Runescarred Berserker Deadly barbarians who bear magical runes carved into their flesh, runescarred berserkers are among the most feared of Rashemen’s defenders. They are loyal bodyguards to the hathrans of the land and stand ready to unleash a storm of martial fury at a single word from any Witch. Many runescarred berserkers bind themselves to a single Witch and protect her with their very lives, but others become the chieftains of berserker lodges or take up a simple existence as a wandering defender of the Rashemi people. The word of a Witch is law in Rashemen, but runescarred berserkers carry a weight of authority almost as great in some quarters of the land. All runescarred berserkers have at least some experience as barbarians, since the ability to rage is a requirement of the prestige class. Characters with some training as fighters, rangers, and rogues are also common among the ranks of the runescarred. Spellcasters rarely choose this path, because Rashemi society defines other roles for them. Monks and paladins have antithetical alignment requirements, and only characters who have abandoned one of these classes can become a berserker. Hit Die: d10. Good Fort save Full BAB
REQUIREMENTS To qualify to become a runescarred berserker, a character must fulfill all the following criteria. Base Attack Bonus: +7. Skills: Craft (scarring) 5 ranks, Intimidate 5 ranks, Sense Motive 2 ranks. Feats: Iron Will, Survivor (FRCS), at least one berserker lodge feat from Chapter 3: Regions and Feats. Special: The character must be able to rage at least once per day, as the barbarian class ability, and must be a member of a berserker lodge. (For more information about berserker lodges, see Chapter 10: Rashemen.) Also, the character must qualify to select regional feats from Rashemen (Rashemen is his home region, or he has 2 ranks in Knowledge [local— Rashemen]). CLASS SKILLS The runescarred berserker’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Sense Motive (Wis), Survival (Wis), and Swim (Str). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. CLASS FEATURES All the following are class features of the runescarred berserker prestige class. Weapon and Armor Proficiency: Runescarred berserkers gain no proficiency in any Scribe Runescar (Sp): At 1st level, a runescarred berserker learns how to carve a runescar into her own skin. A runescar is a means of storing a spell, much like a scroll. The berserker knows only a limited number of spells with which to imbue runescars, selected from the runescarred berserker spell list below. To learn a runescar spell, the berserker must have a Wisdom score of at least 10 + the spell level. A runescar berserker can only cast spells by crafting them as runescars; she has no other spellcasting capability and cannot use spell completion or spell trigger magic items based on spells from this list. Scribing a runescar takes 1 hour, the expenditure of materials equal to 5 gp × spell level × caster level, and the expenditure of XP equal to 1/25th the gp spent. The character may set the caster level of the runescar at anywhere from the minimum class level necessary for her to know the rune to her own runescarred berserker class level. She may scribe a runescar only on her own body. The act of scribing a runescar is painful and deals 1d6 points of damage per spell level at the end of the scribing time. (The berserker is free to heal this damage by any normal means afterward—the runescar remains until activated.) A runescarred berserker can bear no more than seven runescars at any one time: two on the chest, two on the upper arms, two on the backs of the hands, and one on the face. Runescars are dormant until activated and cannot be dispelled (although they can be suppressed). Runescars are considered divine spells, although a berserker does not actively prepare or cast them. The save DC, if necessary, is 10 + spell level + the berserker’s Wisdom score. To activate a runescar, the character must take a standard action and touch the rune. All runescar spells target only the runescarred berserker or an item in her possession, even if the spell scribed could normally be bestowed on another subject. After activation, the runescar’s magic is discharged, and the rune fades to nothing but a faint outline. Typically, a berserker’s skin is crisscrossed with dozens of old, discharged runescars. Extra Rage (Ex): A runescarred berserker gains additional daily uses of the barbarian rage ability. At 2nd level, she gains one additional rage per day; at 5th level, she gains a second additional rage; and at 9th level, she gains a third additional rage. For example, a barbarian 8/runescarred berserker 5 can rage three times per day from her barbarian levels, plus two more times from her runescarred berserker levels, for a total of five rages per day. Ritual Scarring (Ex): Through frequent disfiguration of her own skin, a runescarred berserker gains a +1 natural armor bonus to AC at 3rd level. This increases to +2 at 6th level, and +3 at 9th level. Spawn of the Frost (Su): Inured to the bitter cold of Rashemen’s winters, a runescarred berserker gains cold resistance 5. Damage Reduction (Ex): Starting at 4th level, a runescarred berserker gains the ability to shrug off some amount of injury from each blow or attack. Subtract 1 from the damage the berserker takes each time she is dealt damage from a weapon or natural attack. At 7th level and 10th level, this damage reduction increases to 2 and then 3 points. This overlaps (does not stack with) damage reduction from any other class feature. Greater Rage: Starting at 8th level, a runescarred berserker’s rage bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves. Her AC penalty remains –2. RUNESCARRED BERSERKER SPELL LIST Runescarred berserkers must select their runescar spells known from the following list. 1st level—cure moderate wounds, divine favor, low-light vision*, protection from chaos/evil/good/law, resist elements, see invisibility, true strike. 2nd level—bull’s strength, cure serious wounds, darkvision, endurance, invisibility, keen edge, protection from elements. 3rd level—air walk, cure critical wounds, death ward, divine power, freedom of movement, greater magic weapon, haste. 4th level—improved invisibility, neutralize poison, restoration, righteous might, spell immunity, stoneskin. 5th level—antimagic field, dimension door, heal, polymorph self, spell resistance. *New spell described in Chapter 4: Magic and Spells.
BECOMING A CAVESTALKER Rangers and druids are natural candidates for the cavestalker class. Underdark races that choose the path of the druid or ranger find little use for the abilities of those classes that are attuned to the wilderness of the surface. The cavestalker class augments and hones those abilities, making them more suitable for use in the endless night and providing a true advantage for those that live away from the light. Rogues occasionally become cavestalkers, since their high skill point allotment allows them to achieve the requirements more easily than other classes. Other classes might enjoy the benefits of becoming a cavestalker, but would likely find meeting the requirements to be prohibitive. Regardless of class, only individuals who have natural darkvision can achieve the affinity with the lightless depths necessary to become a cavestalker. ENTRY REQUIREMENTS Skills: Knowledge (dungeoneering) 4 ranks, Survival 8 ranks. Feats: Track. Base Attack Bonus: +2. Special: The candidate must have natural darkvision to allow successful navigation of Underdark tunnels.
Class Skills (4 + Int modifier per level): Balance, Climb, Heal, Hide, Jump, Knowledge (dungeoneering), Knowledge (geography), Knowledge (Underdark local), Listen, Move Silently, Profession, Search, Sense Motive, Spot, Swim, Survival, Use Rope.
d8HD Full BAB good Fort and Ref saves
CLASS FEATURES As they advance in the class, cavestalkers become more familiar with the Underdark's natural elements. In addition, any abilities they have from the ranger or druid classes become attuned to their subterranean environment. Advanced Spelunker (Ex): As a cavestalker, your familiarity with the environs of the Underdark allows you to move through it easily, even in the most difficult conditions. As a result, you gain a +2 circumstance bonus on Balance, Climb, Escape Artist, and Jump checks in natural subterranean surroundings. Underdark Affinity (Ex): At 2nd level, your adaptation to the Underdark allows you to use your nature-themed class abilities in natural subterranean surroundings as well. These include the druid and ranger abilities of camouflage, hide in plain sight, trackless step, and woodland stride. If you already have wild empathy, you can now use it to affect vermin. If you have the wild shape ability, add vermin to the types of creatures you can become (subject to all the size and frequency limitations provided by that ability). If you do not already have these underlying abilities, Underdark affinity does not grant them to you; it only augments those you already have. Hide of Stone (Ex): As you gain levels in the cavestalker class, your body embraces the rigors of the Underdark and takes on something of its hue and toughness. Your skin hardens and becomes flinty, granting you a natural armor bonus in addition to a circumstance bonus on Hide checks when in natural subterranean surroundings. These bonuses increase as you progress through the cavestalker class, at 6th level and again at 10th level. Lesser Cavesense (Ex): At 3rd level, you are gifted with a mystical connection to the Underdark, giving you darkvision out to 120 feet. If you already have darkvision out to 120 feet, your darkvision extends an additional 60 feet. Due to your familiarity with the acoustic qualities of the Underdark, you also gain a +4 competence bonus on Listen checks made in subterranean surroundings. Exotic Combat Style (Ex): At 4th level, you gain mastery of a specific exotic combat style, either the spiked chain style or the hand crossbow style. If you are not a ranger or have not already selected a ranger combat style, choose one of these two styles. You gain proficiency in that exotic weapon — either the spiked chain or the hand crossbow — if you do not already have it. If you already have selected two-weapon combat as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (spiked chain) fear and permits the use of a spiked chain as a one-handed weapon. If you already have selected archery as a ranger combat style, then the exotic combat style provides you with the Exotic Weapon Proficiency (hand crossbow) feat and grants you the Rapid Reload feat, even if you do not have the normal prerequisites for the feat. If you acquire a ranger combat style after gaining an exotic combat style, then the two styles must correspond in a similar fashion: You must select two-weapon combat after choosing the spiked chain style, or archery after choosing the hand crossbow style. The benefits of your chosen exotic combat style apply only when you wear light or no armor. You lose all benefits of your exotic combat style when wearing medium or heavy armor. Expert Spelunker (Ex): Upon reaching 5th level, your familiarity with the tight confines of the Underdark allows you to retain your Dexterity bonus even when climbing or when in a cramped space. Furthermore, you're better able to negotiate cramped spaces, lowering Escape Artist DCs, move penalties, and attack penalties by one category. See Table 6—1: Cramped Spaces on page 159.
Gaseous Form (Sp): At 6th level, you gain the ability to traverse the treacherous and confined terrain of the Underdark by assuming gaseous form once per day (caster level 12th). Improved Exotic Combat Style (Ex): Your aptitude for your chosen exotic combat style increases at 7th level. If you do not already have a combat style from the ranger class, then the improved exotic combat style grants you one of those ranger combat styles. If you already have the hand crossbow exotic combat style, you must select archery; if you already have the spiked chain exotic combat style, you must choose two-weapon combat. If you select archery, then you are treated as having the Rapid Shot feat, even if you do not have the normal prerequisites for that feat. If you select twoweapon combat, then you are treated as having the Two-Weapon Fighting feat, even if you do not have the normal prerequisites for that feat. If you already have the ranger two-weapon combat style and the spiked chain exotic combat style, then the improved exotic combat style allows you to treat a spiked chain as one size category smaller for the purpose of use in a cramped space (see Expert Spelunker, above). If you already have the ranger archery combat style and the hand crossbow exotic combat style, then you are treated as having the Manyshot feat even if you do not have the normal prerequisites for that feat. You are able to use this feat in conjunction with a hand crossbow. As before, the benefits of your chosen style apply only when you wear light or no armor. You lose the benefit of your exotic combat style when wearing medium or heavy armor. Greater Cavesense (Ex): When you reach 8th level, your mystical connection to the Underdark increases, granting you tremorsense out to 30 feet. Void in Space (Su): When you reach 9th level, your attunement to the particular atmosphere of the Underdark allows you to warp the sounds, scents, and vibrations you give off, making you invisible to creatures that rely on senses other than sight to detect others. This effectively makes you undetectable to blindsense, blindsight, and tremorsense. You still make noises and vibrations (though a successful Move Silently check can mask the sounds), but creatures that cannot see are incapable of determining your true location and believe that you are 30 feet in a random direction from where you are actually located. In addition, this ability nullifies the effect of the Blind- Fight feat against you. Master Spelunker (Su): By the time you reach 10th level, your affinity for the terrain of the Underdark has become so great that you can negotiate it without difficulty and even merge with it at times. This grants you the ability to use spider climb (as the spell) on any natural stone surface at will. In addition, you can use meld into stone (as the spell) with any surface of unworked stone three times per day.
Requirements To qualify to become a dark hunter, a character must fulfill all the following criteria. Base Attack Bonus: +5. Skills: Craft (trapmaking) 5 ranks, Knowledge (dungeoneering) 2 ranks, Move Silently 2 ranks, Survival 2 ranks. Feats: Blind-Fight, Track.
d8 HD Full BAB Good ref save
Class Skills The dark hunter’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Hide (Dex), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), Survival (Wis), Swim (Str), and Use Rope (Dex). Skill Points at Each Level: 4 + Int modifier. Class Features All of the following are class features of the dark hunter prestige class. Weapon and Armor Proficiency: Dark hunters gain no proficiency with any weapon or armor. Improved Stonecunning (Ex): A dark hunter gains the stonecunning ability possessed by dwarves (see page 15 of the Player’s Handbook), or, if the character already has the ability, she increases her bonus from +2 to +4 on checks to notice unusual stonework, such as sliding walls, stonework traps, new construction, unsafe stone surfaces, shaky stone ceilings, and the like. This bonus also applies on Search checks made to detect stonework traps. Enhanced Darkvision (Ex): Dark hunters spend most of their lives in the darkest caverns they can fi nd. As a dark hunter’s skills improve, her almost mystical understanding of the deep caverns sharpens her inborn visual acuity. If a dark hunter does not already have darkvision when she attains 2nd level, she gains it at a range of 30 feet. If she already had darkvision, she adds 30 feet to the range. Once a dark hunter attains 4th level, her darkvision range increases by an extra 30 feet. This bonus stacks with other natural or extraordinary abilities that improve darkvision, but it does nothing to improve magically granted darkvision. Any condition that causes the character to lose her normal darkvision also causes the enhanced darkvision to fail. Sneak Attack (Ex): If a dark hunter can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage. Any time the dark hunter’s target would be denied his Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), the dark hunter’s attack deals an extra 1d6 points of damage. Should a dark hunter score a critical hit with a sneak attack, this extra damage is not multiplied. It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is within 30 feet. With a sap or an unarmed strike, a dark hunter can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty, because she must make optimal use of her weapon in order to execute the sneak attack. A dark hunter can only sneak attack living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The dark hunter must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A dark hunter cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach. If a dark hunter gets a sneak attack bonus from another source (such as rogue levels), the extra damage stacks. Stone’s Hue (Su): When within 5 feet of a stone or earth wall, a dark hunter can take on the coloration of the stone and may seem to blend into the surface of the wall. As long as the dark hunter is within 5 feet of the wall, she gains a +10 circumstance bonus on Hide checks and can successfully hide herself from view in the open without having anything to actually hide behind. Death Attack (Ex): If a dark hunter studies her victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (dark hunter’s choice). While studying the target, the dark hunter can undertake other actions as long as her attention stays focused on the target and the target does not detect the dark hunter or recognize the dark hunter as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the dark hunter’s class level + the dark hunter’s Int modifi er) against the kill effect, he dies. If the saving throw fails against the paralysis effect, the victim’s mind and body become enervated, rendering him helpless and unable to act for 1d6 rounds plus 1 round per level of the dark hunter. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once the dark hunter has completed the 3 rounds of study, she must make the death attack within the next 3 rounds. If a death attack is attempted and fails (the victim makes his save) or if the dark hunter does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before she can attempt another death attack.
] Arrowroot: A character with this tattoo can heal wounds in another character by touch. Each day he can cure a total number of hit points equal to his Wisdom bonus × his class level. A tattooed monk cannot heal himself, but he may divide the curing among multiple recipients, and he doesn’t have to use it all at once.
Bamboo: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Constitution score. This benefi t lasts for 1 round per class level.
Bat: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Dexterity score. This benefi t lasts for 1 round per class level.
Bellflower: Once per day per tattoo he possesses, a character with this tattoo can add his Charisma modifier as an enhancement bonus to any of his ability scores (including Charisma). This benefit lasts for 1 round per class level.
Butterfly: Once per day per tattoo he possesses, a character with this tattoo can add the number of tattoos he possesses as an enhancement bonus to his Wisdom score. This benefi t lasts for 1 round per class level.
Centipede: Once per week, a character with this tattoo can use a shadow walk effect. This ability allows the tattooed monk to cross great distances, but he must end his journey on the Material Plane. A tattooed monk must be at least 5th level to gain this tattoo.
Chameleon: A character with this tattoo can use an alter self effect once per day per tattoo he possesses. This benefit lasts for 1 hour per class level.
Crab: A character with this tattoo gains damage reduction 2/magic. This damage reduction improves by 2 for each additional tattoo he possesses.
Crane: A character with this tattoo gains a gradual immunity to bodily decay. When a tattooed monk fi rst gains this tattoo, he gains immunity to nonmagical diseases. When he gains his next tattoo (whatever it may be), he acquires immunity to poison as well. When he gains his next tattoo, he no longer takes ability score penalties for aging, and he cannot be magically aged. (Any aging penalties he may already have incurred remain in place.) Bonuses still accrue, and the tattooed monk still dies of old age when his time is up.
Chrysanthemum: Every hour that a character with this tattoo is in direct sunlight, he heals a number of hit points equal to his level. A daylight spell does not provoke this fast healing; the character must be exposed to real sunlight.
Dragon: Once per day per tattoo he possesses, a character with this tattoo can use fire breath as if he had drunk an elixir of fi re breath (see page 255 of the Dungeon Master’s Guide).
Dragonfly: Once per day, a character with this tattoo gains a dodge bonus to his AC equal to the number of tattoos he possesses. This benefi t lasts for 1 round per class level.
Falcon: A character with this tattoo is immune to fear (magical or otherwise). Allies within 10 feet of his gain a morale bonus on their saving throws against fear effects equal to the tattooed monk’s Charisma bonus (if any) plus the number of tattoos he possesses.
Lion: Once per day per tattoo he possesses, a character with this tattoo can smite a foe, gaining a +4 bonus on the attack roll and a bonus on the damage roll equal to his class level on a single melee attack. The tattooed monk must declare the smite before making the attack. A missed attack uses up the attempt.
Monkey: A character with this tattoo gains a +1 competence bonus per tattoo he possesses on all Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Open Lock, Sleight of Hand, and Tumble checks.
Moon, Crescent: Once per day, a character with this tattoo can use ethereal jaunt as a spell-like ability. A tattooed monk must be at least 9th level to gain this tattoo.
Moon, Full: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the power of the full moon. This ability cannot be used during daylight hours.
Mountain: A character with this tattoo can activate it to take on the immovability of a mountain for as much as 1 round per class level, gaining phenomenal durability though he cannot move from the spot where he stands. He gains a +4 bonus to his Constitution and Wisdom scores. The increase in Constitution increases the tattooed monk’s hit points by 2 points per level, but these hit points go away when the ability’s duration expires or when the character chooses to end it (a free action). These extra hit points are not lost fi rst the way temporary hit points are. While using this ability, the tattooed monk takes a –20 penalty on any Dexterity-based skill checks. He is immune to bull rush and trip attacks. The tattooed monk may use this ability once per day per tattoo he possesses.
Nightingale: A character with this tattoo can heal wounds, either his own or others’. He can heal a number of hit points of damage equal to twice his current class level each day, and he can spread this healing out among several uses.
Ocean: A character with this tattoo never needs to eat, sleep, or drink.
Phoenix: A character with this tattoo gains spell resistance equal to his class level + 15. A tattooed monk must be at least 7th level to gain this tattoo.
Pine: A character with this tattoo gains the Remain Conscious feat.
Scorpion: Once per day per tattoo he possesses, a character with this tattoo can force an opponent attacking him to use his lowest ability score modifi er instead of his Strength or Dexterity score modifier when making his attack roll. The character can activate this tattoo on his opponent’s turn, but he must declare it before the success or failure of the attack is determined. The tattooed monk must be aware of the attack and not fl at-footed in order to use this ability.
Spider: To use this tattoo, a character must have the Stunning Fist feat. Instead of a stunning fi st attack, a character with this tattoo can make an attack that delivers a contact poison. The poison’s save DC is equal to 10 + the tattooed monk’s class level + his Con modifier. The poison’s initial and secondary damage is 2 points of Constitution damage. Using this tattoo counts as one of the character’s stunning fi st attacks for that day.
Sun: Once per day per tattoo he possesses, a character with this tattoo can gain a +2 luck bonus on a single attack roll, skill check, or ability check, as he calls on the full power of the sun. This ability can only be used during daylight hours.
Tiger: Once per day per tattoo he possesses, a character with this tattoo can fight unarmed with a +1 bonus on all attack rolls and deal an extra 1d6 points of damage with a successful attack. This burst of martial arts ferocity lasts for 1 round per class level.
Tortoise: Once per day per tattoo he possesses, a character with this tattoo can use his class level as the number of ranks in a skill he does not possess for the purpose of one skill check. For example, a 4th-level tattooed monk with two tattoos can make up to two Use Magic Device checks as if he had 4 ranks in that skill. He adds his Charisma modifier to the skill check as usual.
Unicorn: A character with this tattoo gains the power of good fortune, usable once per day. This ability allows the tattooed monk to reroll one d20 roll that he has just made. The character must take the result of the reroll, even if it’s worse than the original roll. The character must declare the reroll before the result of the original roll has been determined.
Wasp: Once per day per tattoo he possesses, a character with this tattoo can use haste on herself. The benefit lasts for 1 round per class level.
