MiniHB: Great for stopping a full attack action.
Karmic Strike CW and Improved Disarm/Sunder PHB: As near as you'll get to a Parry effect. It's possibly that the AoO from Karmic strike resolves before the damage from the attack so you may be able to stop the attack entirely, although this is open to individual interpretations of the rules.
Quickstaff CW, Combat Expertise PHB, Allied DefenseShining South and Improved Combat Expertise CW: You sacrifice x BAB and you and all adjecent allies gain x + 2 dodge bonus to AC. Great if your size is larger than normal.
Improved Trip PHB, Shock Trooper CW, Combat Brute CW and Improved Sunder PHB: Trip, sunder and hit, all in one attack.
Improved Disarm PHB and Improved Unarmed strike PHB: For stealing weapons.
High Sword Low Axe CW and Double Hit MiniHB:Every time you make an AoO, you get a free off-hand attack. If both attacks hit, you get a free trip attempt. If your trip succeeds, you get a free attack against your now prone foe.
Anvil of Thunder CW and Double Hit MiniHB: Potential daze effect every time you use an AoO.
Races of Eberron powers and items and Psionic PrC:
SUGGESTION,IMPLANTED .... an ok power... useful for controling type Psionic characters .... more RP use Spoiler:Show
SUGGESTION,IMPLANTED Telepathy (Compulsion) [Mind- Affecting] Level: Psion/wilder 4 Display: Mental Manifesting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: 1 day/level or until completed Saving Throw: Will negates Power Resistance: Yes Power Points: 7 This power functions as the suggestion spell (page 285 of the Player’s Handbook), except that when you implant a telepathic suggestion in the mind of the target, you also establish a set of circumstances that will trigger the suggestion. You must be able to describe the trigger in two sentences or less (for example, “Midnight tomorrow evening,” “When Lord ir’Daza mentions the weather,” or “Wait two days, then as soon as you see the king.”) When the trigger event occurs, the target receives the implanted suggestion and acts accordingly. The suggestion is telepathic and is not language dependent, and the target creature will not be able to explain why it acted the way it did. Aura sight will reveal the presence of a latent implanted suggestion, and aura alteration can be used to remove it (see Chapter 5 of the Expanded Psionics Handbook for power descriptions). If the duration of this power expires before the suggestion is triggered, it fades away harmlessly. The target makes its saving throw when the power is manifested, so you know whether or not the suggestion has been successfully placed. The mental display is a faint whisper, and the target creature must make a DC 20 Listen check to notice it. Even then, it won’t be able to make out the words. Augment: For every two additional power points you spend, this power can affect an additional target that cannot be more than 15 feet away from another target of the power. All targets must receive the same triggering instructions.
PRIMAL FEAR ... could be a great medium range power with No save and No PR/SR, except that it doesnt stack with other fear effects and has such a short duration... still it is a swift action and might have some limited uses
PRIMAL FEAR Telepathy [Mind-Affecting] Level: Psion/wilder 1, psychic warrior 1 Display: Visual Manifesting Time: 1 swift action Range: Medium (100 ft. + 10 ft./level) Target: One living creature with Intelligence 3 or higher Duration: 1 round Saving Throw: None Power Resistance: None Power Points: 1 The quori have spent thousands of years toying with nightmares and refi ning horror to a fi ne art. They often use this power to soften up enemies before following with a more powerful attack. Primal fear allows you to slip past the target creature’s mental defenses and blast its subconscious mind with pure visceral terror. Victims are unable to describe what they saw, but are shaken for 1 round. This effect doesn’t stack with other fear effects. Augment: For every additional power point you spend, this power can affect an additional target.
Pendant of Joy ..... very nice for Diplomacy focused characters .... Telepaths do well to have one Spoiler:Show
Pendant of Joy: This teardrop-shaped amulet is made of blue-green crystal and charged with the emotion of joy. As long as it is worn by a character with at least one power point, it subtly reaches out to nearby minds, touching them with feelings of pleasure and contentment. All creatures within 30 feet (including the wearer) receive a +5 morale bonus on Diplomacy checks. Moderate telepathy; ML 5th; Craft Universal Item, telempathic projection; Price: 5,000 gp.
Mind Blade Gauntlet .... nice , almost a requirement for Characters with a Mindblade.... very useful, even more useful with Mind Arrows for a Soulbow
Mind Blade Gauntlet: A mind blade gauntlet is an opalescent glove that serves as a channel for the inner power of a kalashtar or Inspired soulknife, allowing the wielder to enhance the power of his mind blade. Each mind blade gauntlet is crafted with a particular weapon special ability (such as keen) that can be used by a kalashtar or Inspired soulknife with the mind blade enhancement class feature (see the Soulknife class description, page 26 of the Expanded Psionics Handbook). When the soulknife expends his psionic focus while manifesting his mind blade through the mind blade gauntlet, the weapon gains the weapon special ability designated by the gauntlet. This effect lasts for 1 minute. If a soulknife splits his mind blade into two matching blades, the effect only applies to the mind blade manifested through the mind blade gauntlet (though two gauntlets can be worn simultaneously, allowing an effect to be applied to each mind blade). The price of a mind blade gauntlet depends on the base price modifier of the weapon special ability imbued into it. Moderate metacreativity; ML 5th; Craft Psionic Arms and Armor, mind blade ability, creator must be a kalashtar or an Inspired; Price: 22,000 gp (+1 base price modifier), 48,000 gp (+2 base price modifier), 78,000 gp (+3 base price modifier).