White Mask: A character with this tattoo is immune to detect thoughts, detect lies, and any attempt to magically discern his alignment. He gains a +10 bonus on all Bluff checks.
Mindsight A creature that has this feat possesses innate telepathic ability that allows it to precisely pinpoint other thinking beings within range of its telepathy. The creature perceives where the others are and how powerful their intellects are. Prerequisite: Telepathy special quality. Benefi t: A creature that has this feat can detect and pinpoint beings that are not mindless (anything with an Intelligence score of 1 or higher) within range of its telepathy. This works much like blindsense—the creature knows what square each thinking being is in, but it does not see the being, and the being still has total concealment unless the creature can see it by some other means. The creature also perceives several observable characteristics about each being detected with mindsight, including the being’s type and Intelligence score. The creature need not take any additional or special actions to gain this information; it is as obvious to mindsight as the being’s race and clothing would be to eyesight. Normal: Telepathy offers no special ability to sense other minds. The creature has to know that a being is there to communicate with it telepathically.
DARKSTALKER You have learned how to stalk and surprise creatures whose senses are very different from those of a humanoid. Benefi t: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check (whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can fl ank creatures that have the all-around vision special quality. Normal: Creatures with these senses do not need to make Spot or Listen checks to notice other creatures within range. Creatures with all-around vision can’t be fl anked.
OCULAR SPELL [METAMAGIC] Your study of the terrible powers of the beholder has given you insight into new ways to prepare and cast spells. Prerequisites: Knowledge (dungeoneering) 4 ranks, two or more eyes. Benefi t: You can cast a spell with a casting time of 1 full round or less as an ocular spell. An ocular spell does not take effect immediately, but is instead held in one of your eyes for up to 8 hours. You can store only two ocular spells in this fashion, even if you have more than two eyes. Only ray spells and spells with a target other than personal can be cast as ocular spells. When you choose, you can then cast both of the ocular spells as a full-round action; the spells become brilliant blasts that shoot out from your eyes. You can choose different targets for the two ocular spells. When you release an ocular spell, its effect changes to a ray with a range of up to 60 feet. If the spell previously would have affected multiple creatures, it now affects only the creature struck by the ray. You must succeed on a ranged touch attack to strike your target with an ocular spell, and the target is still permitted any saving throw allowed by the spell. Example: Ferno, an 11th-level wizard with the Ocular Spell feat, could prepare two scorching ray spells as ocular spells, casting them at the beginning of the day. In combat, he can take a full-round action to fi re off both scorching ray spells. He can fi re each spell at a different target, and he gets all three rays from each spell. An ocular spell uses up a spell slot two levels higher than the spell’s actual level.
BECOMING A SANCTIFIED MIND While the order includes a wide variety of classes, the martial tradition of the society makes entering the ranks of this prestige class easier for similarly themed classes. Monks, fi ghters, paladins, clerics, psychic warriors, and psions make up the bulk of the order’s membership. All applicants must have some amount of psionic capability, so even characters who have focused exclusively on their martial skills must take a level or two in a psionic class, or the Wild Talent feat, to enter. An applicant need not pass a specifi c test to begin training as a sanctifi ed mind, but a fi erce devotion to eliminating evil psionics-using creatures must be evident in the potential recruit’s words and deeds. Applicants undergo (with their knowledge and approval) rigorous magical and psionic examination to ensure that each is acting of his own free will and is not coerced by the powers of evil psions or evil psionic creatures, or those of such a creature’s minions. Once a potential recruit passes these exams, he joins one of the society’s ward houses to begin training. Entry Requirements Alignment: Any nonevil. Base Attack Bonus: +4. Skills: Knowledge (dungeoneering) 2 ranks, Knowledge (psionics) 2 ranks, Sense Motive 2 ranks. Feat: Iron Will. Proficiency: Proficient with all martial weapons. Psionics: Must have a power point reserve of at least 1 power point. CLASS FEATURES All of the following are class features of the sanctifi ed mind prestige class.
d8 HD Full BAB good Fort and Will Saves
Class Skills (4 + Int modifier per level): Concentration, Disguise, Gather Information, Intimidate, Knowledge (arcana), Knowledge (dungeoneering), Knowledge (psionics), Listen, Psicraft, Search, Sense Motive, and Spot.
Spellcasting/Manifesting: At each level above 1st, 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 sanctifi ed mind, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Alternatively, at each level above fi rst, you gain new powers per day, an increase in manifester level, and powers known 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 benefi t a character of that class would have gained. If you had more than one manifesting class before becoming a sanctifi ed mind, you must decide to which class to add each level for the purpose of determining powers per day, manifester level, and powers known. If you have both divine spellcaster levels and manifester levels upon gaining a level as a sanctifi ed mind, you must choose which class gains the benefi t of this ability. You cannot increase both your spellcasting and manifesting levels. At each level that grants this ability, however, you can choose to improve either your divine spellcaster level or your manifester level. Choosing one way does not restrict you to the same choice when you gain your next level. Partition Mind (Su): You can create a bastion of determination and resolve that helps you reduce the effects of mind-affecting spells and abilities. As an immediate action, you can choose to partition your mind even if dazed or stunned. While your mind is partitioned, you can choose to be slowed instead of suffering the normal effect of the mind-affecting spell or ability. Attacks with a duration—for example, a hold person spell, a deep slumber spell, or the stunning effect of a mind fl ayer’s mind blast—are only held in abeyance. If the duration of your partitioned mind expires while the effect is still operative, you suffer the normal consequences for the balance of the effect’s duration. You can keep your mind partitioned for a number of rounds per day equal to your class level plus your Charisma bonus (minimum 1 round per day). For example, a 2nd-level sanctifi ed mind with a Charisma score of 13 is subjected to a mind blast and is stunned for 6 rounds. If he uses his partition mind ability, he can spend 3 rounds slowed instead of stunned. His partition mind ability then runs out, and he is stunned for the next 3 rounds. Cleansing Strike (Su): Beginning at 2nd level, you can expend your psionic focus to smite a psionics-using creature with one melee attack (including melee touch attacks). You add your Wisdom bonus (if any) to your attack roll and deal an extra 1d6 points of damage per sanctifi ed mind class level. If you smite a creature that does not use psionics, the smite has no effect but the ability is still used up for the day. Disrupting Blow (Su): Starting at 3rd level, you can attempt a disrupting blow against a psionics-using creature in melee combat once per day. You have been taught the weak points and vulnerable areas of a psionic-using creature’s source of mental power, and this ability allows you to take advantage of that knowledge. The disrupting blow attempt must be declared prior to the attack roll. On a successful hit, the target must succeed on a Fortitude save (DC 10 + sanctifi ed mind level + Wis modifi er) or lose access to all its psionic or psi-like abilities for 1d4 rounds due to the psychic disruption dealt by the blow. If the attack fails, the disrupting blow attempt is still used up for the day. At 5th level and higher, you can use this ability two times per day. Hard to Hold (Ex): Beginning at 4th level, you know how to wriggle free of the deadly tentacles that are so common among aberrations and other psionics-using creatures. You gain a bonus equal to your class level on all grapple checks to resist or escape from a grapple. Power Resistance: At 6th level, you gain power resistance equal to 5 + your character level.
GOLIATH RACIAL TRAITS • +4 Strength, –2 Dexterity, +2 Constitution: Goliaths are massively muscled, but their bulk sometimes gets in the way when they’re trying to be nimble. • Goliath base land speed is 30 feet. • Medium: As Medium creatures, goliaths have no special bonuses or penalties due to their size. However, see the powerful build ability description below for more details. • Monstrous Humanoid: As monstrous humanoids, goliaths are profi cient with all simple weapons, but they have no profi ciency with any armor or shield. • Powerful Build: The physical stature of a goliath lets him function in many ways as if he were one size category larger. Whenever a goliath is subject to a size modifi er or special size modifi er for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the goliath is treated as one size larger if doing so is advantageous to him. A goliath is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A goliath can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefi ts of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category. • Mountain Movement: Because goliaths practically live on the ledges and cliffs of the most forbidding mountains, they are particularly adept at negotiating mountain hazards. Goliaths can make standing long jumps and high jumps as if they were running long jumps and high jumps. A goliath can engage in accelerated climbing (climbing half his speed as a move action) without taking the –5 penalty on the Climb check. • Acclimated: Goliaths are automatically acclimated to life at high altitude. They don’t take the penalties for altitude described in the Mountain Travel section on page 90 of the Dungeon Master’s Guide. Unlike other denizens of the mountains, goliaths don’t lose their acclimation to high altitude even if they spend a long time at a lower elevation. • +2 bonus on Sense Motive checks: When speaking to one another, goliaths tend to augment their verbal communication with subtle body language. They are likewise able to “read” the unintentional body language of others. • Automatic Languages: Common and Gol-Kaa. Bonus Languages: Dwarven, Giant, Gnoll, Terran. • Favored Class: Barbarian. A multiclass goliath’s barbarian class does not count when determining whether he takes an experience point penalty (see the XP for Multiclass Characters section, page 60 of the Player’s Handbook). The tribal life of the goliaths produces many barbarians. • Level adjustment +1.
"Mulhorandi divine minion" (hereafter "divine minion") is an acquired template that can be added to any humanoid, monstrous humanoid, humanoid or monstrous humanoid with the celestial or fiendish template, or humanoid-shaped outsider (referred to hereafter as the base creature). A divine minion uses all of the base creature's statistics and abilities except as noted here.
Size and Type: The creature's type changes to outsider, and any alignment subtypes it has changes to match the corresponding alignment subtypes of its deity. Divine minions encountered on the Material Plane have the extraplanar subtype. Do not recalculate the creature's Hit Dice, base attack bonus, saves, or skill points.
Special Qualities: A divine minion retains all the special qualities of the base creature and gains the following special qualities. Any alignment-based special attacks the base creature had are replaced by equivalent abilities that match its new alignment, if any, or are lost entirely if no equivalent substitutions exist.
Fast Wild Shape (Su): A divine minion can wild shape as an 11th-level druid into one or more animal forms that depend on the deity it serves (divine minions of Set also have a vermin form). The divine minion can use this ability at will, can change form as a free action, and can spend time in animal form indefinitely. They prefer to keep their shapechanging abilities secret so that they can use them to surprise their enemies in combat. Unlike a druid, minions can use this ability even if they're wearing metal armor.
Deity Name Minion Animal Forms Available +1 LA Anhur Lion +1 LA Hathor Cow (bison) +1 LA Isis Hawk +1 LA Nephthys Constrictor snake, crocodile, hawk +1 LA Sebek Crocodile +1 LA Thoth Baboon, ibis (hawk)
+2 LA Bast (Sharess) Cat, leopard, lion +2 LA Geb Brown bear +2 LA Horus-Re Hawk, lion +2 LA Osiris Brown bear, hawk +2 LA Set Brown bear, constrictor snake, crocodile, jackal (dog), Large giant scorpion, Medium viper, Medium giant scorpion
Fear Immunity (Su): Divine minions are immune to fear effects.
“Feral creature” is an inherited template that can be added to any corporeal humanoid or monstrous humanoid (referred to hereafter as the base creature). A feral creature has all the base creature’s characteristics except as noted here. Size and Type: Creatures with this template become monstrous humanoids if they are not already. Hit Dice: Change to d10. Speed: Land speed +10 ft., other movement modes unchanged. AC: +6 natural armor bonus or the base creature’s natural armor bonus, whichever is better. Attacks: A feral creature gains two claw attacks if it did not already have them. Damage: The base damage for a feral creature’s claw attack varies with its size as follows: Fine 1d2, Diminutive 1d3, Tiny 1d4, Small 1d6, Medium-size 1d8, Large 2d6, Huge 2d8, Gargantuan 4d6, Colossal 4d8. If the base creature already has a claw attack, the feral creature uses the better base damage. Special Attacks: A feral creature gains additional special attacks depending on its Hit Dice, as shown on the table below. It gains the special attacks indicated in the row corresponding to its monster Hit Dice, plus all those in previous rows. If the base creature possesses a duplicate ability, the feral creature uses whichever version of the ability is better. Hit Dice Special Attack 1–3 Improved grab 4–7 Pounce 8–11 Rake 12+ Rend Improved Grab (Ex): If a feral creature hits an opponent that is at least one size category smaller than itself with a claw attack, it deals normal damage and attempts to start a grapple as a free action without provoking an attack of opportunity. If it gets a hold, it can rake if it has that ability (see below). Alternatively, it has the option to conduct the grapple normally, or simply use its claw to hold the opponent (–20 penalty on grapple check, but the feral creature is not considered grappled). In either case, each successful grapple check it makes during successive rounds automatically deals claw damage. See the Monster Manual for additional rules. Pounce (Ex): If a feral creature leaps upon a foe during the first round of combat, it can make a full attack even though it has already moved. Rake (Ex): A feral creature that gets a hold can make two rake attacks at its full melee attack bonus with its hind legs. Each successful attack does normal claw damage for that size of feral creature, plus 1/2 its Strength bonus (rounded down). If the feral creature pounces on an opponent, it can also rake. Rend (Ex): A feral creature that hits with both claw attacks latches onto the opponent’s body and tears the flesh. This automatically deals double the appropriate claw damage for that size feral creature, plus double the Strength modifier. Special Qualities: A feral creature gains additional special qualities depending on its Hit Dice, as shown on the table below. If the base creature possesses a duplicate ability, the feral creature has whichever ability is better. Hit Dice Darkvision Fast Healing 1–3 60 ft. 2 4–7 60 ft. 3 8–11 90 ft. 4 12+ 120 ft. 5 Abilities: +4 Str, –2 Dex, +2 Con, –4 Int (minimum 2), +2 Wis. Climate/Terrain: Any land and underground. Organization: Solitary, pair, gang (3–5), or tribe (61+). Challenge Rating: Up to 3 HD, base creature’s CR +1; 4 HD to 7 HD, base creature’s CR +2; 8–11 HD, base creature’s CR +3; 12+ HD, base creature’s CR +4. Treasure: 50% coins, standard goods and items, no scrolls. Level Adjustment: +1.
IMPLANTING QUORI SHARDS A quori embedded shard is created using the Craft Universal Item feat (see the Expanded Psionics Handbook). However, the powers of the shard can only be activated by the life force of a kalashtar or Inspired. Implanting a shard requires the Craft Universal Item feat and 10 ranks in Heal. The process takes 1 hour, and the subject permanently loses 1 hit point as part of the bonding process. A shard draws on the psychic energy of its bearer, and as a result there is a limit to the number of shards that a person can support. Shards do not use up a body slot, but a character can only have one embedded shard for every manifester level that he possesses. Once a shard is implanted, it bonds to the muscle and bone of the subject and cannot be removed.
QUORI EMBEDDED SHARDS Kalashtar psions and the Inspired lords of Riedra make use of all the different types of psionic items found in the Expanded Psionics Handbook (see Eberron Shard Items, below, for more information). But they have also found a way to draw on the power of Siberys shards. An Inspired MAGIC ITEMS 264 or kalashtar character can undergo a painful process that actually embeds a dragonshard in her body. Once the link is formed, the shard acts as a lens for the power of the quori spirit within the character, providing her with enhanced physical or mental abilities. A psionic creature can activate or deactivate an embedded shard as a standard action; doing this requires a command thought and does not provoke an attack of opportunity. While a shard is active, the stone glows with a dim radiance; some shards have more dramatic appearances. Aura Mask: This shard holds an imprint of a complete personality, designed by the creator of the item. While active, an aura mask shard duplicates the misdirection spell; anyone who uses a divination effect to analyze the bearer’s aura (detect evil, detect magic, discern auras, and the like) must succeed on a DC 19 Will save or read the aura imprinted on the shard instead of that of the bearer. Moderate telepathy; ML 9th; Craft Universal Item, aura alteration; Price 9,000 gp. Crystalline Eye: The bearer may see by means of this shard as if it were an additional eye. A crystalline eye shard is often placed in the palm of the hand, allowing the bearer to peer around corners or over barriers by extending only his hand past the obstruction. A character doing this is considered to have the equivalent of improved cover (+8 bonus to AC, +4 bonus on Refl ex saves; see Attacks from Land, page 93 of the Dungeon Master’s Guide). In addition, a character viewing his surroundings through a crystalline eye is not susceptible to gaze attacks; this benefi t can allow the bearer to interact with medusas and similar creatures with reduced risk. If a character has at least four crystalline eyes scattered around his body and all four are exposed, he gains the benefi t of all-around vision. This ability provides a +4 bonus on Search and Spot checks, and the character cannot be fl anked. Faint clairsentience; ML 3rd; Craft Universal Item, clairvoyant sense; Price 9,000 gp. Ectoplasmic Armor: This shard provides the bearer with a +2 armor bonus to AC. When it is active, the bearer’s body is surrounded by a ghostly image of a monstrous quori form. The bonuses from multiple shards stack with one another, to a maximum bonus of +10; however, with every additional shard the ghostly image becomes increasingly visible. The image produced by a single shard is barely noticeable, but the image produced by fi ve shards in conjunction (granting a +10 AC bonus) looks like a solid, real monster. Because the armor is composed of stable astral ectoplasm, the armor is treated as a material, physical object without any special qualities other than the armor bonus it provides to AC. Ectoplasmic armor has no armor check penalty and does not reduce the wearer’s speed. Faint metacreativity; ML 3rd; Craft Universal Item, ectoplasmic armor; Price 8,000 gp. Ectoplasmic Fist: This shard must be implanted on the hand, forearm, or foot, and only one ectoplasmic fi st shard can be implanted on any one limb. While active, the shard surrounds the associated limb with a ghostly outline of a quori limb. This effect allows the bearer to make unarmed attacks without provoking attacks of opportunity from armed opponents. In addition, his effective size is increased by one category for the purpose of determining the damage of his unarmed attacks. Faint metacreativity; ML 5th; Craft Universal Item, metaphysical claw; Price 4,000 gp. Faceted Persona: A faceted persona shard is attuned to one of the six character abilities—Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. While active, it provides a +2 enhancement bonus to this ability. Moderate psychometabolism; ML 8th; Craft Universal Item, animal affi nity; Price 8,000 gp. Multifaceted Persona: This shard provides a +2 enhancement bonus to a single ability score, just like a faceted persona shard. However, the bearer can take a standard action and spend 5 power points to shift the focus of the shard, switching the bonus to a different ability. Strong psychometabolism; ML 12th; Craft Universal Item, animal affi nity, psychofeedback; Price 12,000 gp. Pathfi nder: A pathfi nder shard allows the bearer to use know direction and location at will, as a psion. Faint clairsentience; ML 1st; Craft Universal Item, know direction and location; Price 2,500 gp. Shadowsight: This shard provides its bearer with darkvision. Faint clairsentience; ML 3rd; Craft Universal Item, psionic darkvision; Price 24,000 gp. Talent: A talent shard is attuned to one of the following skills: Balance, Concentration, Hide, Jump, Listen, Move Silently, Sense Motive, Spot, or Tumble. While active, it provides a +5 competence bonus on checks involving this skill. Once the shard has been attuned, the skill cannot be changed. Faint telepathy; ML 5th; Craft Universal Item, creator must have 5 ranks of the associated skill; Price 5,000 gp.
Daelkyr half-blood RACIAL TRAITS Anguish burns in the eyes of daelkyr half-bloods, because their spirits are always in confl ict. The most obvious outward sign that a creature has been “womb-warped” is the natural symbiont that is fi rst birthed with a daelkyr halfblood (the symbiont is sometimes mistaken for a disfi gured twin or gruesome afterbirth), then later befriended, worn, and utilized by the adult half-blood. Daelkyr half-bloods are most often born of human mothers, and as such share almost all physical features in common with humans. A daelkyr half-blood stands between 5 and 6 feet tall and rarely weighs more than 170 pounds. • Aberration Type: Daelkyr half-bloods are creatures with the aberration type. As aberrations, daelkyr halfbloods have darkvision out to 60 feet. They are profi cient with all simple weapons and any weaponlike symbionts they use, as well as with whatever types of armor (light, medium, or heavy) that their classes allow. Daelkyr halfbloods eat, sleep, and breathe. • Medium: As Medium creatures, daelkyr half-bloods have no special bonuses or penalties due to size. • Daelkyr half-blood base land speed is 30 feet. • Personal Symbiont (Ex): All half-bloods begin play with one personal symbiont that they can pick from the following list: breed leech, crawling gauntlet, or throwing scarab. If a personal symbiont is lost, a daelkyr half-blood can grow a replacement from his own fl esh over a period of 2d4 days. A daelkyr halfblood can’t grow or regrow symbionts that he has gained in any other manner, nor can a daelkyr half-blood grow a replacement for a symbiont if the original symbiont yet lives. As a daelkyr half-blood advances in level, he can grow a new personal symbiont as indicated on the table below. Any new personal symbiont grown replaces the old symbiont. A daelkyr half-blood can choose additional symbionts from the list provided above, as well as from new choices as they become available, as indicated on the table. Level Choices1 1st Breed leech, crawling gauntlet, throwing scarab 5th Stormstalk, winter cyst 10th Spellwurm, tentacle whip 15th Tongue worm 1 All choices from an earlier level are also available to a higher-level daelkyr half-blood. • Symbiont Mastery: A daelkyr half-blood gains the Symbiont Mastery feat (see page 51) as a bonus feat. • Symbiont Dependency (Ex): Daelkyr half-bloods’ facility with symbiont usage comes at a price. Without daily contact with at least one symbiont, a daelkyr halfblood begins to die. If a daelkyr half-blood has no contact with a symbiont for 24 hours, he takes 1 point of Constitution damage. He takes this damage every 24 hours until contact is restored, and Constitution damage sustained in this fashion cannot be restored by any means as long as the daelkyr half-blood remains separated from symbionts. • Unbalanced Mind (Ex): The minds of daelkyr halfbloods are in constant self revolt, refl ecting their daelkyr “parents” mixed with the more standard mindset of their biological mothers. Any creature that attempts to read the thoughts of a daelkyr half-blood, or otherwise study his mind, must make a Will save (DC 10 + 1/2 half-blood’s level + Cha modifi er) or be dazed for 1 round. • Automatic Language: Common. Bonus Language: Daelkyr. • Favored Class: Rogue.
REQUIREMENTS To qualify to become a warforged juggernaut, a character must fulfi ll all the following criteria. Race: Warforged. Base Attack Bonus: +5. Feats: Adamantine Body*, Improved Bull Rush, Power Attack. *New feat described on page 50. CLASS SKILLS The warforged juggernaut’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Intimidate (Cha), Jump (Str), Survival (Wis), and Swim (Str). Skill Points per Level: 2 + Int modifi er. CLASS FEATURES d12 HD Med BAB good Fort save
All of the following are class features of the warforged juggernaut. Weapon and Armor Profi ciency: Warforged juggernauts gain no profi ciency with any weapons, armor, or shields (except as noted below). Armor Spikes (Ex): At 1st level, a warforged juggernaut grows armor spikes and gains profi ciency in their use as a weapon. These adamantine armor spikes deal 1d6 points of piercing damage on a successful grapple attack. While the spikes can’t be removed, they can be affected by spells like any other weapon. At 4th level, the damage these armor spikes deal increases to 1d8. Expert Bull Rush (Ex): A warforged juggernaut can add its class level to Strength checks when making a bull rush attempt or defending against a bull rush. A warforged juggernaut can also add its class level to Strength checks when trying to break down doors. Powerful Charge: A warforged juggernaut gains Powerful Charge (see page 57) as a bonus feat. Reserved: Starting at 1st level, a warforged juggernaut begins to distance itself from living creatures. Because of this change in its nature, a warforged juggernaut takes a penalty equal to its juggernaut class level (–1 at 1st level, –2 at 2nd level, and so on) when using the following skills: Bluff, Diplomacy, Gather Information, and Sense Motive. Charge Bonus (Ex): Starting at 2nd level, a warforged juggernaut gains an extra +1 bonus on its attack roll when making a charge (total bonus of +3). At 4th level, this extra bonus increases to +2 (total bonus of +4). Construct Perfection (Ex): A warforged that follows the path of the juggernaut seeks to improve itself by embracing its construct heritage. As a warforged juggernaut advances, it abandons what it considers the weaknesses of the living construct form to gain qualities more indicative of true constructs. While retaining its intelligence and sentience, a warforged juggernaut gains the following construct features as it advances in level. Construct Perfection I—At 2nd level, a warforged juggernaut is no longer subject to nonlethal damage or extra damage from critical hits. Construct Perfection II—At 3rd level, a warforged juggernaut gains immunity to all mind-affecting spells and abilities (charms, compulsions, phantasms, patterns, and morale effects). Construct Perfection III—At 4th level, a warforged juggernaut gains immunity to death effects and necromancy effects. Construct Perfection IV—At 5th level, a warforged juggernaut is no longer subject to ability damage or ability drain. Extended Charge (Ex): Starting at 2nd level, a warforged juggernaut gains +5 feet to its speed when making a charge. Healing Immunity: Starting at 3rd level, as a warforged juggernaut becomes more like a construct and less like a living creature, it becomes immune to the effects of spells from the healing subschool. In addition, it can no longer benefi t from the effects of consumable spells and magic items, such as heroes’ feast and potions. Superior Bull Rush (Ex): Starting at 3rd level, when a warforged juggernaut makes a successful bull rush against an opponent, it can choose to deal damage equal to that of its armor spikes plus its Strength modifi er against the opponent in addition to the normal results of a bull rush. If the bull rush was made as part of a charge, the juggernaut can add its extra damage from the Powerful Charge feat or the Greater Powerful Charge feat as well. Greater Powerful Charge: At 5th level, a warforged juggernaut gains Greater Powerful Charge (see page 54) as a bonus feat.
Landforged Walker ENTRY REQUIREMENTS Race: Warforged. Skills: Knowledge (geography) 2 ranks, Knowledge (nature) 4 ranks, Survival 8 ranks. Feats: Skill Focus (Knowledge [nature]) or Ironwood Body*. * Races of Eberron 119. CLASS FEATURES Class Skills (4 + Int modifi er per level): Climb, Concentration, Craft, Handle Animal, Heal, Hide, Knowledge (geography), Knowledge (nature), Move Silently, Profession, Spellcraft, Survival, Swim.
Living as a landforged walker ties you inextricably to the land. Your body becomes a living symbol of your devotion to the natural world, and you learn to manipulate your own form to become closer to the plant life you venerate. Spellcasting: At each level beyond 1st, 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 landforged walker, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Body of Nature (Su): As a 1st-level landforged walker, you choose a terrain type to which you are forever bound. The available terrain types are aquatic, desert, forest, hills, marsh, mountains, plains, and underground. You cannot change your selection once it is made. Upon taking your first level in this prestige class, you sprout a second skin composed of tiny plants native to your chosen terrain. For instance, a desert landforged walker might appear covered with tiny cacti, while an underground landforged walker might grow a skin of moss and fungi. This living skin is a mystical representation of your bond with the earth, and it requires neither water nor sunlight. Damaged or harvested areas regenerate almost instantly. This living skin also provides you with a variety of benefits based on your class level. At 1st level, you gain a +4 circumstance bonus on Hide checks in your chosen terrain. In addition, your body serves as a divine focus for your spells—you need no other item. At 2nd level, you gain resistance to cold 5 and electricity 5, and your natural armor bonus improves by 1. At 3rd level, you can coax beneficial herbs to grow upon your body. Three times per day, you can harvest these herbs as a move action. Once harvested, they remain potent for 1 hour. When consumed by a living creature (a standard action), the herbs heal damage equal to your class level × your Wisdom bonus. These herbs work equally well on all living creatures, including living constructs, but have no effect on other creatures. At 4th level, your resistance to cold and electricity improves to 10, and your natural armor bonus increases by another 1 (+2 total). At 5th level, you gain immunity to polymorph effects and your fortifi cation improves to 50%. (If you already have fortification of 50% or greater, you gain no additional benefit.) Green Mind (Ex): After a time, landforged walkers gain some of the stoic quality of nature. At 2nd level, you gain a +4 bonus on saves against mind-affecting spells and abilities. Speak With Plants (Sp): By 3rd level, landforged walkers know the language of nature. Once per day you can use speak with plants as a druid of your character level. Voice of Nature (Sp): When you reach 5th level, you can enter a trance in which you become one with nature, seeing and hearing through the senses of all plant life in the area. You can use commune with nature once per day as a druid of your character level. Plant Shape (Su): At 5th level, you can change into a plant creature and back again three times per day. You can assume any form from Small to Huge. This ability is otherwise like the wild shape druid class feature (PH 37). Use your total character level as your effective druid level to determine duration and maximum Hit Dice.
BECOMING A VIGILANT SENTINEL OF AERENAL Rogues, bards, and monks most frequently become vigilant sentinels of Aerenal, since each of these classes can meet the requirements by 5th level. Fighters and rangers are also sometimes drawn to the vigilant sentinel path, although the skill requirements typically require them to multiclass. ENTRY REQUIREMENTS Race: Aerenal elf or half-elf. Skills: Diplomacy 8 ranks, Hide 4 ranks, Move Silently 4 ranks, Sense Motive 8 ranks. Special: Must have been accepted into the Order of the Vigilant Sentinels and accept an oath to obey its masters in all you do (see Code of Conduct, below). THE VIGILANT SENTINEL OF AERENAL HIT DIE: d8 Med BAB Good Ref and Will saves
Class Skills (6 + Int modifi er per level): Bluff, Climb, Concentration, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Hide, Intimidate, Jump, Knowledge (local), Listen, Move Silently, Open Lock, Perform, Profession, Search, Sense Motive, Sleight of Hand, Speak Language, Spot, Tumble, Use Magic Device. CLASS FEATURES Vigilant sentinels of Aerenal are trained to uncover threats to their nation before they have an opportunity to manifest. Their abilities allow them to sneak into environments where they might not normally be welcome, gleaning information from those who probably don’t want it shared. Code of Conduct: Vigilant sentinels of Aerenal must always obey the directives and orders of their commanders. If you ever willingly violate a directive in a way that endangers Aerenal, the order, or any of its members, you are expunged from the order and declared a threat to the survival of Aerenal. Other vigilant sentinels are ordered to slay you on sight, and it is almost certain that at least one sentinel will quickly be given the task of hunting you down. Vigilant sentinels must also be willing to lay down their lives for their nation, though you are not expected to act foolishly or sacrifi ce yourself needlessly. However, failure to act honorably and protect your people to the best of your ability will likely result in your being recalled to Aerenal for debriefi ng, an investigation into your conduct, and possible expulsion from the order. Master of Disguise (Ex): Part of your job as a vigilant sentinel is to make your way into places you shouldn’t be, and without being detected as a vigilant sentinel. You gain a bonus on Disguise checks equal to your class level. Nondetection (Su): The vigilant sentinels of Aerenal must be able to protect their minds from enemy spies and spellcasters. You are constantly protected by a nondetection effect (as the spell), at a caster level equal to your character level. You can raise or lower this effect as a standard action. Sneak Attack (Ex): Beginning at 2nd level, you deal extra damage when you are fl anking an opponent or at any time when the target would be denied its Dexterity bonus. This extra damage applies to ranged attacks only if the target is within 30 feet. See the rogue class feature on page 50 of the Player’s Handbook. Your sneak attack damage increases at 4th level. Thought Theft (Su): Beginning at 3rd level, your ability to use Sense Motive has progressed to the point where you can obtain secret information from creatures with which you interact. You can use your Sense Motive skill to glean elements of culture and even bits of knowledge from your target, enabling you to more thoroughly blend into your surroundings. As a standard action, you can make a Sense Motive check to detect the vague surface thoughts of a creature with which you can communicate (DC 10 + target creature’s HD + target creature’s Cha modifi er). If you succeed on the check, you gain scattered bits of information that the creature might expect you to know (a password, a hand gesture of identifi cation, a name), the subject of a particular gathering, or even particular modes of speech or dress. This translates into a +4 insight bonus on Bluff, Diplomacy, Disguise, and Gather Information checks made against the target creature and in social situations with that creature. If the check fails by 5 or more, the target instantly realizes that you were probing its thoughts. Among other consequences, this typically changes the creature’s attitude toward you to unfriendly or even hostile, depending on the situation. Creatures protected from mind reading or similar effects (such as by nondetection) have immunity to this ability. This is a mind-affecting, language-dependent ability. Dimension Leap (Sp): At 5th level, you learn to transport yourself instantly to another nearby location. You can use dimension leap (see page 95) as a spell-like ability, with a caster level equal to your class level. You can use this ability once per minute.
CREATING A PHRENIC CREATURE “Phrenic” is an inherited template that can be added to any nonmindless creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). A phrenic creature uses all the base creature’s statistics and special abilities except as noted here. Size and Type: The creature’s type does not change, unless it is an animal (in which case it becomes a Magical Beast [augmented animal]). It gains the psionic subtype.
Psi-Like Abilities (Sp): A phrenic creature possesses the psi-like abilities indicated below, depending on its Hit Dice. The abilities are cumulative. Unless otherwise noted, an ability is usable once per day. Manifester level is equal to the creature’s HD. The save DCs for a phrenic creature’s psi-like abilities are Charisma-based.
HD Abilities 1-2 3/day - defensive precognition; 1/day - force screen 3-4 3/day - empty mind, mind thrust 5-6 1/day - body adjustment, brain lock 7-8 1/day - aversion, blast 9-10 3/day - intellect fortress; 1/day - psychic crush 11-12 1/day - psionic dominate 13-14 1/day - energy current, tower of iron will 15-16 3/day - psionic teleport 17-18 1/day - fission 19-20 1/day - ultrablast
Special Qualities: A phrenic creature has all the special qualities of the base creature, plus the following special qualities. Naturally Psionic: A phrenic creature gains 1 bonus power point. Power Resistance (Ex): A phrenic creature has power resistance equal to its Hit Dice +10. Abilities: Increase from the base creature as follows: Int +2 (if Int is 3 or greater), Wis +2, Cha +4. Feats: A phrenic creature can take psionic feats, if it meets the prerequisites for such feats. Challenge Rating: Up to 5 HD, same as base creature +1; 6-10 HD, same as base creature +2; 11+ HD, same as base creature +3. Level Adjustment: Same as base creature +2.
Which looks better at ECL 7+, though? The whisper gnome psion has all the important racial abilities (flight, improved invisibility at will) of the pixie, plus its own, plus a manifester level of 7, and all the other forms that ML 7 metamorphosis grants. In a couple of levels, he'll be able to craft a psychoactive skin of proteus to get this all day long. And all it cost was taking one really awesome race, one really awesome power, and one really awesome feat, while the pixie lost quite a lot to stay ahead for two whole levels, and isn't even playable until ECL 5.
actually i dont think an ECL 7 Whisper Gnome is that great... and if you use the WBL table, and recomendation for 1/4 weath for any single item, it will be 14th/15th lvl for a character to be able to Craft an item that costs 84000gp retail(4200
Sharn CR 8 Always CN Large aberration Init +5; Senses darkvision 60 ft.; Listen +10, Spot +10 Languages Common, Draconic, Dwarven, Elven, Sylvan AC 19, touch 14, flat-footed 14(–1 size, +5 Dex, +5 natural) Miss Chance 40% (attacks of opportunity emanating from hex portals only) hp 38 (4 HD); regeneration 2; DR 10/cold iron or lawful Immune mind-affecting spells and abilities; inviolate form Resist evasion; SR 20 Fort +6, Ref +6, Will +8 Speed 10 ft. (2 squares), fly 40 ft. (perfect) Melee 9 claws +6 each (1d6+4) and 3 bites +4 each (2d6+2) Space 10 ft.; Reach 10 ft. (5 ft. through a hex portal) Base Atk +3; Grp +11 Atk Options independent action, weapons Special Actions hex portals Favored Soul Spells Known (CL 6th): 3rd (4/day)—cure serious wounds, magic circle against law(DC 17), searing light 2nd (6/day)—aid, bull’s strength, eagle’s splendor, sound burst (DC 16) 1st (8/day)—bane (DC 15), command (DC 15), detect law(DC 15), magic weapon (DC 15), shield of faith 0 (6/day)—cure minor wounds, detect magic, detect poison, guidance, read magic, resistance, virtue Sorcerer Spells Known (CL 6th): 3rd (4/day)—lightning bolt (DC 18) 2nd (6/day)—protection from arrows, resist energy 1st (8/day)—mage armor, magic missile, protection from law, shield 0 (6/day)—acid splash, dancing lights, detect magic, ghost sound, ray of frost (+8 ranged touch), read magic, resistance Abilities Str 18, Dex 20, Con 20, Int 18, Wis 18, Cha 20 SQ archetypal shape, incorporate consciousness, inviolate form Feats AlertnessB, Blind-Fight, Combat Reflexes, MultiattackB, Multiweapon FightingB Skills: Bluff +10, Concentration +10, Diplomacy +9, Disguise+5 (+7 in character), Intimidate +7, Knowledge (arcana)+10, Knowledge (religion) +10, Listen +10, Search +6,Sense Motive +9, Spellcraft +11, Spot +10 Advancement 5–8 HD (Large); 9–12 HD (Huge); and/or by character class Archetypal Shape (Ex) No other creatures can assume the form of a sharn (or anything approximating it) by means of an alternate form ability, polymorph, or other spells, spell-like abilities, or supernatural abilities.
Hex Portals (Su) As a full-round action, a sharn can form from one to three miniature portals—ethereal windows—anywhere within 20 feet of its body, each portal coalescing out of a swirl of purple motes. Each portal is a translucent hexagonal window of purple light, 3 feet in diameter. Hex portals can be dispelled, but a dispelled hex portal can be reformed as noted above. A sharn can maintain up to three portals through which it can see, cast spells, and even launch melee attacks. A sharn threatens the area within 5 feet of each of its portals. Like a threatening creature, a portal can therefore be used to flank a foe. A sharn can cause one or more of its portals to disappear as an immediate action, but cannot form a new portal until it uses its full-round action to create hex portals. If a sharn moves farther than 100 feet from one of its portals, the portal automatically disappears. Once formed, each separate portal can move independently up to 20 feet per round as a swift action before the sharn takes its regular actions. The hex portals do not block movement, line of sight, or missile fire. A character can occupy the same space as a sharn’s portal with no adverse effect other than proximity to the sharn’s attacks. An opponent cannot attack through a sharn’s hex portals but can ready an action to mount an attack against an attack emanating from a hex portal. Because of the concealmentlike nature of the hex portals, such attacks have a 40% miss chance.
Incorporate Consciousness (Su) A sharn of less than 12 HD can grow by incorporating the body and consciousness of a dragon, fey, giant, humanoid, magical beast, or monstrous humanoid into its form. This process takes 1 hour to complete and requires the voluntary participation of both the sharn and the creature joining the sharn’s collective consciousness. The chance of success is 10% per HD of the sharn minus 3. (For example, the chance of success for a 4 HD sharn is 10%, while the chance of success for an 11 HD sharn is 80%.) If the process successfully concludes without disruption, it is irreversible without the aid of epic-level magic. The sharn inherits the memories and personality of the incorporated consciousness, but none of its abilities, and advances 1 additional HD as a result. (See the section on advancement below.) If the process fails or is disrupted in any fashion, the sharn is reduced to 1d4 hit points and the consciousness being absorbed is permanently destroyed (reversible only by means of a miracle, true resurrection, or wish).
Independent Action (Ex) A sharn’s three separate consciousnesses allow it to take three separate actions and a move action, or a full-round action and a move action, or a full-round action and a separate standard action, each round. It can thus cast two separate spells in a round, though the two spells must come from the lists of different classes due to the peculiar structure of a sharn’s mental processes.
Inviolate Form (Ex) A sharn is immune to spells and effects that would significantly change its bodily form or composition, including polymorph, petrification, gaseous form, and transformative attacks such as the touch of an aboleth’s tentacle or a chaos beast. It is incapable of lowering its immunity to these effects, even to its own spells.
Regeneration (Ex) A sharn takes normal damage from lawfulaligned weapons, and from spells or effects that have the lawful descriptor.
Spells A sharn casts arcane spells as a 6th-level sorcerer and divine spells as a 6th-level favored soul (detailed in Complete Divine). Sharns use their sorcerer and favored soul spells as if they were spell-like abilities, so they require no verbal, somatic, or material components.
Weapons (Ex) A sharn can wield up to nine weapons. Sharns are proficient in all simple and martial weapons. A sharn is considered one size category smaller for the purpose of what size weapons it can wield. Weapon attacks replace claw attacks as primary attacks. A typical weapon attack employs a longsword (+6 melee, 1d8+4 damage).
Feats: Because of its independent action ability and 20 Dexterity, a sharn’s Combat Reflexes feat allows it to make fifteen additional attacks of opportunity, but no more than five attacks of opportunity with any given attack.
Sharn The creature fl oating before you has a coiling black and silver body lit by continual magic fl ares. Its three heads and grinning jaws sprout from a single trunk. No visible eyes, hair, or ears mar the smooth skin above its flaring nostrils. Two massive arm-trunks fl are from the sides of its body and another arm-trunk sprouts from its back. Each arm-trunk supports three smaller arms equipped with clawed three-digit hands. Each of the nine small hands has multiple small eyes covering it. Sharns are the product of a bizarre magical transformation uniting three or more dragons, fey, giants, humanoids, magical beasts, or monstrous humanoids into a single aberrant form.
Strategies and Tactics Sharns compensate for their relatively low HD by casting defensive spells and then attacking through their hex portals. They maneuver their portals to encircle foes, making it all but impossible for them to escape without provoking attacks of opportunity. Sharns also favor counterspelling opponents and unleashing spells of their own, or employing melee attacks in the same round. Advanced sharns and sharns with class levels often take Improved Counterspell as a feat.
Ecology Sharns are effectively immortal and seem to be tied to each other in the form of a collective consciousness. Although they need to breathe and eat, they seem to subsist on an infrequent diet of subterranean gasses and geodes. Sharns seem capable of resting one or more aspects of their personality at a time, allowing them to forgo sleeping altogether. Sharns are incapable of natural reproduction. New sharns are created through spells, known only to elder sharns, that unite three disparate consciousness into a new form.