QUORI NIGHTMARE ..... this is an awesome Fear based PrC, the drawback is it is only for Kalashtar or Inspired .... excellent class abilities
QUORI NIGHTMARE “There is nothing more frightening than that which lurks in the depths of our own minds.” —Liviltali, quori nightmare The quori nightmare taps into the primal horrors and urges of the subconscious. She has the keys to unlock the remote, dusty closets of the mind where all repressed uncertainties and fears dwell. BECOMING A QUORI NIGHTMARE Only kalashtar and the Inspired can become quori nightmares. Their ties to Dal Quor, the Region of Dreams, enable them to psychically reach into the minds of mortals, bringing up the most hidden and hateful of their dreams and reveries. Most quori nightmares are psions or psychic warriors, but some soulknives, monks, or rogues (typically with multiclass levels in a psionic class) pursue this path as well. Entry Requirements Race: Kalashtar or Inspired. Skills: Concentration 8 ranks, Intimidate 4 ranks. Feats: Any one psionic feat. CLASS FEATURES As a quori nightmare, you specialize in the psionic study of the subconscious, and are able to tap into the secret uncertainties and terrors of living creatures’ 149 CHAPTER 7 PRESTIGE CLASSES minds. As you advance in level, your abilities become darker and more frightening. Class Skills (4 + Int modifier per level): Autohypnosis*, Bluff, Concentration, Disguise, Hide, Intimidate, Knowledge (psionics)*, Listen, Move Silently, Psicraft*, Sense Motive, and Spot.
Manifesting: At each level above 1st, you gain additional power points per day, an increase in manifester level, and access to new powers as if you had also gained a level in a manifesting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained. If you had more than one manifesting class before becoming a quori nightmare, you must decide to which class to add each level for the purpose of determining power points per day, manifester level, and powers known.
Disturbing Touch (Su): A quori nightmare can channel fear and terror into anyone she touches, causing a terrible shock to the nervous system. To use this ability, you make a melee touch attack on a living target. If this attack hits, you deal 1d6 points of damage plus 1 point per class level you possess, and the target must succeed on a Will save (DC 10 + your quori nightmare level + your Cha modifier) or become shaken for 1d4 rounds. This is a mind-affecting fear effect. You can spend power points to augment this supernatural ability, to a maximum of one point per class level. If you spend 1 power point, you can add your Charisma modifier to the damage you deal with your disturbing touch. If you spend 3 power points, the target becomes frightened for 1d4 rounds on a failed Will save. If you spend 4 power points, you heal yourself of as many points of damage as you deal when you use this ability. These effects are not cumulative, so that gaining multiple effects requires spending the additional power points for each effect separately. For example, if you spend 3 power points in order to make a subject frightened, you do not also add your Charisma modifier to damage (though you could spend 4 power points to gain both effects).
Nightmare Shroud (Su): Starting at 2nd level, you can expend your psionic focus (see page 113) in order to surround yourself with an ectoplasmic shroud drawn from your own mental energy and that of living creatures around you. This ghostly, translucent image usually reflects the appearance of your quori spirit, but might also take on shapes reflecting the fears of the creatures around you (you have no control over the nature of the image). The shroud lasts for a number of minutes equal to your class level (or until you become psionically focused again, whichever comes first). The horrific appearance of the nightmare shroud grants you a bonus on Intimidate checks equal to your class level. In addition, its ectoplasmic form grants you a deflection bonus to AC equal to your class level. You can spend power points to augment this supernatural ability. If you spend 4 power points, the shroud thickens so that your form can barely be seen within it, granting you concealment (20% miss chance).
Nightmare Touch (Su): Beginning at 3rd level, whenever your disturbing touch ability deals damage to a creature, you automatically implant deep fears that emerge when the victim next attempts to sleep. At that time, the creature is targeted with a nightmare (as the spell) that prevents restful sleep, deals 1d10 points of damage, and leaves the subject fatigued and unable to regain arcane spells for the next 24 hours. A successful Will save (DC 10 + your quori nightmare level + your Cha modifier) negates the effect. This is a mind-affecting fear effect. You can spend power points to augment this supernatural ability. If you spend 3 power points when you use your disturbing touch ability (over and above any power points already spent to augment that ability), the victim suffers from nightmares for a number of consecutive nights equal to your quori nightmare level. The victim is allowed a saving throw on each consecutive night, with the effect dispelled on the first successful save.
Terror (Ps): At 4th level and higher, you learn to tap into other creatures’ hidden fears and terrors. Once per day, you can create an effect identical to the phantasmal killer spell (save DC 10 + your quori nightmare level + your Cha modifier). This is a telepathic mind-affecting fear effect.You can spend 5 power points to activate this ability one additional time per day (to a maximum of twice per day).