Environment: Sharns dwell in the deepest reaches of the Underdark. They favor regions with a concentration of earth nodes (see Underdark pages 49–52) for reasons not well understood.
Typical Physical Characteristics: Sharns typically weigh some 3,000 pounds and stand between 12 and 15 feet tall.
Alignment: Sharns are always chaotic neutral, and embody magical chaos.
Society Sharns operate singly or in pairs. They gather together in parliaments of up to four dozen creatures. Sharn society is a bedlam of political argument and social intrigue. Power struggles, usually based on ideological confl icts, are constant. This inward-looking focus does not prevent sharns from becoming embroiled in the affairs of other species, even across the planes. Sharn ideologies are almost incomprehensible to other races and their agendas are never obvious, making sharn society all but impenetrable to outsiders.
Typical Treasure Sharns have double the number of coins and quadruple the number of items for a monster of their challenge rating.
Sharns with Class Levels A sharn has two favored classes: sorcerer and favored soul (Complete Divine page 6). As associated classes, its sorcerer and favored soul levels stack with a sharn’s innate spellcasting ability. Levels of other classes (even spellcasting classes) are nonassociated. Sharns often take levels in mystic theurge, since they already meet the entrance requirements. A sharn character cannot gain a familiar unless it takes at least one level in a class that grants the ability to summon one, but thereafter its levels in that class stack with its effective racial caster levels to determine the familiar’s abilities. Level Adjustment: +5.
Advanced Sharns Each additional HD gained through advancement (not class levels) by a sharn refl ects the addition of an additional consciousness. The diffi culties of coordinating internal thought processes prevent such advanced sharns from performing additional independent actions. However, each new consciousness does contribute to the whole in the form of ability increases at each new HD: +1 Int, +1 Wis, and +1 Cha, in addition to the standard increases all creatures get from advancing in HD. Each additional 2 HD gained through advancement (not class levels) by a sharn increases its effective sorcerer and favored-soul levels by 1 each.
Krinth The Netherese arcanists of Thultanthar, the City of Shade, regularly traffi cked with the shadow demons of the Plane of Shadows. From time to time, such shadow demons forced themselves upon individual slaves. Krinth are a race of humanoids descended from such couplings, although their own oral histories suggest otherwise. Dour and humorless, krinth are accustomed to working hard and playing hard. They are known for their physical endurance, their single-mindedness, and their quick tempers. Krinth Soldier The humanoid creature standing before you stands about six feet tall and weighs about 200 pounds. He has a black hair, black eyes, and dusky gray skin. He is clad in a dark black breastplate and has a fi ne ranseur at the ready. The armies of Thultanthar are composed largely of krinth soldiers. Strategies and Tactics Krinth soldiers prefer to strike from ambush at twilight, but they fi ght in any conditions without fear. They tend to rely on their masters for direction and tactics. In the absence of orders, they usually fall back on direct melee engagement with the most obvious foes. Society The krinth race became fertile some 1,000 or so years ago, due to the hidden hand of Shar. Krinth now divide themselves into the demonspawn (the direct product of a demon/ slave coupling) and trueborn (descended from a pair of krinth), with the latter heavily discriminating against the former. Despite their singlemindedness in duty, krinth are naturally chaotic. They also tend to favor the evilness of their sires, although this tendency is less pronounced among escaped krinth than those who reside in the City of Shade. Krinth do not have a well-developed racial culture. Although the krinth of Thultanthar are slaves, they occupy a higher social stratum than other humanoid slaves in the City of Shade. The krinth are favored by the Shadovars and treat their inferiors with contempt. Krinth slaves are just now slowly awakening to the reality of their enslavement, thanks to the whispers of Shar. Although they do not resent their Shadovar masters, a growing number of krinth have escaped to see more of Faerûn. Most escaped krinth slaves become mercenaries and seek employ in a larger organization, recreating their social niche in the middle of the pack. Krinth Racial Traits — Krinth are humanoids. Those native to the Plane of Shadow (most adults of the current generation) have the extraplanar subtype. — +2 Constitution, -2 Charisma: Krinth are hardy and resistant to illness and damage, but they often lack self-determination and a sense of purpose outside that given to them by others. — Medium: As Medium creatures, krinth have no special bonuses or penalties due to their size. — Krinth base land speed is 30 feet. — Darkvision out to 60 feet. — +1 racial bonus on all saves. Krinth are resilient in mind as well as body. — +1 bonus on all saving throws against spells and spell-like abilities that have the shadow descriptor. — +2 racial bonus on Hide checks in shadowy conditions. — +4 racial bonus on saving throws against fear. As the spawn of demons, krinth were born of fear and malice. — Krinth cannot become shaken, and they ignore the effects of the shaken condition; they can still become frightened or panicked, though in most cases their innate resistance to fear keeps them from being subject to these conditions. — Automatic Languages: Common and Halruaan. Bonus Languages: Abyssal, Chondathan, Damaran, Netherese, Undercommon. — Favored Class: Fighter. A multiclass krinth’s fi ghter class does not count when determining whether he takes an experience point penalty. — Krinth clerics typically worship powerful demon lords, Bane, Lolth, Laduguer, or Shar, depending on their outlook and where they reside. — Level Adjustment: +0.
BLOODSTORM BLADE “My anger is a building storm. When it breaks, my enemies’ blood will drench the ground like rain.” —Varand Thunderhand, bloodstorm blade Other martial adepts rightfully look with wonder upon those who learn the bloodstorm style. Once a secret art jealously guarded by a sword-cult of githyanki warblades, bloodstorm techniques now fi nd use in the hands of martial adepts of many races—most notably, the informal mercenary organization known as the Bloodstorm Guild. The style takes knowledge from the Iron Heart discipline and applies it to attacks with thrown weapons. A bloodstorm blade who masters these methods often becomes more deadly when a weapon leaves his hands than when he holds onto it. BECOMING A BLOODSTORM BLADE Almost all bloodstorm blades begin their careers as warblades, since that class offers the easiest and most obvious path to mastery of the bloodstorm style. A few bloodstorm blades fi nd their way to the class through other routes, usually by means of the Martial Study feat. Other than warblades, fi ghters most often become bloodstorm blades, but barbarians, rangers, rogues, and monks can also be counted among their number. Although the bloodstorm blade prestige class primarily features abilities that augment ranged attacks, a high Dexterity score is unnecessary because a character can make use of the thunderous throw ability. Alternatively, a character with a high Dexterity score and relatively low Strength score can forgo using thunderous throw and instead optimize by taking Combat Refl exes and using eye of the storm. Either type of character can take feats that increase prowess and attack power with a single melee weapon; the benefi ts of either approach apply to both ranged and melee attacks. Entry Requirements Skills: Balance 8 ranks. Feats: Point Blank Shot. Martial Maneuvers: Must know one Iron Heart strike and one Iron Heart stance. Table 5–2: The Bloodstorm Blade Hit Die: d12 Base Attack Fort Ref Will Level Bonus Save Save Save Special 1st +1 +2 +0 +0 Returning attacks, Throw Anything, weapon aptitude 2nd +2 +3 +0 +0 Martial throw, thunderous throw 3rd +3 +3 +1 +1 Bonus fighter feat 4th +4 +4 +1 +1 Lightning ricochet 5th +5 +4 +1 +1 Blood wind ricochet 6th +6 +5 +2 +2 Bonus fighter feat 7th +7 +5 +2 +2 Eye of the storm 8th +8 +6 +2 +2 Blood rain 9th +9 +6 +3 +3 Bonus fighter feat 10th +10 +7 +3 +3 Blade storm Class Skills (4 + Int modifier per level): Balance, Concentration, Craft, Intimidate, Jump, Martial Lore*, Spot, Tumble. *New skill described on page 28. CLASS FEATURES As a bloodstorm blade, you gain extraordinary mastery over attacks with thrown weapons, and you learn to throw nearly any weapon at your foes. These abilities lend themselves to a strong focus on a single weapon of choice that you can then wield both in melee and at range. Some of the bloodstorm blade class features require you to expend a use of an Iron Heart strike for an encounter, or subsume the effects of an Iron Heart stance. Returning Attacks (Ex): You can hurl your weapon at a foe and command it to ricochet back to you. Any weapon you throw behaves as though it has the returning special ability (DMG 225). When you use returning attacks, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally. Throw Anything: As an initiate of the mysteries of the bloodstorm technique, you learn to throw swords as easily as others hurl daggers. You gain Throw Anything (see the sidebar) as a bonus feat. Weapon Aptitude (Ex): Your training with a wide range of weaponry and tactics allows you the opportunity to gain great skill with particular weapons. You can qualify for feats requiring a minimum number of fi ghter levels (such as Weapon Specialization) as if you had a fi ghter level equal to your combined warblade and bloodstorm blade levels –2. Furthermore, you have the fl exibility to adjust your weapon training. Each morning, you can spend 1 hour practicing and change the weapons selected for any feat you have that applies only to a single chosen weapon. For example, you could change your Weapon Focus (greataxe) feat so its benefi t applies to longswords instead. You can adjust any number of your feats in this way, and you don’t have to adjust them all in the same way. You can’t change the weapon choices in such a way that you no longer meet a feat’s prerequisite. For instance, you must be profi cient with a weapon chosen for Weapon Focus; and if you have both Weapon Focus and Weapon Specialization with the longsword, you couldn’t change Weapon Focus without also changing Weapon Specialization to the same weapon. You must also have that weapon available during practice; if you don’t have a longsword handy, you can’t assign your feats to affect longswords. Martial Throw (Ex): Starting at 2nd level, you can initiate a strike from the Iron Heart discipline with a thrown weapon. The strike must be one that has a target of one creature. A strike that targets multiple creatures or objects cannot be used with martial throw. Thunderous Throw (Ex): Beginning at 2nd level, you build up incredible tension as you ready yourself to throw your weapon, which becomes visible around you like heat waves. When you release your weapon, that power rushes out with your weapon. As a swift action, you can choose to treat your ranged attack rolls with thrown weapons as melee attacks for the rest of your turn. You use your melee attack bonus, including Strength bonus, feats, and so forth, to determine your attack bonus for each attack as normal, but you apply the standard modifi ers for range penalties. Attacking into melee, through cover, and so forth incurs the standard penalties. In addition, you can apply 1-1/2 times your Strength bonus to damage if you wield the thrown weapon with two hands, and you can use Power Attack with your thrown weapon attacks (adding two times the number subtracted from attack rolls as a bonus on damage rolls when throwing a twohanded weapon). Bonus Fighter Feat: Bloodstorm blades study all aspects of combat as they learn to rain blows down upon distant foes and enemies close at hand. At 3rd, 6th, and 9th level, you gain a bonus feat chosen from the list of fi ghter bonus feats. You must meet the prerequisite of the feat to take it. Lightning Ricochet (Ex): From 4th level on, you can throw your weapon at a nearby foe and command it to immediately bounce back to your grasp. Any time you make a ranged attack with a thrown weapon on your turn, the weapon immediately returns to you, and you can catch it as a free action. This ability allows you to make a full attack entirely with thrown weapon attacks, or with a mix of thrown and melee attacks. Blood Wind Ricochet (Ex): As a full-round action, at 5th level and higher, you can hurl a weapon at a foe and compel it to ricochet to other enemies before hurtling back to your waiting hand. The weapon you throw behaves as though it has the returning special ability (DMG 225), except that you determine the point during your turn when the weapon returns to you. When using this ability, you make a full attack with a thrown weapon, but each ranged attack must be resolved against a separate target. You can choose the order in which you attack your foes. Range and cover penalties are resolved for each attack after the fi rst as though that attack originated from the space of the creature you last attacked. If a creature has total cover relative to you, you cannot attack it. When you use blood wind ricochet, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally. Eye of the Storm (Ex): At 7th level, you learn to center your being and adopt a mindset of calm readiness despite the furor of battle raging about you. While you are in an Iron Heart stance, you can forgo its normal benefi t as a swift action to gain the effect of eye of the storm. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using eye of the storm and resume gaining the normal benefi t of the stance as a swift action. When you use this ability, you gain a +4 dodge bonus to Armor Class against ranged attacks and a +2 competence bonus on Refl ex saves. In addition, when a foe makes an attack of opportunity against you when you make a ranged attack while threatened, you can make a single melee attack against that foe as a swift action (assuming you’re not unarmed and you threaten the foe). Such an attack does not count as an attack of opportunity. To retain this defensive posture, you can move no more than 10 feet on your turn. Blood Rain (Ex): Beginning at 8th level, you can enter a state that enables you to infl ict a terrible bleeding wound on any living creature you damage with a thrown weapon or a melee attack. While you are in an Iron Heart stance, you can forgo its normal benefi t as a swift action to gain the effect of blood rain. This ability lasts as long as you would maintain the Iron Heart stance, or as described below. You can also stop using blood rain and resume gaining the normal benefi t of the stance as a swift action. The creature you hit with your attack takes 3 points of damage due to blood loss at the beginning of your turn each round. This effect ends if you stop using the stance. An affected creature can end the effect by being the benefi ciary of any healing (such as a cure spell) or a DC 15 Heal check. The bleeding effect of blood rain does not stack with itself or the blood rain ability of another bloodstorm blade. Blade Storm (Ex): At 10th level, you can hurl your weapon as a full-round action to make it seem as if you are attacking a dozen foes at once. You become the center of a storm of steel as your thrown weapon fl ies out to strike a foe, returns to ricochet harmlessly off you, then fl ies out to attack another foe. You can make a ranged attack with a thrown weapon at your highest attack bonus against as many targets as you wish. You can attack each target just once with this attack, calculating range and cover penalties from your position on the battlefi eld. When you use blade storm, you lose the use of one Iron Heart strike you have readied for the current encounter, just as if you had initiated the strike (except you do not also gain the strike’s normal effect). Once you use this ability, you can recover the maneuver you expended and use it normally.
Creating a Saint “Saint” is an acquired template that can be added to any living creature of good alignment that is not an outsider or an elemental (referred to hereafter as the “base creature”). See Sainthood in Chapter 2 for more information about becoming a saint. Size and Type: The creature’s type changes to “outsider.” The saint has the native subtype. Size is unchanged. Armor Class: A saint gains an insight bonus to AC equal to the character’s Wisdom bonus. Special Attacks: A saint retains all the character’s special attacks and gains those listed below. Holy Power (Su): The save DCs of any and all of the saint’s special attacks, including spells as well as spell-like, supernatural, and extraordinary abilities, increase by +2. Holy Touch(Su): A saint’s entire being is suffused with holy power, which likewise flows into any weapon the saint wields. A saint’s melee attacks with any weapon (or unarmed) deal an additional 1d6 points of holy damage against evil creatures, and 1d8 points against evil undead and evil outsiders. Any evil creature that strikes a saint with a natural weapon takes holy damage as if hit by the saint’s attack. Spell-Like Abilities: At will—guidance, resistance, virtue, and bless. A saint’s caster level is equal to its Hit Die total. The save DCs are Charisma-based. Special Qualities: A saint retains all the character’s special qualities and gains those listed below, as well as the outsider type. Damage Reduction (Ex): Saints gain damage reduction according to their Hit Dice (including character level). 1–3 — 4–7 5/magic 8–11 5/evil 12+ 10/evil If the base creature already has damage reduction, use the better value. Fast Healing (Ex): Each round, a saint heals damage equal to half of its Hit Dice (including character levels, to a maximum of 10 points healed). If the base creature already has fast healing, use the better value. Immunities (Ex): A saint is immune to acid, cold, electricity, and petrification attacks. Keen Vision (Ex): Saints have low-light vision and 60-foot darkvision. Protective Aura (Su): As a free action, a saint can surround herself with a nimbus of light having a radius of 20 feet. This acts as a double-strength magic circle against evil and as a lesser globe of invulnerability, both as cast by a cleric whose level equal to the saint’s Hit Dice. Resistances (Ex): Saints have resistance to fire 10 and receive a +4 racial bonus on Fortitude saves against poison. Tongues (Su): A saint can speak with any creature that has a language, as though using a tongues spell cast by a 14th-level cleric. This ability is always active. Abilities: Modify the base creature as follows: Con +2, Wis +2, Cha +4. Challenge Rating: Same as the base creature +2. Level Adjustment: Same as the base creature +2.
SAINTHOOD Even an epic-level character is probably a long way from becoming a deity, at least in most campaigns. However, there is a goal to which the purest and most devoutly good characters can aspire at almost any level: sainthood. No temple or religious organization needs to give its formal approval for a character to become a saint. Rather, sainthood is a gift bestowed by the deities of good and the mightiest celestials to those exalted heroes who deserve it. In order to qualify for sainthood, a character must meet the following qualifications, as well as any additional requirements set by the DM: • Must be of good alignment • Must have at least three exalted feats • Must never have lost the benefit of exalted feats or class abilities because of committing an evil act, even if the character properly atoned • Must at all times behave in a way the DM considers to be exemplary of the exalted path described in this book • Must be at least 6th level • Must make an extraordinary sacrifice (not necessarily his or her life) for the good of another A character who meets these criteria and achieves this pinnacle of sanctification can acquire the saint template, detailed in Chapter 8: Monsters, at the DM’s discretion. Upon acquiring the template (usually shortly after making the great sacrifice that confirmed her exalted status), the character sacrifices her next two levels of advancement in order to “catch up” with the (artificially low) level adjustment of the template. For example, a 7th-level paladin who becomes a saint becomes the equivalent of a 9th-level character. She must accumulate a total of 45,000 XP to gain another level, becoming an 8th-level paladin and a 10th-level character. A saint is still a far cry from godhood; she is more like an earthly celestial. However, saints have an advantage over ordinary mortals where the good deities are concerned: the deities always hear their prayers and pay attention. In game terms, this translates to a handful of minor spell-like abilities. In the game world, however, people tend to flock to saints in order to receive their blessings and bring their concerns to the ears of the deities. Saints often spend an hour in prayer every day, simply lifting up the names of those who have approached them for help and asked them to pray on the supplicants’ behalf.
CHAMPION OF GWYNHARWYF Gwynharwyf is the celestial patron of barbarians, the model for how rage and righteousness can coexist in a single being. Her champions are mortal barbarians who strive to emulate her sublime balance of fury and reserve, using their rage to smite implacably evil foes while retaining their focus on good, with its demands for mercy and respect for life. They are among the fiercest warriors for the cause of good on the Material Plane, armed with spells they can actually cast while raging, ironwilled resistance to compulsions, and eladrinlike resistance to attacks in addition to their fearsome rage. Champions of Gwynharwyf must have at least one level of barbarian in order to meet the requirements to enter the class, and most champions are single-classed barbarians. Sometimes, a fighter/barbarian or ranger/barbarian becomes a champion of Gwynharwyf, but members of other classes do not usually pursue this course. Most champions of Gwynharwyf are wandering adventurers of some sort. Some are guerilla fighters in evil kingdoms, working to overthrow tyrants and liberate oppressed peoples. Others are dungeon delvers, seeking to exterminate monstrous aberrations and vile creations from the face of the earth. Still others stalk city streets, sniffing out diabolical cults and their evil masters. Hit Die: d12. REQUIREMENTS To qualify to become a champion of Gwynharwyf, a character must fulfill all the following criteria. Alignment: Chaotic good. Base Attack Bonus: +6. Skills: Intimidate 9 ranks. Feats: Knight of Stars, Righteous Wrath. CLASS SKILLS The champion of Gwynharwyf’s class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Jump (Str), Listen (Wis), Ride (Dex), Survival (Wis), and Swim (Str). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier. CLASS FEATURES All of the following are class features of the champion of Gwynharwyf prestige class. Weapon and Armor Proficiency: Champions of Gwynharwyf gain no proficiency with any weapon or armor. Spells: A champion of Gwynharwyf has the ability to cast a small number of divine spells. To cast a champion of Gwynharwyf spell, the champion must have a Wisdom score of at least 10 + the spell’s level, so a champion of Gwynharwyf with a Wisdom of 10 or lower cannot cast these spells. Champion of Gwynharwyf bonus spells are based on Wisdom, and saving throws against these spells have a DC of 10 + spell level + the champion’s Wisdom modifier. When the champion gets 0 spells of a given spell level (for instance, 1st-level spells for a 1st level champion of Gwynharwyf), she gets only the bonus spells she would be entitled to based on her Wisdom score for that spell level. The champion of Gwynharwyf’s spell list appears below. A champion of Gwynharwyf prepares and casts spells just as a cleric does (though a champion cannot spontaneously cast cure spells). Detect Evil (Sp): At will, a champion of Gwynharwyf can use detect evil, as the spell. She can use this ability even while raging. Rage (Ex): A champion of Gwynharwyf adds her class levels to her barbarian levels to determine how often she can rage and when she gains the greater rage, tireless rage, and mighty rage barbarian class abilities. She does not gain or improve any other barbarian class abilities. Smite Evil (Su): Once per day, a champion of Gwynharwyf may attempt to smite evil with one normal melee attack. She adds her Charisma bonus to her attack roll and deals 1 extra point of damage per champion of Gwynharwyf level. If she accidentally smites a creature that is not evil, the smite has no effect but the ability is still used up for that day. A 5th-level champion of Gwynharwyf can smite evil twice per day. At 9th level, she can use this ability three times per day. Divine Grace (Su): A 2nd-level champion of Gwynharwyf gains a bonus equal to her Charisma bonus on all saving throws. Furious Casting (Ex): Starting at 2nd level, a champion of Gwynharwyf can cast her champion spells even while raging. If she has another spellcasting class, she cannot cast spells from that class while raging, only the spells that she gains from her champion levels. Damage Reduction (Ex): Starting at 3rd level, a champion of Gwynharwyf gains the ability to shrug off some amount of injury from each blow or attack. Subtract 2 from the damage the champion takes each time she is dealt damage from a weapon or natural attack. At 6th level, and every 2 levels thereafter, this damage reduction rises by 1 point. Damage reduction can reduce damage to 0 but not below 0. Resist Enchantment (Su): At 3rd level, a champion of Gwynharwyf gains a +2 morale bonus on all saving throws against Enchantment spells or effects. Fearsome Fury (Su): At 4th level, a champion of Gwynharwyf can strike terror into the hearts of her foes while she rages. When she enters a rage, she makes an Intimidate check. Any enemy that comes within 30 feet of her while she is raging must make a Will save against a DC equal to her Intimidate check result. Those who fail become shaken for 1d4+1 rounds or the duration of the rage, whichever is longer. Energy Resistance (Su): At 5th level, a champion of Gwynharwyf grows closer to her eladrin patrons, gaining acid, cold, and electricity resistance 5. This resistance increases to 10 at 10th level. Immune to Charm and Compulsion (Ex): A 7th-level champion of Gwynharwyf is completely immune to charm and compulsion spells. CHAMPION OF GWYNHARWYF SPELL LIST Champions of Gwynharwyf choose their spells from the following list: 1st Level: bless, bless weapon, cure light wounds, detect poison, detect undead, divine favor, divine sacrifice*, endure elements, lesser restoration, magic weapon, protection from evil, read magic, remove fear, resistance, virtue. 2nd Level: bull’s strength, delay poison, eagle’s splendor, owl’s wisdom, remove paralysis, resist energy, shield other, warcry*. 3rd Level: blessed sight*, cure moderate wounds, daylight, discern lies, dispel magic, magic circle against evil, prayer, remove blindness/ deafness, remove curse. 4th Level: blood of the martyr*, break enchantment, cure serious wounds, death ward, dispel evil, freedom of movement, glory of the martyr*, holy sword, neutralize poison, restoration, sword of conscience*. *New spell described in Chapter 6 of this book.
Contents of Haversack: Outlined with exactly what kind of cheese they can be utilized for. Entries taken from Shax's Indispensible Haversack.
Aboleth Mucus Price: 20 GP Weight: 1# (Savage Species p. 46) This is one of the cheapest and deadliest poisons in the game, although not actually a poison so there are no rules to check and see if you accidentally poison yourself. Thrown as a grenade-like weapon, so it can hit one creature with a ranged touch attack (no splash effect). If the creature fails a Fort save DC 19, it loses the ability to breathe air for 3 hours. A creature can hold it's breath for a number of rounds equal to twice its Constitution score. The creature essentially has that many rounds to find someone who can cast water breathing or air breathing. Delay poison and neutralize poison won't help (it's not a poison), dispel magic won't help (it's non-magical), deep breath (Spell Compendium) won't work (it fills your lungs with air, but you can't breathe air), sticking your head in a bucket of water won't help (the mucus does not confer the ability to breathe water), and there may be a good argument that a heal spell won't work, either (unable to breathe is not one of the conditions listed in the spell description). Once the creature fails a Con check, the creature starts to suffocate and falls unconscious, and two rounds after that it dies. So while it may take a little longer than poison (2-3 minutes), getting hit with this stuff is pretty much a death sentence for most creatures.
Alchemical Sun Flash Price: 50 GP Weight: 1# (Expedition to Castle Ravenloft p. 208) Works just like alchemist's fire, but also explodes with a burst of daylight that dazzles creatures that are light sensitive, no save. Vampires are also staggered for one round, no save. Craft (Alchemy) DC: 25
Animal Call Price: 20 GP Weight: -- (Arms & Equipment Guide p. 21) +1 circumstance bonus on Survival checks to find food, stacks with Fowler's Snare (+1 circumstance, Arms & Equipment Guide) and Hunter's Kit (+2 circumstance, Secrets of Xendrik). Also can be used as a signal device.
Antitoxin (x2, 50 GP ea.) Price: 100 GP Weight: -- (PHB) Where else are you going to find a +5 alchemical bonus on saves for only 50 GP? Chug one of these vials when you know you're up against a creature using poison, and you've got a good chance to save yourself the cost of a neutralize poison potion or scroll. Lasts 1 hour. Craft (Alchemy) DC: 20
Auran Mask Price: 60 GP Weight: -- (Complete Mage p. 134) Provides a +5 circumstance bonus against inhaled toxins (which stacks with Antitoxin), but this is easily overshadowed by 10 minutes of water breathing. Requires less upkeep than Air Plants. For longer durations, consider a potion of water breathing for 750 GP, which lasts for 10 hours. Craft (Alchemy) DC: 25
Blessed Bandage Price: 10 GP Weight: -- (Magic Item Compendium p. 152) Immediately stabilize a dying creature. While there are dozens of ways to stabilize or heal someone below 0 HPs, the main advantage of this item is it can be used untrained without a Heal check, so it can be applied by an unseen servant, wood wose, etc.
Bloodspike, Tempo Price: 150 GP Weight: -- (Magic of Eberron p. 140) Within one hour, expend to take an additional move action on your turn.
Candle, Insectbane (x10, 1 SP ea.) Price: 1 GP Weight: -- (Arms & Equipment Guide p. 21) Keeps nonmonstrous vermin away, 5' radius, burns for 1 hour. Vermin Ointment (Secrets of Xendrik p. 139) does the same thing and costs 20 GP, but it also affects monstrous vermin if they fail a Fortitude save DC 15. If you're surrounded by inexhaustible number of insect swarms, 10 hours should be long enough to allow all your spellcasters to rest and regain spells.
Chaos Flask (x2, 100 GP ea.) Price: 200 GP Weight: 1# (Planar Handbook p. 76) As a free action once per round, you can make a Wisdom check DC 13 and shape this material into almost any non-magical object of the same volume or smaller (depending on the material or density). Somewhat like a one-shot Marvelous Pigments, but there is no price limit. Most alchemical items are quite small and non-magical, so this is a great wild card to have up your sleeve if you run into something you didn't anticipate. But that's not the best thing you can do with a Chaos Flask. Know what else is non-magical and very small? Vials of poison. So for only 100 GP, you can whip up a vial of Black Lotus Extract at a 4400 GP discount. (The nastiest poison in print is Colossal Scorpion Poison, DC 54, primary/secondary 2d8 Strength damage, 9000 GP price tag, Book of Vile Darkness p. 44.) It only lasts a number of rounds equal to your Wisdom score, but as long as your Wisdom is 11+, that should be just long enough for the poison's secondary effect to kick in. Another good use for a Chaos Flask would be expensive material components for spells. Need 5,000 GP diamond for a raise dead? (Sadly, this won't quite work for resurrection's 10 minute casting time unless your Wisdom score is 100+.)
Clearwater Tablet Price: 1 GP Weight: -- (Complete Scoundrel p. 110) Removes any disease, poison, or other toxins from 1 gallon of water. Doesn't work on magical potions, oils, or alcohol-based liquids, and clean water ceases to be much of an issue once you get hold of a Travel Cloak, but you never know where it might come in handy.
Daylight Pellet Price: 150 GP Weight: -- (Magic Item Compendium p. 156) When thrown as a standard action, produces a Daylight spell on the location that lasts for ten rounds. Great for clearing out a room full of pesky vampires.
Defoliator Price: 20 GP Weight: 1# (Arms & Equipment Guide p. 33) Grenade-like weapon that does 2d4 damage to plant creatures and auto-kills any non-creature plant that is size medium or smaller in a 5' radius burst, AKA a "Get Out of Entangle Free Card". Since all slimes, molds, and fungi are treated as plants (and are not considered creatures), this item also instantly kills Green Slime, Yellow Mold, Brown Mold (DMG), Snowflake Lichen (Frostburn), Grey Slime, and Bone Fungus (Dungeonscape) in a 5' radius. It also does 2d4 damage to wooden objects, dissolving them like acid, although hardness still applies. Craft (Alchemy) DC: 20
Earplugs Price: 3 SP Weight: -- (Arms & Equipment Guide p. 22) +1 circumstance bonus on saves against deafness and sonic attacks.
Eggshell Grenade, Dust (x10, 10 GP ea.) Price: 100 GP Weight: -- (Oriental Adventures p. 78) Thrown as a grenade-like weapon, so make a ranged touch attack with a range increment of 5'. A dust grenade that hits its target directly blinds the target for 1d4 rounds *NO SAVE*. Anyone else within the 5' radius splash must make a Fort save DC 10 or be blinded for 1 round. This is an amazingly effective weapon that works on a wide variety of opponents, but don't overuse this one or your DM will come down on you with a banhammer like a ton of bricks.
Everfull Mug Price: 200 GP Weight: -- (Magic Item Compendium p. 160) While I'm offended by the rather suspicious definition of "everfull", this mug can provide up to 36 ounces (half a six pack? That's "everfull"?) per day of alcoholic beverage, and is less weight than a bottle of wine.
Expandable Pole Price: 5 GP Weight: 1# (Song & Silence p. 53) Every adventurer needs the obligatory 10' pole, but this one "goes to 11". It can be adjusted to 5', 7', 9', or 11' lengths, or collapsed down to 1'. Another version, called a Mobile Brace, can be found in Races of Faerun, which has more detailed rules on how much weight it can support and for using it to secure a rope for climbing, but it weights 3 lbs. Dungeonscape has a similar "Collapsable Pole" that goes out to 12', but it weighs 8 lbs. I chose this version to conserve weight.
Fast Torch (x2, 5 GP ea.) Price: 10 GP Weight: 1# (Complete Mage p. 134) When you absolutely, positively must light something on fire with only a swift action. Craft (Alchemy) DC: 20
Feather Token, Fan Price: 200 GP Weight: -- (DMG) One-shot item to get rid of smoke, obscuring mist, pyrotechnics, fog cloud, stinking cloud, cloudkill, solid fog, acid fog, etc. If you can afford it, consider upgrading to a Wind Fan (5500 GP, DMG).
Feather Token, Swan Boat Price: 450 GP Weight: -- (DMG) Aside from the utility of having a boat when you really need one, the ability to create a large wooden structure at a moment's notice has plenty of other applications. Unfortunately, we're not given a size or weight, but given that it can accommodate 8 horses, we know it's at least 20' x 40' or 10' x 80'. The boat can be used to block a passage, divide a battlefield, provide hard cover, an enclosed place to sleep, raw materials for a large bonfire or giant wooden badger, or squish something nasty, e.g., what I like to call the Swan Boat of Death: give your feather token to an Unseen Servant or someone who can fly over whatever it is you want to flatten. At a height of 10', falling object damage caps at 20d6. If we assume the swan boat weighs at least 4000 lbs (pretty safe bet for a 20' x 40' boat), anything underneath it when the token is activated takes 20d6 falling object damage, no save (yes, it's in the falling object rules, no Ref save to avoiding falling objects). When you can afford it, upgrade to a Folding Boat (7200 GP) so you can use it over and over again.
Feather Token, Tree Price: 400 GP Weight: -- (DMG) Much like the swan boat, the tree token offers a variety of battlefield control possibilities. Block off a narrow passage, provide hard cover, put an easily-climbable object next to a shear wall, chop it down to cross a chasm/create a 60' wall 5' high, or just piss off a druid. The description goes out of its way to mention it's an instantaneous effect, so you could try the "drop it on somebody from above" trick.
Feather Token, Whip Price: 500 GP Weight: -- (DMG) This is a great low-level item to have around if you can't afford a +1 weapon yet and suddenly stumble into something that has DR/magic. It attacks as a magic weapon on its own, 15' reach, lasts an hour, and it gets a free grapple with a pretty hefty bonus, denying the target its Dex bonus and making the party rogue very happy. The only real downside is if your DM decides it gets all of the disadvantages of an ordinary whip: nonlethal damage, and no damage if the target has an armor bonus of +1 or a natural armor bonus of +3. The item description doesn't specify, but I'd like to think it does lethal damage even against armored targets.
Flour Pouch (x4, 1 SP ea.) Price: 4 SP Weight: -- (Dungeonscape p. 32) Thrown as splash weapon, 5' burst. Locates invisible creatures, reduces their concealment to 20%, and reduces their hide bonus. To completely negate concealment, see Torch Bug Paste (25 GP, Complete Scoundrel).
Forger's Paper (x10, 10 GP ea.) Price: 100 GP Weight: -- (Complete Scoundrel p. 110) +2 alchemical bonus on Forgery checks, so it stacks with a Forgery Kit (see below). In many ways, Forgery is more powerful than Bluff, Diplomacy, Disguise, or Intimidate put together. Why? Because it's resisted by Forgery, a skill no one ever takes. Stacks with Forgery Kit and Focusing Candle. Craft (Alchemy) DC: 20
Forgery Kit Price: 40 GP Weight: 5# (Complete Adventurer p. 122) +2 circumstance bonus on Forgery checks. This kit includes a variety of inks, papers, pens, and seals. Unfortunately, there was a price and weight increase from where it was first printed in the Arms & Equipment Guide, and any mention of waxes, guides and magnifying glasses was removed. Still, this is probably worth it just to avoid the fuss and bother of buying all the included items separately. Each kit lasts for 10 uses, and it stacks with Forger's Paper and a Focusing Candle.
Hammer Price: 5 SP Weight: -- (PHB) Can't touch this. Also, useful for spiking doors and driving in pitons.
Icewild Lichen Paste Price: 50 GP Weight: -- (Secrets of Sarlona p. 138) Reduces fatigue or exhaustion by a step for 2d4 hours. At the end of that duration, character is fatigued for 2d4 minutes. Multiple doses taken within 24 hours cause 1d4 Constitution damage.
Ipecac Price: 50 GP Weight: -- (Expedition to Castle Ravenloft p. 209) If you ever get swallowed by a creature, empty this into its stomach. The creature is forced to regurgitate you, and is nauseated for 1d4 rounds, no save. It can also be used to induce vomiting after ingesting a poison, giving a +5 untyped bonus to the secondary effect. Each vial contains 10 doses. Craft (Alchemy) DC: 25
Lasso Price: 1 GP Weight: 3# (Book of Exalted Deeds p. 34) Exotic weapon but ranged touch attack to partially entangle a creature (-2 attack penalty, -4 Dex penalty), but unlike the net there is no size restriction. Check with your DM if the Dex penalty from multiple sources stack (net, tanglefoot, etc.).
Liquid Smoke Price: 20 GP Weight: 1# (Oriental Adventures p. 78) Same price as a smokestick, but reacts with air and thus does not need to be lit. Provides concealment, blocks LOS, or a cheap theatrical effect. Craft (Alchemy) DC: 20
Magnet Price: 20 GP Weight: 2# (Dungeonscape p. 32) Attach to candle wick or pole to pick up ferrous objects, up to 2 lbs. Also useful for attaching notes or art projects to your shield or breastplate.
Manacles, Masterwork Price: 50 GP Weight: 2# (PHB) Requires a Strength check DC 28 or Escape Artist check DC 35 to get out of. Useful for keeping hostages/prisoners (particularly spellcasters) out of trouble.
Marbles (x4, 2 SP ea.) Price: 8 SP Weight: 8# (Arms & Equipment Guide p. 24) Standard action to spread. Basically a 5' x 5' square of non-magical grease. Dump them under an opponent without 5 ranks of Balance to deny his Dex bonus and make the party rogue happy.
Mordrei'in Price: 25 GP Weight: -- (Faiths of Eberron p. 153) +2 alchemical bonus to Concentration and Spot checks for 10 minutes. For fluff reasons, may only be available to elves from Aerenal.
Needle Price: 5 SP Weight: -- (PHB) Mend clothing, sew a sack closed, or hide it in a haystack. You can also magnetize it and use it as a compass, or bend it into a fishhook.
Net Price: 20 GP Weight: 6# (PHB) Exotic weapon but ranged touch attack to entangle a creature (-2 attack penalty, -4 Dex penalty, restricts movement). Cheap and easy debuff or delaying tactic. If you're running into larger creatures, use a lasso instead. Check with your DM if the Dex penalty from multiple sources stack (lasso, tanglefoot, etc.). There's also a Razor Net version (50 GP, Dragon Compendium) that does 1d6 damage if the target fails their check to get out of the net, but it's a little too easy to escape and the razors cut up the net, preventing it from being used again.
Oil Price: 1 SP Weight: 1# (PHB) There are rules for turning these things into splash weapons, but it takes a full-round action to prep and with a 50% failure rate, it's probably not worth the bother. Spreading it on the ground and lighting it on fire may be a bit more promising if you have enough time to prep for it.
Piton (x10, 1 SP ea.) Price: 1 GP Weight: 5# (PHB) Attach ropes, spike doors, trepanize your friends and neighbors.
Periscope, Hand Price: 50 GP Weight: 2# (Dungeonscape p. 32) Peek around corners (with a +7 Hide bonus).
Rope, Silk (50') Price: 10 GP Weight: 5# (PHB) When you can afford it, most of your rope needs should be met with Troll Gut Rope, but if you need to tie something up for longer than 12 hours, it's good to have some normal rope handy. Keep in mind that the Cablespool can be used for descent, and Shapesand can be used to make temporary equipment (ropes, ladders) that retains its shape within 100' of you. Rust Monster Wand Price: 160 GP Weight: 2# (Complete Scoundrel p. 120) Destroys metal objects. Requires fresh air and 5 coins per day as food. Upgrade to a +1 rusting weapon (8300 GP, Shining South) when available.
Screaming Flask Price: 40 GP Weight: 1# (Complete Mage p. 135) 1d8 sonic damage in a 15' cone, Fort save DC 15 vs. deafness. Craft (Alchemy) DC: 25
Shapesand (jug) Price: 100 GP Weight: 12# (Sandstorm p. 102) Through the exertion of your will (Wisdom check DC 16), you can create any mundane non-magical object out of sand that supposedly "serves as a normal item of the same sort". (So... does that mean I can turn it into 12 lbs of acid or alchemist's fire? How about explosives or poisons? How about a masterwork gatling gun? Hmm...) It retains that shape as long as it stays within 100' of you, but you can also reshape it whenever you like by making another Wisdom check. While the question of acid/explosives/poisons will have to be settled by your DM, you have any tool you can possibly imagine at your fingertips. Need a hammer? Done. Don't need the hammer anymore, need a shovel? Done. It's particularly useful for tools that wear out after a certain number of uses, such as saws and drills. How about exotic weapons or armor (Shapesand Fullplate = 500 GP, shapesand Mechanus Gear = 700 GP)? It can do that, too, although be aware, if an enemy recognizes you're using shapesand, he could try to reshape it under his control with a Wisdom check of his own. Craft (Alchemy) DC: 20
Slippery Oil Price: 50 GP Weight: -- (Dragon Compendium p. 119) +5 untyped bonus to Escape Artist checks, so it stacks with Spelunker's Oil (+2 alchemical, 15 GP, Drow of the Underdark). Lasts 1 hour. Craft (Alchemy) DC: 25
Sparker Price: 2 GP Weight: -- (Arms & Equipment Guide p. 25) Works similar to a tindertwig (standard action to light a torch), but cheaper. 10 uses for only 2 GP.
Stonebreaker Acid Price: 20 GP Weight: 1# (Arms & Equipment Guide p. 35) Thrown as grenade-like weapon. Against stone objects/creatures, 5d10 damage over 2 rounds that ignores hardness. While Delver Slime (150 GP, Savage Species) may deal more damage per application, Stonebreaker Acid is a lot cheaper. Craft (Alchemy) DC: 20
Tarpaulin, Honey Leather (big) Price: 40 GP Weight: 1# (Races of the Wild p. 170) An upgrade from a winter blanket, wearing a honey leather tarpaulin gives a +1 circumstance bonus on Survival checks to resist the effects of severe weather, or +2 bonus if you're stationary. The big tarpaulin is waterproof, 6' square, and could be used to wrap your equipment to prevent it from getting wet, collect rainwater, cover a 5' pit trap, smother a small fire, or convert it into a float bladder.
Torch Bug Paste (x4, 25 GP ea.) Price: 100 GP Weight: -- (Complete Scoundrel p. 120) Thrown as a splash weapon, non-magical faerie fire effect, which pinpoints invisible creatures and completely negates concealment.