Embodiment of Nightmare (Sp): At 5th level, this ultimate power of the quori nightmare allows you to tap into the deepest, most primal fears of your foes. Once per day, you can expend your psionic focus in order to enhance your disturbing touch ability so that a subject that fails its Will save is struck dead with fear. A target that succeeds on its save takes an additional 5d6 points of damage (but is not frightened or shaken by your disturbing touch). This is a mind-affecting fear effect. You can spend 9 power points to activate this ability one additional time per day (to a maximum of twice per day).
KALASHTAR TELEPATH .... meh , id rather have regular Psion levels
KALASHTAR TELEPATH (PSION) To a certain extent, all kalashtar are telepaths, since they share a racial talent to create a mindlink. A kalashtar who specializes in the telepathy discipline takes this natural ability to the limit, but at the expense of some of the more general features of the psion class. Hit Die: d4. Requirements To take a kalashtar telepath substitution level, a character must be a kalashtar about to take his 1st, 3rd, or 5th level of telepath. Class Skills Kalashtar telepath substitution levels have the class skills of the standard telepath class, plus Intimidate.
Skill Points at Each Level: 2 + Int modifier (or four times this number as a beginning character). Class Features All the following are features of the kalashtar telepath’s racial substitution levels.
Mindlink (Ps): If a kalashtar telepath selects at least one kalashtar telepath substitution level, he can manifest his racial mindlink power as a wilder of a level equal to his Hit Dice (rather than 1/2 his HD). As well, each time the character selects a kalashtar telepath substitution level, he gains the ability to manifest his racial mindlink power one additional time per day, to a maximum of four times per day if he selects all three racial substitution levels.
Telepathic Talent (Ex): Whenever a kalashtar telepath manifests a power from the telepathy discipline, he can treat his manifester level as one higher than normal. (This does not apply to all telepathy powers, just those specifically included in the telepathy discipline.) This substitution feature replaces the standard telepath’s bonus feat gained at 1st level.
Compound Psicrystal (Ex): Like the kalashtar race itself, the psicrystal of a kalashtar telepath manifests a hybrid nature. A 3rd-level kalashtar telepath can choose two different personalities for his psicrystal, and gains the benefi ts of both personalities simultaneously. A kalashtar telepath can even choose Sage as both personalities, but must select different Knowledge skills for each. If he does not have a psicrystal, this ability has no effect until the telepath gains one. This substitution feature replaces one of the known powers gained by a standard telepath at 3rd level. From this point on, a kalashtar telepath knows one less power than the number given on Table 2–3, page 20 of the Expanded Psionics Handbook (6 at 3rd level, 8 at 4th level, and so forth).
Extra Powers Known: A 5th-level kalashtar telepath can add any two telepathy discipline powers of 3rd level or lower to his list of powers known. These powers do not count against his limit on powers known. This substitution feature replaces the bonus feat gained by a standard telepath at 5th level.
CHANGELING EGOIST ... this is AWESOME, and all Changeling Egoist Psions should take all 3 sub levels .... great class abilities
CHANGELING EGOIST (PSION) A changeling’s aptitude at reshaping his body makes him naturally inclined toward psionic powers that perform similar tasks, such as those of the psychometabolism discipline. The egoist—a psion who specializes in psychometabolic powers—is an avenue often pursued by psionic changelings; such characters are well-known for their superior mastery of the discipline. Hit Die: d4. Requirements To take a changeling egoist substitution level, a character must be a changeling about to take his 1st, 3rd, or 5th level of egoist.
Class Skills Changeling egoist substitution levels have the class skills of the standard egoist class, plus Bluff and Disguise. Skill Points at Each Level: 4 + Int modifier (or four times this number as a beginning character).
Class Features All the following are features of the changeling egoist’s racial substitution levels.
Body Control (Ex): Beginning at 1st level, whenever a changeling egoist manifests a psychometabolism power that targets himself (and only himself), he can treat his manifester level as one higher than normal. This substitution feature replaces the standard egoist’s bonus feat gained at 1st level.
Everchanging Psicrystal (Ex): At 3rd level, a changeling egoist gains the ability to reshape his psicrystal’s personality (see page 23 of The Expanded Psionics Handbook), selecting a new personality as a full-round action. The egoist gains the benefit of the new personality while losing the previous benefit. If he does not have a psicrystal, this ability has no effect until the egoist gains one. This substitution feature replaces one of the powers gained by a standard egoist at 3rd level. From this point on, the changeling egoist knows one less power than the number indicated on Table 2–3 in the Expanded Psionics Handbook (6 at 3rd level, 8 at 4th level, and so forth).
Extra Powers Known: A 5th-level changeling egoist adds the following powers to his list of powers known: chameleon, hustle, metamorphosis, and thicken skin (see Chapter 5 of the Expanded Psionics Handbook). The egoist adds metamorphosis to his list of powers known even though it exceeds the normal maximum power level known (he gains the power but can’t yet manifest it). These powers do not count against his limit on powers known. This substitution feature replaces the bonus feat gained by a standard egoist at 5th level.