Trollbane Price: 90 GP Weight: -- (Dungeonscape p. 37) Running into a regenerating creature when the party isn't ready for it can quickly turn into a TPK. While one dose of alchemist's fire, bladefire, or quickflame might be cheaper, trollbane allows all of a weapon's damage (not just fire/acid) to ignore regeneration. Save this for high-damage single-hit attacks, such as two-handed power-attack leap-attack ubercharger combos. Craft (Alchemy) DC: 25
Troll Gut Rope Price: 500 GP Weight: 7# (Magic Item Compendium p. 190) 50' rope, 1/day provides an extra 300' of rope that lasts for 12 hours. If you need to tie up something longer than that, stick with normal non-magical rope. Since you may need to tie something up for longer than 12 hours, keep at least one coil of normal silk rope handy.
Vermin Ointment Price: 20 GP Weight: 1# (Secrets of Xendrik p. 139) Vermin of diminuative size or smaller (including swarms) can't get within 5' of you unless magically compelled (and with most vermin being mindless, good luck with that). Larger vermin must make a Fort save DC 15 or become sickened. Craft (Alchemy) DC: 20
Unguent of Timelessness Price: 150 GP Weight: -- (DMG) Used primarily to extend the duration of some alchemical items by 365 times. It can be applied to any item that was once alive, which basically means it has to consist primarily of organic materials. Candles and torches burn for 15 days (365 hours = 15.21 days). Lamp oil (created from whale fat or crude oil) burns for 91.25 days. Certain alchemical items could also be considered organic, such as a Focusing Candle (Complete Adventurer), Icewild Lichen Paste (Secrets of Sarlona), Fire Beetle Lamp (Races of Dragon) or Torch Bug Paste (Complete Scoundrel). There's no restriction to non-magical items, so you could add this to a section of Troll Gut Rope and it would last 182.5 days instead of 12 hours. It can also be used to keep a corpse fresh for raise dead.
Universal Solvent Price: 50 GP Weight: -- (DMG) Gets you out of sticky situations. In addition to countering Sovereign Glue, it can dissolve tanglefoot bags, kuo-toa shields, and other adhesives.
Wick, Candle (x5, 2 SP ea.) Price: 1 GP Weight: -- (Arms & Equipment Guide p. 27) Can be used anywhere you would use Twine (Dungeonscape p. 33), such as tripwires, improvised alarm systems, fishing lines, signal kites, or hang from the ceiling to detect invisible flying creatures. In addition, you can use it as a timing device: it takes 30 seconds (5 rounds) to burn 1 inch. Comes in 50' rolls.
getting fun powers and Using fun powers are two very different things ..... exa:
Monk 2/ PW 8 .... with 22 Wis ... 19 base + 24 bonus PP = 43 PP with 2 @ 3rd lvl, 3 @ 2nd lvl, 3 @ 1st lvl powers Known
compared to
Monk 2/ Ardent 8 ... with 22 Wis ... 58 base + 24 bonus PP = 82 PP and with Practiced Manifester(picked at 3rd lvl) 2@5th lvl, 2@4th lvl, 2 @3rd lvl, 2@2nd lvl, 3@1st lvl Powers from 4 mantles to choose: Natural WorldSpoiler:Show
Natural World Mantle Granted Powers: You gain the wild empathy class feature, except the result is determined by 1d20 + manifester level + your Cha modifier.
1 - Chameleon 1 - Metaphysical Claw 1 - Stone Mind 2 - Animal Affinity 2 - Psionic Scent 4 - Metamorphosis 5 - Oak Body 7 - Animate Plants, Psionic 9 - Earthquake, Psionic
Time Mantle Granted Powers: You gain a +2 bonus on initiative checks. In addition, once per day, you can expend your psionic focus as an immediate action to delay the onset of one damaging attack or effect. Instead of taking the damage immediately, as normal, you take it 1 round later. If, in the intervening turn, you gain some immunity that would have protected you from the damage, it does not protect you from the delayed damage. You are subject to the damage as if you had taken it when the blow or effect was struck.
1 - Deceleration 2 - Sustenance 3 - Time Hop 5 - Anticipatory Strike 6 - Temporal Acceleration 8 - Time Hop, Mass 9 - Time Regression
Conflict Mantle Granted Powers: You are more in tune with martial concepts and gain the Weapon Focus feat as a bonus feat with a weapon of your choice.
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.
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 32 and 160 hp
27250gp base cost
ANCHORING Price: +1 bonus Caster Level: 10th Aura: Moderate; (DC 20) transmutation A single stylized anchor covers the chest of this hulking armor. This armor grants a +5 enhancement bonus on ability checks against bull rush, overrun, and trip attacks.
Anti-Impact Armor with the anti-impact quality is designed to cushion the blow from massive blunt traumas. Anti-impact armor doesn't give extra protection against weapon damage (beyond its AC bonus), but bludgeoning damage that affects all or most of the entire body (such as constriction and falling damage) is halved. Aura: Faint Abjuration Caster Level: 4th Requirements: Craft Magic Arms and Armor, feather fall Price: +2,000 gp.
CALLED Price: +2,000 gp Property: Armor or shield Caster Level: 9th Aura: Moderate; (DC 19) conjuration Activation: Standard (command) At fi rst glance, this armor or shield looks like any other item of its kind. Closer inspection reveals a small image of a beckoning hand inscribed on its surface. Provided that you and your called armor or shield are on the same plane, you can call it to you by speaking the proper command word, regardless of the intervening distance. If you aren’t wearing armor at the time, a suit of called armor appears on your body, as though you had donned it in the normal fashion. If you are wearing other armor when you speak the command word, the called armor appears in your space or in an adjacent space you designate that is capable of holding it. A called shield appears on the proper arm if you are not already using another shield when you call it, or in your space or a designated adjacent space if you are. If any other creature has worn your called armor or shield since you last wore it, you can no longer call it until you wear it again. Prerequisites: Craft Magic Arms and Armor, teleport. Cost to Create: 1,000 gp, 80 XP, 2 days.
EASY TRAVEL Price: +1,500 gp Property: Armor Caster Level: 5th Au ra: Faint; (DC 17) transmutation Activation: — This armor seems to weigh less than it should. When wearing armor that has this property, you can carry up to a medium load as if it were a light load (ignoring the maximum Dexterity bonus, check penalty, and reduced speed normally incurred by a medium load). These reductions apply only to penalties for the load you carry, not to any reduction in speed caused by the armor itself. In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage (PH 164). Prerequisites: Craft Magic Arms and Armor, bear’s endurance. Cost to Create: 750 gp, 60 XP, 2 days.
GHOST WARD Price: +1 bonus Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — This item appears normal at fi rst glance, but closer examination reveals the image of a ghostly face on its surface. A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield bonus) to your Armor Class against touch attacks (including incorporeal touch attacks).
Dwarvencraft Quality (RoS p159) Improvement on Masterwork quality +2 Hardness +10 hp +2 on all saving throws made by the item +600 gp
Blueshine This quality can be applied only to metal armor, which gains a blue-black color when so treated. The armor never tarnishes and is immune to acid and rust attacks. The wearer also gains a +5 circumstance bonus on Hide checks. This bonus does not stack with the Hide bonus granted by a cloak of elvenkind. Caster Level: 12th Requirements: Craft Magic Arms and Armor, spellcaster 12th level+, 1+ ranks in Alchemy Price: +1 bonus
53950gp +1 Vampiric Disarming Adamantine Dwarvencraft Courtblade Courtblade, Elven,(RotW p165)2Hand 1d10 18-20 / x2 — P or S 150 gp 6 lbs 10 10 Finesse,Shared Focus (Greatsword) 8302gp +1 Eager Gauntlet :+2 initiative , +2 damage rolls on surprise round and first round of combat 8302gp+1 Brash Gauntlet :+3 rounds for Rage, Immune to Fear 21600gp Tooth of Leraje(cast GMW @ 20th lvl 1/day)use on Courtblade 21600gp Tooth of Leraje(cast GMW @ 20th lvl 1/day)use on Bow 3400gp Bow of the Wintermoon 2000gp Handy haversack 2500gp Ring of Sustenance 5000gp Ring of Arming .... store Bow here 2700gp Panther Mask: +5 Enhancement Speed, feat: Run 11500gp Special BootsSpoiler:Show
combine: 600gp Boots of Agile leaping: use Dex for Jump chk, Stand from Prone as Swift action w/ No AoO 500gp Boots of Landing: -2 Dice Damage from any fall 1500gp Boot of the Mountain King: ignore Penalties for Light and Dense Rubble, Charge or Run Upstairs and Slopes 2000gp Rock Boots:: +4 vs Bullrush and Trip 1400gp Steadfast Boots: +4 vs Bullrush, Trip, Overrun, and 2 handed weapon considered Braced vs charge(Double Damage) 5500gp Boots of Striding and Springing: +10 land speed, +5 Competence Jump chk 4000gp Sandals of the Vagabond: Immune to Fatigue
32000gp +4 Ring of Protection 3400gp Greater Crystal of Adamant Armor: +10 Hardness of Armor
58396gp left to spend
25000gp Ring of Evasion 10000gp Glove of Storing 1800gp Efficent Quiver
Equipment: 213750gp +6 Belt of Magnificense + Monks Belt+ Healing Belt 40000gp Paralyzing Arm Graft(+4 Inherent Str + 2/day Paralyzing melee touch attack) 137500gp +5 Tome of Dex 64000gp +8 Bracers of Armor 53950gp +1 Vampiric Disarming Adamantine Dwarvencraft Courtblade Courtblade, Elven,(RotW p165)2Hand 1d10 18-20 / x2 — P or S 150 gp 6 lbs 10 10 Finesse,Shared Focus (Greatsword) 8302gp +1 Eager Gauntlet 8302gp+1 Brash Gauntlet 21600gp Tooth of Leraje(cast GMW @ 20th lvl 1/day)use on Courtblade 21600gp Tooth of Leraje(cast GMW @ 20th lvl 1/day)use on Bow 3400gp Bow of the Wintermoon 2000gp Handy haversack 2500gp Ring of Sustenance 5000gp Ring of Arming .... store Bow here 2700gp Panther Mask: +5 Enhancement Speed, feat: Run 11500gp Special BootsSpoiler:Show
combine: 600gp Boots of Agile leaping: use Dex for Jump chk, Stand from Prone as Swift action w/ No AoO 500gp Boots of Landing: -2 Dice Damage from any fall 1500gp Boot of the Mountain King: ignore Penalties for Light and Dense Rubble, Charge or Run Upstairs and Slopes 2000gp Rock Boots:: +4 vs Bullrush and Trip 1400gp Steadfast Boots: +4 vs Bullrush, Trip, Overrun, and 2 handed weapon considered Braced vs charge(Double Damage) 5500gp Boots of Striding and Springing: +10 land speed, +5 Competence Jump chk 4000gp Sandals of the Vagabond: Immune to Fatigue
750gp Potion of Haste
163146gp left .... for misc items, animals, Arrows,etc...
Wildrunner(an elf or halfelf who can travel quickly and unnoticed on foot, is able to ‘primal scream’, and eventually becomes a ‘Fey’) (RotW p139)req: Race: Elf, Half-Elf.Alignment: LG, NG, CG,CN, CE.,Hide: 5 ranks.,Know(nature): 5 ranks. Move Silently: 5 ranks. Survival: 8 ranks. Feats: Endurance. HD: d10 Skill Points: 4 Attack: Fighter Good Save:Fort, Ref Class Skills: Climb, Jump,Swim.Balance, Hide,Move Silently.Know(nature).,Spot, Survival,Handle Animal, Intimidate. 1st: Fast Movement – when not wearing Heavy Armor, you receive +10’ movement. Trackless Step – you cannot be tracked in natural surroundings (as the Druid class ability). 2nd: Gain the Scent special ability. Primal Scream – as a Free Action, you may make a Primal Scream and enter a Feral Frenzy for 3 + Constitution modifier rounds (min 1). You may use this ability 3 + Charisma modifier (min 1) times per day. While in this state, you receive +2 Strength, +6 Dexterity, & a 1d6 secondary Bite attack. At higher levels, you gain additional abilities. A Feral Frenzy can be done at the same time as a Barbarian Rage (if desired).
Champion of Corellon Larethian(specialty templar of the Deity of Elves)(RotW p113)Reqs:Patron: Corellon Larethian, Race: Elf, Half-Elf., Alignment: LG, NG, CG,LN, N, CN, Base Attack Bonus: +7.,Diplomacy: 4 ranks., Know(religion): 2 ranks. Feat: Combat Expertise,Dodge, Mounted Combat,either Weapon Focus (longsword) –or– Exotic Weapon Proficiency (elven thinblade) –or– Exotic Weapon Proficiency (elven courtblade) Must be proficient in all Martial Weapons –and– Heavy Armor. HD: d10 Skill Points: 2 Attack: Fighter Good Save: Fort, Will Class Skills: Ride,Concentrate.Craft,Know(any),Spellcraft.Heal,Profession,Sense Motive.Diplomacy,Handle Animal, Intimidate. 1st: Corellon’s Blessing – able to heal hit-point damage by touch (similar to a Paladin). Each day, you may heal ((Class level + Paladin level (if any)) x Charisma modifier) hp, broken up as desired. You may also use this ability to harm Undead. Gain a bonus feat for which you are qualified. It must be a Fighter bonus feat with one of the following as its prerequisite: Combat Expertise, Dodge, or Mounted Combat. 2nd: Elegant Strike – add your Dexterity modifier to your damage (in addition to your Strength modifier) with any of the following weapons: Longsword, Rapier, Elven Thinblade, Elven Lightblade, Elven Courtblade, or Scimitar. The foe must be vulnerable to Sneak Attack or Critical Hits to take the extra damage.
ETERNAL BLADE “You face three millennia of fi ghting skill. Perhaps you should take a moment and reconsider your decision.” —Aedar Windblade, eternal blade of the Hidden Grove An eternal blade is an elf who learns a variety of exotic fi ghting maneuvers with the aid and advice of the spirit of a mighty, ancient elf warrior. The eternal blades once swore to defend the elves against the forces of evil, but in ages past, the blades turned against each other, causing a schism that echoes to the present day. Some eternal blades embrace the responsibilities that come with this class’s training. Others seek to use their talents to further their own ends. The eternal blades were once champions of Corellon Larethian. They served as guardians of the people, defenders of the faith, and wardens of the ancient elf forests. The blade guides, the spirits of ancient eternal blades who serve as advisors and teachers to the current generation of warriors, kept the blades on the path of righteousness, preserved their teachings across each generation, and helped guide them in protecting elfkind. For thousands of years, the eternal blades beat back goblin invasions, would-be conquerors, and other threats. From the lone blade who slew an ogre that threatened a village, to the mighty general who commanded hundreds of these warriors in battle, the eternal blades fought evil wherever and whenever it threatened their kin. Alas, all good things must come to an end. In time, the eternal blades grew arrogant and aloof. After all, they had provided safety and security to the elf realms on countless occasions. If they kept the elves safe, did it not follow that their brethren owed them something in return? A growing faction within the blades believed that the eternal blades were the only ones fi t to rule the elves. Even worse, a number of the blade guides turned to evil and abandoned the order. In time, the eternal blades fell into disfavor. More and more elves refused the blade guides’ call. Today, the order is a mere shadow of its former glory, although legends tell of a heroic warrior who will one day lead the order back to prominence. The remaining blades hope that this triumph lies in their future, but many elves believe the story to be nothing but wishful thinking. BECOMING AN ETERNAL BLADE The elves hold that one does not choose to become an eternal blade. Rather, a blade guide, the spiritual companion to an eternal blade, chooses a young elf to walk this path and manifests in a young elf’s dreams long before the child is ready to train as a warrior. Sometimes, these manifestations are merely fl ights of fancy. Other times, they are heralds of things to come. Most elves who become eternal blades begin their careers as warblades. Rangers, fi ghters, paladins, and barbarians who learn maneuvers from the Diamond Mind or Devoted Spirit disciplines also commonly enter this prestige class. In a few cases, a blade guide appears to an elf late in life. This occurrence is rare, and it usually signals an elf warrior who is destined for great things. Legends tell that only fi ve elves have been selected in this manner. Each of them became a great hero who led the blades to a great victory against seemingly impossible odds. Entry Requirements Race: Elf. Base Attack Bonus: +10. Feats: Weapon Focus (any). Martial Maneuvers: Any two Devoted Spirit or Diamond Mind maneuvers.
Table 5–4: The Eternal Blade Hit Die: d10 Base Attack Fort Ref Will Maneuvers Maneuvers Stances Level Bonus Save Save Save Known Readied Known Special 1st +1 +2 +0 +0 1 0 0 Blade guide, eternal training 1/day 2nd +2 +3 +0 +0 0 0 0 Guided strike 3rd +3 +3 +1 +1 1 1 0 Armored uncanny dodge, eternal training 2/day 4th +4 +4 +1 +1 0 0 0 Eternal knowledge 5th +5 +4 +1 +1 1 0 1 Eternal training 3/day 6th +6 +5 +2 +2 0 1 0 Defensive insight 7th +7 +5 +2 +2 1 0 0 Eternal training 4/day 8th +8 +6 +2 +2 0 0 0 Tactical insight 9th +9 +6 +3 +3 1 1 0 Eternal training 5/day 10th +10 +7 +3 +3 0 0 0 Island in time Class Skills (2 + Int modifier per level): Climb, Concentration, Diplomacy, Handle Animal, Intimidate, Jump, Martial Lore*, Ride, Sense Motive, Tumble. *New skill described on page 28. CLASS FEATURES As an eternal blade, you fi ght and train with the assistance of a blade guide, the incorporeal spirit of an ancient member of this order. The guide is similar to a familiar in that it confers benefi ts to you when you are in close proximity to it. A blade guide also increases your fl exibility, since it can teach you new maneuvers and lend you the wisdom of its combat experience. Maneuvers: At each odd-numbered level, you gain a new maneuver known from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven discipline. You must meet a maneuver’s prerequisite to learn it. You add your full eternal blade levels to your initiator level to determine your total initiator level and your highest-level maneuvers known. At 3rd level, 6th level, and 9th level, you gain an additional maneuver readied per day. Stances Known: At 5th level, you learn a new martial stance from the Devoted Spirit, Diamond Mind, Iron Heart, or White Raven disciplines. You must meet a stance’s prerequisite to learn it. Blade Guide (Su): You gain a blade guide, the spirit of an ancient member of the eternal blades, that provides you with advice, tactical assistance, and training. The blade guide is incorporeal, has hit points equal to your own, and is size Fine. Its AC is 18, and it can fl y with perfect maneuverability and a speed of 30 feet. If your blade guide is destroyed, or it somehow moves out of your line of effect, it reappears in your space in 1d6 rounds. The guide is the physical manifestation of a spirit that resides on the Outer Planes. Destroying a blade guide’s form merely severs its link to the Material Plane for a short time. A blade guide appears as a mote of white energy. It uses your senses to see and hear, and communicates with you by telepathy. Thus, it cannot interact with objects and creatures that you cannot see. Your blade guide is meant to aid you in combat, not serve as a scout. Sometimes, your guide appears as a ghostly image of how it looked in life. This manifestation requires tremendous effort, and your guide chooses to attempt it only when it must communicate with others under dire circumstances. When a blade guide manifests, it can speak with others as normal. A blade guide can appear in this manner for up to 10 minutes per day. While it manifests, you lose access to your blade guide and any class abilities that require it to function. If a blade guide must make a saving throw, it uses your save modifi er. It lacks skill ranks, feats, Hit Dice, and ability score modifi ers. Eternal Training (Ex): Your blade guide offers you intense martial training based on its years of combat experience in mortal life. Each night when you enter trance, your blade guide enters your mind. In your dreams, the two of you spar and practice across a hundred different battlefi elds. You fi ght ogres, trolls, and other monsters that your guide creates from the ether of dreams. You practice maneuvers beyond your normal capacity. With each night that passes, you become more and more skilled in the fi ghting arts. Once per day, you can draw upon this nightly training to aid you in a single battle. You can choose one of two benefi ts. Each of these benefi ts lasts for one encounter. You gain an insight bonus equal to your Intelligence bonus (if any) on attack rolls and damage rolls against creatures of a single type. If you select humanoid or outsider as the type, you must also choose a subtype. Alternatively, you can gain the use of one maneuver from the Diamond Mind or Devoted Spirit discipline. You must meet the prerequisite for this maneuver as normal. A crusader/ eternal guardian who selects this option is immediately granted this maneuver. A maneuver gained with eternal training can be recovered with your normal recovery method (if you have one) during the encounter, but knowledge of the maneuver fades immediately after the encounter ends. You gain an additional use per day of this ability at 3rd, 5th, 7th, and 9th level. Even if you have multiple uses of this ability per day, you can use this ability only once per encounter. You can use this ability only while you have access to your blade guide. Guided Strike (Ex): Your blade guide assesses your enemies, seeking out weak points in their armor and offering you advice on where and how to strike. Drawing on its experience and keen eye for strategy and tactics, your guide grants you advice that can render even the most daunting foe impotent. Beginning at 2nd level, as a swift action, you can confer with your guide concerning a single foe that you face. For the rest of your turn, you automatically overcome your foe’s damage reduction, if any. You can use this ability only while you have access to your blade guide. Armored Uncanny Dodge (Ex): So long as your blade guide is active, you gain the benefi t of uncanny dodge starting at 3rd level. See the rogue class feature (PH 50). If you already have uncanny dodge, you instead gain improved uncanny dodge. If you lose access to your blade guide, you lose this ability until your guide returns. You can use uncanny dodge or improved uncanny dodge even if you wear medium or heavy armor. Eternal Knowledge (Ex): Your blade guide is an expert in a variety of areas. In addition to the tactical and strategic guidance it offers, it also grants you access to great stores of lore. From history to planar phenomena, your guide has seen almost everything. When you attain 4th level, your blade guide can make Knowledge checks with a bonus equal to your eternal blade level + your Int modifi er. When you fi rst gain this ability, you can select two areas of knowledge. For each additional two levels you gain in the eternal blade prestige class (at 6th, 8th, and 10th level), your guide gains access to another area of knowledge. Defensive Insight (Ex): Your blade guide’s advice and insights grant you an intellectual edge in combat, but there is a fi ne line between knowing how to do something and executing it in combat. If you take a moment to focus yourself, you can apply your knowledge to the situation at hand. Beginning at 6th level, as a swift action, you can size up an opponent and use your tactical knowledge against him. You gain a dodge bonus to AC equal to your Intelligence bonus (if any) against a single foe of your choice until the beginning of your next turn. You can use this ability only while you have access to your blade guide. Tactical Insight (Ex): Although you might be young by the elves’ reckoning, your blade guide lends you the experience and wisdom of one who has fought battles across countless fi elds. In almost any situation you face, you have the experience, tactical lore, and knowledge needed to defeat your enemy. From 8th level on, as a swift action, you can assess a tactical situation and make an attack that improves the attacks of your allies. For the rest of your turn, any opponent you hit with a melee attack takes a penalty to AC equal to your Intelligence bonus (if any) for 1 round. This penalty applies only to attacks made by your allies. If you lose access to your blade guide, you lose this ability until it returns. Island in Time (Ex): At 10th level, you can throw yourself into a fi ght under your blade guide’s careful direction. You meld with it, allowing it to control your actions while you draw upon its vast combat experience. Once per encounter, you can take your turn as an immediate action. Using this ability does not change your initiative count, and you can use all your actions as normal. For example, if your initiative count is 15, you could act normally, use this ability to act again on initiative count 14, then act normally on the following round on initiative count 15. If you lose access to your blade guide, you lose this ability until it returns.
STORMSINGER The stormsingers have learned secret methods of harnessing the magic powers of music to infl uence and control the weather. These songs seem to have greater effects and potency in the frostfell than in more temperate or tropical regions, so most stormsingers prefer to dwell in the frostfell so they can practice their special form of magic. Ships that ply the seas of the frostfell often hire on a stormsinger partially to serve as entertainment for long sea voyages, but mostly so the stormsinger can protect the ship from powerful storms. The music used by stormsingers to control the weather derives from a specifi c form of bardic music; as a result, all stormsingers have at least a little bit of training as bards. Many of them are actually multiclass bard/druids, although bard/clerics and bard/sorcerers make excellent stormsingers as well. They depend upon their sharp wits and ability to control weather for protection, so it is fairly unusual to encounter a stormsinger with any levels of fi ghter or similar classes. Hit Die: d6. Poor BAB Good Ref and Will saves
REQUIREMENTS To qualify to become a stormsinger, a character must fulfi ll all the following criteria. Skills: Concentration 8 ranks, Knowledge (arcana) 8 ranks, Knowledge (geography) 4 ranks, Knowledge (nature) 4 ranks, Perform (sing) 8 ranks, Spellcraft 4 ranks. Feats: Magical Aptitude, Storm Magic. Special: The stormsinger must have the bardic music class ability. CLASS SKILLS The stormsinger’s class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Jump (Str), Knowledge (arcana) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Listen (Wis), Perform (Cha), Profession (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str). See Chapter 4 of the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifi er. CLASS FEATURES All the following are class features of the stormsinger prestige class. Weapon and Armor Profi ciency: Stormsingers gain no profi ciency with any weapon, armor, or shields. Spells per Day/Spells Known: At each stormsinger level, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefi t a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, and so on), except for an increased effective level of spellcasting. If a character had more than one spellcasting class before becoming a stormsinger, she must decide to which class she adds the new level for purposes of determining spells per day and spells known. Bardic Music: A stormsinger’s class level stacks with any levels of bard she has for purposes of determining the number of times per day she may use bardic music. Many of the stormsinger’s high-level abilities require her to use bardic music as well. When a stormsinger uses her bardic music ability to create a stormsong effect (see below), it counts as one (or more) uses of her bardic music for the day. Stormsong: The stormsinger can use her bardic music ability to create various storm-related effects in addition to the normal uses of bardic music. Additionally, the stormsinger can detect the approach of a natural storm 24 hours in advance of it reaching the character’s current location. Gust of Wind (Sp): A stormsinger of 1st level or higher with 9 or more ranks in Perform (sing) can use bardic music to generate a gust of wind, as the spell of the same name. Her caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th. Thunderstrike (Su): At 3rd level, a stormsinger with 11 or more ranks in Perform (sing) can use bardic music to unleash a deadly thunderbolt. The bolt can be targeted at any one creature within 60 feet, and the stormsinger must make a successful ranged touch attack to hit the target. If she hits, the stormsinger then makes a Perform (sing) check; the result indicates how much electricity damage the thunderbolt deals. A Refl ex save (DC 10 + stormsinger’s class level + Cha modifier) halves the damage. If the creature fails its Ref lex save, it must make a Fortitude save (same DC) or be deafened for a number of rounds equal to the damage dealt. Control Winds (Sp): At 5th level, a stormsinger with 13 or more ranks in Perform (sing) can use bardic music to cast control winds. This functions like the spell of the same name, except that the duration of the effect is concentration plus 3 rounds, and the save DC is 10 + the stormsinger’s class level + Charisma modifi er. The stormsinger’s caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th. Winter’s Ballad (Su): At 7th level, a stormsinger with 15 or more ranks in Perform (sing) can use bardic music to cast control weather. This functions like the spell of the same name, except that the duration of the effect is concentration plus 1d6 hours. The stormsinger’s caster level is equal to her ranks in Perform (sing), with a maximum caster level of 20th. Great Thunderstrike (Su): At 9th level, a stormsinger with 17 or more ranks in Perform (sing) can use bardic music to unleash a terrible stroke of lightning, followed by a deafening clap of thunder. The great thunderstrike affects a line 60 feet long from the stormsinger. The stormsinger makes a Perform (sing) check; the result indicates how much electricity damage the great thunderstrike deals. A Refl ex save (DC 10 + stormsinger’s class level + Cha modifi er) halves the damage. If a creature fails its Refl ex save, it must make a Fortitude save (same DC) or take an additional 2d6 points of sonic damage and be permanently deafened. The great thunderstrike is very strenuous, and uses up two of the stormsinger’s bardic music uses for the day. Storm of Vengeance (Sp): At 10th level, a stormsinger with 18 or more ranks in Perform (sing) can use bardic music to cause a storm of vengeance, as the spell of the same name (DC 10 + stormsinger’s class level + Cha modifi er). Her caster level is equal to her ranks in Perform (sing), with a maximum caster level of 25th. This potent ability is quite exhausting to use; each time it is activated, the stormsinger uses four of her bardic music uses for the day. Stormpower (Ex): At 2nd level, a stormsinger gains a +2 bonus on Perform (sing) checks made to use her stormsong powers and adds a +2 bonus to her caster level with stormsong powers when the temperature is cold or colder (40° F or lower) or when she is in a storm. For information on storms, see Table 3–24: Wind Effects, page 95 of the Dungeon Master’s Guide. Resistance to Electricity (Ex): At 4th level, a stormsinger gains resistance to electricity 5. This increases to resistance to electricity 10 at 6th level, and resistance to electricity 15 at 8th level.
Prone Attack[General, Fighter](CWar p103)Reqs:Dexterity 15,Base Attack Bonus +2,Lightning Reflexes 1. Opponents do not receive a bonus on their melee attack roll when you are Prone. 2. If you attack while Prone, you receive no penalty on the attack roll. If it is successful, you regain your feet as a Free Action.
Shield Ward[General, Fighter](PH2 p82)req:Shield Proficiency,Shield Specialization Add your Shield bonus to AC to the following: a) Touch AC; and b) resisting Bull Rush, Disarm, Grapple, Overrun, & Trip attempts.
Shield Specialization[General, Fighter](PH2 p82)req:Shield Proficiency When you take this feat, choose between ‘Buckler’, ‘Light Shields’, and ‘Heavy Shields’. You receive a +1 improvement to your Shield bonus to AC when using that type of Shield. You may take this feat multiple types, each with a different type of Shield.
Cunning Sidestep[General](Dcn p103)req:Small or Medium size, Improved Unarmed Strike, Clever Wrestling When your opponent is larger than Medium size, you gain a bonus on any opposed check you make to avoid being Bull Rushed, Tripped, Knocked Down, or Pushed. The bonus depends on the opponent’s size: Large – +2 Huge – +4 Gargantuan – +6 Colossal – +8 This feat is effective against the Large and in Charge feat. The bonus from this feat does not stack with Clever Wrestling.
Combat Stability[Combat Focus, Fighter](PH2 p87)req:Base Attack Bonus +3, Wisdom 13, Combat Focus While in ‘Combat Focus’, you receive a +4 bonus on checks to resist Bull Rush, Disarm, Grapple, Overrun,& Trip actions. If you have 3+ Combat Focus feats, the bonus improves to +8.
Combat Focus[Combat Focus, Fighter](PH2 p87)req: Wisdom 13 The first time you successfully hit an opponent in an encounter, you enter ‘Combat Focus’, which lasts for 10 round + 1 per ‘Combat Focus’ feat. You may only enter ‘Combat Focus’ once per encounter. While in ‘Combat Focus’, you receive a +2 bonus on Will saves. If you have 3+ Combat Focus feats, the bonus improves to +4.
Combat Vigor[Combat Focus, Fighter](PH2 p88)Req:Base Attack Bonus +9, Wisdom 13, Combat Focus While in ‘Combat Focus’, you gain Fast Healing 2. If you have 3+ Combat Focus feats, you gain Fast Healing 4.
Jotunbrud Type: General Source: Races of Faerûn Prerequisite: Damaran or Illuskan human Region: Damara, The North. Benefit: Whenever you receive a modifier based on your size on an opposed roll (such as during grapple and bull rush attempts), you are treated as Large if that's advantageous to you. You are also considered to be Large when determining whether a monster's special attacks based on size (such as improved grab or swallow whole) affect you. If you wish to determine your character's height and weight randomly, your base height is 6'4" (male) or 6'0" (female), and your base weight is 210 lb. (male) or 170 lb. (female). Refer to Table 6-6 in the Player's Handbook. Special: You may only take this feat as a 1st-level character.
Combat Acrobat[General, Fighter](PH2 p76)req:Balance: 9 ranks, Tumble: 2 ranks Acrobatic Recovery – make a Balance check vs. DC 20 to avoid being knocked Prone. Sure Footed Maneuver – make a Balance check vs. DC 15 to treat up to 4 squares of Difficult Terrain as normal terrain with regards to movement.
Kobold Endurance[General](Races of the Dragon)Prerequisite: Kobold. Benefit: You gain a +4 bonus on all Strength and Constitution ability checks, but not on Strength- or Constitution-based skill checks. You also gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Fortitude saves made to avoid nonlethal damage from hot or cold environments, Fortitude saves made to resist damage from suffocation, and grapple checks made to escape a grapple or pin. Also, you can sleep in medium armor without becoming fatigued. Special: A kobold who would gain Endurance as a bonus feat can choose Kobold Endurance in its place. Kobold Endurance counts as the Endurance feat for the purpose of meeting a prerequisite for a feat, prestige class, or special ability. Normal: A character without this feat who sleeps in medium armor is automatically fatigued the next day.
Favored of the Companions[Exalted] (BoED p43)req:Pledged fealty to one of the Paragon of the Guardinals (NG) Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take ‘Knight of Stars’ or ‘Servant of the Heavens’ after taking this feat.
Knight of Stars[Exalted](BoED p44)req: Pledged fealty to a member of the Court of Stars (CG) Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take ‘Favored of the Companions’ or ‘Servant of the Heavens’ after taking this feat.
Servant of the Heavens[Exalted] (BoED p46)req:Pledged fealty to one of the rulers of the Seven Heavens (LG) Once per day, you receive a +1 Luck bonus on any one roll or check. You must be performing a good act. You may not take ‘Favored of the Companions’ or ‘Knight of Stars’ after taking this feat.
Heroic Destiny[General] (RoD p152)req:Human or Half-Human Once per day, before you make an attack roll, ability check, skill check, saving throw, or caster level check, you may roll 1d6 and add it as a bonus to the roll, check, or save.
Lunging Strike[General, Fighter] (PH2 p80)req:Base Attack Bonus +6 As a Full Round Attack, you may make one attack with +5’ reach. May be used with armed, unarmed, & touch attacks.
Mobility[General, Fighter, Scout] (PH p98)(CAdv p10)+reqs:Dexterity 13,Dodge +4 Dodge bonus to AC vs. Attacks of Opportunity due to moving out of or within a threatened area. Any condition that could cause you to lose your Dexterity bonus to AC against an attack causes you to lose this bonus too.
Powerful Wild Shape[Wild](RoS p143)req:Wild Shape class ability, Powerful Build racial trait You can Wild Shape into a Powerful-Build version of a creature you can normally shape into. Powerful Built creatures count as one category larger for the purposes of opposed checks for Bull Rush, Trip, & Grapple; whether another creature’s special attack affects him; and for the purpose of using larger weapons.
Oaken Resilience[Wild](CDiv p82)req:Wild Shape (plant) class ability You may spend one of your daily uses of Wild Shape to receive immunity to Critical Hits, Poison, Sleep, Paralysis, Polymorph, and Stunning. You also gain +8 bonus to avoid being Bull Rushed or Tripped due to greater stability. This effect lasts for 10 minutes.
Roots of The Mountain Type: Divine Source: Races of Stone You can channel energy to make yourself immovable. Prerequisite: Ability to rebuke earth creatures, stability racial trait. Benefit: As a standard action, spend one of your rebuke earth creatures attempts to root yourself to the spot where you stand. You automatically win an opposed Strength check when an opponent attempts to bull rush or trip you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. If you are grappling, you automatically win an opposed grapple check when an opponent tries to move you. No spell or other effect can force you to move. If you become frightened or panicked, you experience the full effect of the fear but do nor run away. You cannot move, even to make a 5-foot step, while this ability is in effect. This ability lasts for a number of rounds equal to your character level, but you can end it at any rime as a free action. Special: You must be touching the ground to use this feat.
Stable Footing[Racial](RoE p112)req:Dwarf –or– Warforged You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on the ground. You take no movement penalty when moving over difficult terrain.
Confound the Big Folk[Tactical](RotW p153)req:Small size (or smaller),Underfoot Combat,Tumble: 10 ranks You may use the following 3 tactical maneuvers: Knee Striker – When you occupy a square with a creature at least two size categories larger than you, the creature is considered Flat-Footed against you and you receive a +4 bonus on rolls to confirm critical hits. Underfoot Defense – When you occupy a square with a creature at least two size categories larger than you, and you Fight Defensively, use Total Defense, or use Combat Expertise, any melee or ranged attack on you has a 50% chance of striking the creature who shares the square with you (that creature does not have a 50% chance of striking itself). Unsteady Footing – When you occupy a square with a creature at least two size categories larger than you, you may initiate a Trip attack on the creature you share the square with and not provoke an Attack of Opportunity. You can add your choice of Strength or Dexterity modifier to you check (your opponent gets the better of its Strength or Dexterity as usual). Your opponent does not get to add his/her size bonus to its roll. If the Trip attempt fails, your opponent does not get to try to trip you.
Perfect Clarity of Mind and Body Type: Tactical Source: Tome of Battle - The Book of Nine Swords Your mastery of the Diamond Mind discipline allows you to tap into reserves of spiritual and physical strength that other warriors cannot imagine using. Through focus, dedication, and a heightened awareness of your inner talents, you push yourself beyond your limits. Prerequisite: Unnerving Calm, base attack bonus +6, two Diamond Mind maneuvers. Benefit: The Perfect Clarity of Mind and Body feat enables the use of three tactical options. •Coiled Spring: To use this option, you must use the total defense action and move no more than 5 feet on your turn. On your next turn, you gain a +30-foot bonus to your land speed and a +2 bonus to AC as you burst across the battlefield. You can make a single attack after moving in this round, if you don't move more than double your modified speed. •Expert Mind: To use this option, you must first defeat an enemy in a duel of wills (see page 27, Tome of Battle). On your next turn, you gain a +4 morale bonus on any roll you make to disarm, feint, or trip that enemy. •Press the Advantage: To use this option, you must damage, disarm, or trip an opponent. On your next turn, you can make a DC 20 Intimidate check against your opponent as a free action If this check succeeds, your foe takes a -2 penalty on attack rolls for 1 round.
Nimble Stand(CSco p088)req: Tumble: 8 ranks You may stand from being Prone without generating an Attack of Opportunity.
Back on Your Feet(CSco p085)Req: Tumble: 12 ranks You can stand from being Prone as an Immediate Action that does not provoke an Attack of Opportunity.
ANCHORING Price: +1 bonus Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Several images of stylized anchors cover this strangely dense-looking armor. When wearing armor or a shield that has this property, you are diffi cult to move from your position during a fi ght. You gain a +5 enhancement bonus on any ability check to resist a bull rush, overrun, or trip attack. Prerequisites: Craft Magic Arms and Armor, bull’s strength. Cost to Create: Varies.
ANCHORING, GREATER [SYNERGY] Price: +1 bonus Caster Level: 10th Aura: Moderate; (DC 20) transmutation Synergy Prerequisite: Anchoring A single stylized anchor covers the chest of this hulking armor. This armor functions as anchoring armor, except that it grants a +10 enhancement bonus on ability checks against bull rush, overrun, and trip attacks. Cost to Create: Varies.
GHOST WARD Price: +1 bonus Property: Armor or shield Caster Level: 5th Aura: Faint; (DC 17) conjuration Activation: — This item appears normal at fi rst glance, but closer examination reveals the image of a ghostly face on its surface. A suit of armor or shield that has this property allows you to add its enhancement bonus (but not its armor or shield bonus) to your Armor Class against touch attacks (including incorporeal touch attacks). Prerequisites: Craft Magic Arms and Armor, mage armor. Cost to Create: Varies.
LANDING Price: +4,000 gp Property: Armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — Although rotund in form, this silvery armor is no more encumbering than usual for its type. A suit of armor that has this property allows you to ignore any damage dealt by the fi rst 60 feet of a fall. Regardless of how far you fall, you can always land on your feet if you so choose. Prerequisites: Craft Magic Arms and Armor, feather fall. Cost to Create: 2,000 gp, 160 XP, 4 days.
MOBILITY Price: +1 bonus Property: Light armor Caster Level: 5th Aura: Faint; (DC 17) transmutation Activation: — This suit of light armor seems exceptionally slick and supple. An abstract tracery in a silvery metal decorates the limbs and torso. While wearing a suit of light armor that has this property, you gain the benefi t of the Mobility feat, even if you do not meet its prerequisite. Prerequisites: Craft Magic Arms and Armor, cat’s grace. Cost to Create: Varies.
MITHRALMIST SHIRT Price (Item Level): 3,400 gp (8th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Swift (mental) Weight: 10 lb. This delicate-looking chain shirt is forged from a silver-white mithral alloy that gleams like starlight. Up to seven times per day, you can activate this +1 mithral shirt to fi ll your space with a billowing silver mist. This gleaming fog grants you concealment against attacks but does not interfere with your vision. The mist lasts for 1 minute per activation, and it remains in the space where you activated the effect (it doesn’t move with you if you leave that space). Prerequisites: Craft Magic Arms and Armor, obscuring mist. Cost to Create: 1,150 gp (plus 1,100 gp for mithral shirt), 92 XP, 3 days.
CHARGEBREAKER Price: +1 bonus Property: Melee weapon Caster Level: 5th Aura: Faint; (DC 17) enchantment Activation: — This weapon’s tip is rounded slightly, like that of a jousting lance. Any charging creature hit by a chargebreaker weapon must succeed on a DC 14 Fortitude save or be knocked prone. Prerequisites: Craft Magic Arms and Armor, daze monster. Cost to Create: Varies.
CURSESPEWING Price: +3 bonus Property: Weapon Caster Level: 11th Aura: Moderate; (DC 20) necromancy Activation: — A brutal surge longsword Illus. by W. England 32 CHAPTER 2 WEAPONS A barely perceptible dark glow surrounds this weapon. Whenever this weapon scores a critical hit against a target, it bestows a curse that imposes a –4 penalty on attack rolls, saving throws, skill checks, and ability checks for 1 minute. Multiple strikes aren’t cumulative with one another. Prerequisites: Craft Magic Arms and Armor, bestow curse. Cost to Create: Varies.
WEAKENING Price: +1 bonus Property: Weapon Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Macabre ornamentation and stretched bits of leather make this weapon look as though it were made from a shriveled limb. When you score a critical hit with a weakening weapon, the target takes a –4 penalty to its Strength score (to a minimum score of 1) for 10 minutes. Multiple strikes aren’t cumulative. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, ray of enfeeblement. Cost to Create: Varies.
Legs of the Undying Marcher(magic of Eberron) Flesh from the legs of an undying donor has been fused to your own legs. You now have the endurance of the deathless, and a memory of past confl icts that grants you better stability and refl exes in battle. Graft Location: Legs. Description: Flesh from the legs of one of the undying has been fused to your own legs, completely replacing your natural fl esh. Your new limbs are gaunt and seemingly devoid of muscle. Their skin is corpse-white and shriveled like that of the undying, but despite their appearance, they are stronger and sturdier than ever. At times, you even feel your movement guided by your deathless donor. Activation: Legs of the undying marcher are always active once the graft is installed. Using them requires no action on your part. Effect: Your legs never tire while walking, and so you need never make Constitution checks to avoid nonlethal damage or fatigue while making a forced march. Your legs also hold the accumulated experiences of their deathless donor, resulting in feelings of premonition that grant you a +2 bonus on all Refl ex saves. Finally, the durability of the legs gives you increased stability, resulting in a +4 bonus on checks to resist being bull rushed or tripped. Construction: Requires Deathless Fleshgrafter, lesser restoration spell, 3,000 gp, 240 XP, 6 days. Graft Donor: Flesh from the legs of a deathless creature. Graft Sacrifi ce: 2 hp. Price: 6,000 gp.
EVERBRIGHT Price: +2,000 gp Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) evocation Activation: Standard (command) Flecks of marble and pearl shimmer across this weapon, set within images of bursting stars and beaming suns. An everbright weapon can fl ash with a brilliant light twice per day at your command. When it is activated, all creatures within 20 feet of you are blinded for 1 +1 enervating kukri round (Refl ex DC 14 negates). Illus. by W. England 35 CHAPTER 2 WEAPONS An everbright weapon is also immune to acid damage and rusting effects. Prerequisites: Craft Magic Arms and Armor, searing light. Cost to Create: Varies.
PARRYING Price: +2 bonus Property: Weapon Caster Level: 15th Aura: Strong; (DC 22) enchantment Activation: — The detailed engravings on this shiny weapon appear to spin and jump about. Even when grasped, it twitches and bucks. A parrying weapon allows you to discern events an instant into the future, granting you a +1 insight bonus to AC. The weapon makes you so adept at parrying that it grants you a +1 insight bonus on saving throws. The bonuses are granted whenever you hold the weapon, even if you are fl at-footed. Prerequisites: Craft Magic Arms and Armor, divine protection (SC 70) or defensive precognition (EPH 124). Cost to Create: Varies.
Feats: Knowledge Devotion Nymphs Kiss Improved Turning :+1 Turn lvl Quicken Turning Exalted Turning: +3d6 untyped damage Light of Aurifar :+2d6 fire damage Empower Turning: +2d6 Turn Damage, -2 turn check Divine Energy Focus: +2 Turn Chk, +2 Damage roll, +2 turn lvls higher for Destroy Positive Energy Aura
Equipment: 21000gp +2 Heavy Mace with combined power of Rod of Defiance and Scepter of the NetherworldSpoiler:Show
Rod of Defiance: This white cudgel-like rod can be used as a +2 heavy mace. All undead in a radius of 30 feet of the wielder who holds the rod of defiance are treated as if they had –4 turn resistance. Moderate necromancy; CL 10th; Craft Rod, class ability to turn or rebuke undead; Price 13,000 gp.
Scepter of the Netherworld: This plain steel baton contains several glyphs incised along its length that promise power over the undead. Anyone who holds the rod and has the power to turn or rebuke undead is treated as if three levels higher than his actual level when he uses his turning or rebuking power. Moderate necromancy; CL 10th; Craft Rod, class ability to turn or rebuke undead; Price 9,000 gp
Sacred: A suit of armor or a shield with this quality assists only wearers who have the ability to turn or rebuke undead. Sacred armor or a sacred shield increases the owner’s effective level for the turning check by +2. Armor and shields with this ability are always specific to a deity and predominantly feature the god’s holy symbol. Moderate conjuration; CL 8th; Craft Magic Arms and Armor,ability to turn or rebuke undead; Price +2 bonus.
750gp Flametouched Iron Holy Symbol (Eberron Campaign Setting, 750 gp)+1 effective turning level 60000gp Redeemed DarkskullSpoiler:Show
Redeemed Darkskull: When a darkskull is redeemed, tracings of silver forming holy symbols and words appear in its surface. It emanates a hallow effect rather than unhallow, still with no additional spell effect tied to it. Moderate evocation; CL 9th; Craft Wondrous Item, hallow, redeemer must be good; Price 60,000 gp; Cost to Redeem 2,400XP; Weight 5 lb.
Phylactery of Undead Turning: This item is a boon to any character able to turn undead, allowing him to do so as if his class level were four levels higher than it actually is.Moderate necromancy [good]; CL 10th; Craft Wondrous Item, 10th-level cleric; Price 11,000 gp
Lyre of the Restful Soul: When played, this lyre weakens the ability of undead creatures to resist turning or rebuking.The drummer makes a DC 15 Perform(string instruments) check. If successful, all undead within 60 feet take a –4 penalty to turn resistance (which can lower their effective HD for turning to below their normal HD, but not lower than 1) for 10 rounds. Moderate necromancy; CL 10th; Craft Wondrous Item, able to turn or rebuke undead as a 10th-level cleric; Price 3,000 gp;Weight 5 lb.
EPHOD OF AUTHORITY Price (Item Level): 800 gp (3rd) Body Slot: Torso Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: 2 lb. This silver vestment is set with a circle of nine semiprecious gemstones surrounding a raised, silver hemisphere. While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning (but not rebuking or commanding) undead. Prerequisites: Craft Wondrous Item, turn undead, possession of a piece of the set.Cost to Create: 400 gp, 32 XP, 1 day.
9000gp Moonfriend Ring(Expedition to castle Ravenloft) +3 level for Turn Checks.. 3000gp Talisman of Undead MasterySpoiler:Show
TALISMAN OF UNDEAD MASTERY Price (Item Level): 3,000 gp (7th) Body Slot: — (held) Caster Level: 3rd Aura: Faint; (DC 16) necromancy Activation: Swift (mental) Weight: — This tarnished silver skull fi ts comfortably in a human hand. A talisman of undead mastery benefits any character capable of either turning or rebuking undead. The talisman has 3 charges, which are renewed each day at dawn. Spending 1 or more charges increases your effective cleric level for the purpose of a single turn or rebuke undead check, which must be made before the end of your turn. 1 charge: Increase effective turning level by 2. 2 charges: Increase effective turning level by 3. 3 charges: Increase effective turning level by 4. Prerequisites: Craft Wondrous Item, command undead. Cost to Create: 1,500 gp, 120 XP, 3 days.
Turn check .... assuming Cha 30
1d20 +18 (10 Cha + 2 Knowledge(Religion) + 2 Nymphs Kiss +4 Sacred(Darkskull))
will max out with a roll of 3 or better .... will assume rolling a one ...Turns at Cleric Level +3 +Modifiers :
21 Cleric +3 Turn Check +4 Talisman +3 Ring +1 Ephod +4 Phylactery +1 Holy Symbol +6 Armor(combined total) +3 Scepter +1 Imp Turning +2 Divine Energy Focus
49 HD ... to Destroy ..... or 24HD destroyed if they come into contact with Positive Energy Aura ..... this is actually higher ... he can subtract 4 from thier Turn Resistance then give a -4 Penalty to turn resistance .... thus he can affect 57HD Undead ... Destroyed with Greater Turning
this is not even maxed out yet .... it is easy to do Far More
At fi rst, it seems like a contradiction—an arcane spellcaster that “loses herself” in a blind fury. Yet, the rage mage makes for an interesting case, since her approach to magic is based on the primal passion of magic more than the studious quasiscientific approach. The rage mage prestige class is sure to enliven any campaign, because it raises fascinating questions on the true nature of magic and magic use. But don’t ask the rage mage to answer those questions herself—she’s not interested in the “why,” only the results. A rage mage taps into the primal essence of magic, using her own natural anger and frenzy to channel the arcane power in fl ashy, fl amboyant ways. Like the barbarian, the rage mage is often the product of a less civilized society. All rage mages must have at least some background as a barbarian (or some other class that grants a rage or frenzy ability), as well as training as a wizard, sorcerer, or—very rarely—a bard. Rage mage NPCs are usually found working with barbarians. They tend to shy away from traditional spellcasters and avoid the colleges and guilds where such individuals usually gather.
Hit Die: d8.
Requirements To qualify to become a rage mage, a character must fulfi ll all the following criteria. Alignment: Any nonlawful. Base Attack Bonus: +4. Feat: Combat Casting. Spells: Able to cast 2nd-level arcane spells. Special: Rage or frenzy ability.
Class Skills The rage mage’s class skills (and the key ability for each skill) are Concentration (Con), Profession (Wis), Spellcraft (Int), and Survival (Wis). Skill Points at Each Level: 2 + Int modifi er.
Class Features
Medium BAB Good Fort save All of the following are class features of the rage mage prestige class.
Weapon and Armor Profi ciency: Rage mages gain no profi ciency with any weapon or armor.
Spells per Day: At every even-numbered level gained in the rage mage class, the character gains new spells per day as if she had also gained a level in an arcane spellcasting class she belonged to before adding the prestige class. In no case, however, does she gain any other benefi t a character of that class would have gained, except for an increased effective level of spellcasting (but see spell rage, below). If a character had more than one arcane spellcasting class before becoming a rage mage, she must decide to which class she adds the new level for purposes of determining spells per day.
Spell Rage (Ex): A rage mage can cast spells while in a rage, as long as the spell’s casting time is no more than 1 full round. When she casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while in a rage, the rage mage uses her character level as her caster level. This ability only works when the rage mage is in a spell rage. While in a spell rage, a rage mage becomes reckless and loses her some of her ability to defend herself. She temporarily takes a –2 penalty to Armor Class. She can attempt Concentration checks to avoid having a spell disrupted, but can’t use any other Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride) while in a spell rage. A fi t of rage lasts for a number of rounds equal to 3 + the character’s Constitution modifi er. A rage mage can end her rage voluntarily. At the end of the rage, the character is fatigued (–2 Strength, –2 Dexterity, can’t charge or run) for the duration of the current encounter (unless the rage mage is 10th level, when this limitation no longer applies). A rage mage can only fl y into a rage once per encounter, and only a certain number of times per day (determined by level). Entering a rage takes no time itself, but a rage mage can only do it during her action, not in response to somebody else’s action.
Overcome Spell Failure (Ex): At 2nd level, a rage mage learns to ignore some of the restrictive nature of armor. Her arcane spell failure chance when wearing light or medium armor decreases by 10%.
Rage (Ex): A rage mage can enter a rage one additional time per day at 3rd level and another time per day at 8th level.
Angry Spell (Ex): Beginning at 5th level, when a rage mage casts a spell of the abjuration, conjuration, evocation, necromancy, or transmutation school while raging, the save DC for the spell increases by +2. At 10th level, this increase becomes +4.
Spell Fury (Sp): Upon reaching 7th level, a rage mage can quicken one spell of 4th level or lower (as if she had used the Quicken Spell feat), but without adjusting the spell’s level or casting time. She may use this ability once during each rage.
Tireless Rage (Ex): At 9th level and higher, a rage mage no longer becomes fatigued at the end of her rage.
Warrior Cry (Sp): A 10th-level rage mage may scream out a cry once per day as a free action on her turn and gain the benefi t of the Tenser’s transformation spell, with one exception: She does not lose her spellcasting ability for the duration of this effect. The rage mage’s caster level for the purpose of this effect is equal to her character level.
Nymph’s Kiss [Exalted] (BoED p44) — 1. +2 bonus on all Charisma-based skill checks. 2. +1 bonus on saving throws against spells & spell-like abilities. 3. +1 skill point per level, starting at this level.
Wand Mastery [Item Creation] (Eb p62) Caster level 9th Craft Wand Any spell you cast from a wand has its DC increased by 2 and its effective caster level increased by 2.
Legendary Artisan [Item Creation] (Eb p56) any Item Creation feat Reduce the cost of XP for crafting any magical item by 25%.
here are some more useful feats .... you might want to pick, depending on what type of character you are playing
Extraordinary Artisan [Item Creation] (Eb p53) any Item Creation feat Reduce the cost of raw material for crafting any magical item by 25%.
Reckless Wand Wielder [General] (CArc p82) Craft Wand Use Magic Device: 1 rank You may increase a Wand’s caster level by +2 by consuming one extra charge when using it.
Wandstrike[General](CArc p84)req:Use Magic Device: 4 rank You may make a Melee Touch Attack with a Wand which does 1d6 damage & consumes 1 charge. Since it is a touch attack, you may not apply extra damage bonuses (such as your Strength modifier) or bonus dice (such as Sneak Attack or Smite enemy). The Wand’s effect automatically hits (in the case of a Ray or Touch attack) or is centered on the opponent. A Wand’s spell effect that does not cover an area (such as Summon Monster I) cannot be used with this feat.
Trapmaster[General](Lost Empires of Faerûn) Prerequisite: Int 13, trap sense +2. Benefit: The bonus for your trap sense ability increases by 4. In addition, you gain a +2 bonus on all Disable Device checks.
COMBAT TINKERING You can disarm traps or pick locks quickly and effi ciently, even under the pressure of combat. Benefit: You gain a +4 bonus on Concentration checks to avoid being distracted in combat while making Disable Device or Open Lock checks. You also gain a +4 bonus when attempting to quicken a Disable Device or Open Lock check (see the Quickened Skill Checks sidebar). Normal: You must make a Concentration check whenever you are damaged or otherwise distracted while attempting to use the Disable Device or Open Lock skills. The DC to open a lock or disable a device is increased by 20 if you attempt to complete the task in a shorter amount of time. Special: This feat is particularly useful against encounter traps (see page 120).
QUICK RECONNOITER You are skilled at scanning an area or object quickly and thoroughly. Prerequisite: Listen 5 ranks, Spot 5 ranks. Benefi t: You can make one Spot check and one Listen check each round as a free action. You also gain a +2 bonus on initiative checks. Normal: Using Spot or Listen in a reactive fashion is a free action, but actively trying to make a Spot check or a Listen check requires a move action.
TRAP ENGINEER You have spent a great deal of time studying trap construction and recognize the work of famous builders, which gives you an edge against their devices. Prerequisites: Knowledge (architecture and engineering) 1 rank, Knowledge (dungeoneering) 4 ranks. Benefit: You know the styles of famous dungeon architects or recognize their infl uences. After fi nding or setting off a trap in a dungeon, you gain a +2 bonus on future Search checks and Disable Device checks to fi nd or disarm traps in that same dungeon. You also gain a +4 bonus on Refl ex saves to avoid traps in that dungeon, and a +4 dodge bonus to Armor Class against attacks made by traps in that dungeon.
TRAP SENSITIVITY Your senses are so attuned that you can detect mechanical traps that are close by. Prerequisites: Elf or trapfinding class feature, trap sense +2. Benefi t: When you pass within 5 feet of a mechanical trap, you are entitled to make a Search check to notice the trap as if you were looking for it. You cannot sense magic traps or spell traps with this feat. Normal: Without this feat, you must actively search for a trap to fi nd it before it activates.
TRAPSMITH “That, my friends, is what we in the trade call a blood melon. A nasty little trap designed to fi re razor-tipped darts into your head when you bend down to look through the keyhole. Stand back—I’ll take care of this.” —Kalder Phentley, trapsmith Many adventurers view traps as nuisances—just more obstacles to be overcome—but some see traps as an art form. Similar to a rogue in many respects, a trapsmith hones her craft to a level of perfection that few can hope to emulate. Simple and crude traps offend her, and complicated death traps cause her to leap about (cautiously, of course) in wonderment and joy. More than just an expert at disarming devices, a trapsmith excels at rigging deadly surprises to harm her enemies, secure her camp, and confound pursuers. BECOMING A TRAPSMITH A trapsmith needs a high number of skills and the trapfinding class feature, so many members of this prestige class begin their careers as rogues. Other classes can qualify, including ninjas, scouts, and spellthieves (all from Complete Adventurer), factotums (see page 14), and rangers who have the trap expert alternative class feature (see page 12). But rogues have the easiest time of it. Because the trapsmith is a skill-based character, she must have a high Intelligence score. A high Dexterity score also proves to be of great value, adding to a number of her skills. Entry Requirements Skills: Craft (trapmaking) 8 ranks, Disable Device 8 ranks, Open Lock 5 ranks, Search 8 ranks. Special: Trapfinding class feature. CLASS FEATURES d6 HD Medium BAB Good Ref save Class Skills (6 + Int modifier per level): Appraise, Craft, Disable Device, Escape Artist, Knowledge (architecture and engineering), Listen, Open Lock, Profession, Search, Sleight of Hand, Spot, Use Rope.
Table 3–3: The Trapsmith Hit Die: d6 Base Attack Fort Ref Will Spells per Day Level Bonus Save Save Save Special 1st 2nd 3rd 1st +0 +0 +2 +0 Booby traps (simple), master disarmer, trap sense +1 1 — — 2nd +1 +0 +3 +0 Arrow proof, quick fi ngers 2 — — 3rd +2 +1 +3 +1 Booby traps (advanced), unweave, trap sense +2 2 1 — 4th +3 +1 +4 +1 Dance through danger, spell proof 3 2 — 5th +3 +1 +4 +1 Avoid disaster, trap sense +3 3 2 1
As a trapsmith, your abilities revolve around using mundane traps and magic traps to your advantage. After attaining only a few levels, you are the most qualified member of your party at dealing with traps, and your abilities allow you to protect your fellows in a number of ways. Versatility is key when designing your character, because while traps are a common danger, they are not always present. Make sure to carry plenty of supplies so that you can make your own traps to use against enemies. Booby Traps (Ex): You can quickly set up simple booby traps (see the sidebar) to harm and hinder your foes. When setting up a trap, make a Craft (trapmaking) check. The check result is the Diffi culty Class of an attempt to fi nd the trap by making a Search check. Half the check result is the DC of an attempt to disarm the trap by making a Disable Device check. The check result affects other variables, too; see the Booby Trap sidebar below for details. Setting up a booby trap is usually a full-round action, though some take longer, as noted in the sidebar. Starting at 3rd level, your skill improves such that you can create advanced versions of the simple booby traps you already know. Master Disarmer (Ex): Your skill at finding and disarming traps is legendary. When dealing with a trap, add your trapsmith level to your Search checks, Disable Device checks, and Open Lock checks. Trap Sense (Ex): You are adept at evading the effects of traps, gaining bonuses at 1st level, 3rd level, and 5th level. See the barbarian class feature (PH 26). Trap sense gained from other sources (such as barbarian or rogue levels) stacks with this benefi t. Spells: If you are smart enough, you might gain the ability to cast arcane spells. To cast a particular spell, you must have an Intelligence score of at least 10 + the spell’s level. Your bonus spells are based on your Intelligence. Saves to avoid the effects of your spells have a DC of 10 + the spell’s level + your Int bonus (if any). You cast spells as a bard does. Table 1–4, below, details how many spells you can learn at each level. Choose your spells from the following list. 1st—arcane sight, cat’s grace, clairaudience/clairvoyance, dispel magic, fox’s cunning, gaseous form, haste, knock, protection from energy. 2nd—arcane eye, dimension door, lesser globe of invulnerability, Otiluke’s resilient sphere, stoneskin, stone shape. 3rd—Bigby’s interposing hand, break enchantment, fabricate, greater dispel magic, wall of stone. Arrow Proof (Su): When a trap activates, you know how to lessen the impact and reduce the damage. Starting at 2nd level, you gain damage reduction 5/— against the effects of traps. The reduction applies only to damage from physical attacks, such as arrows, crushing blocks, or pits. Damage caused by spells or magical effects is not reduced. Damage reduction gained from multiple sources stacks, but only for damage dealt by a trap. Quick Fingers (Ex): Starting at 2nd level, you can disarm traps more quickly. When you attempt a Disable Device check, use the table below in place of the table on page 72 of the Player’s Handbook. If you have the quick fi ngers alternative class feature (see page 13), reduce the time needed for checks on diffi cult and wicked traps to 1d3 rounds. Device Time Disable Device DC Simple 1 standard action 10 Tricky 1 full-round action 15 Difficult 1d4 rounds 20 Wicked 1d4 rounds 25+ Unweave (Su): At 3rd level, your understanding of magic traps allows you to unweave their magic, as if targeting the trap with dispel magic (PH 223). Your caster level for this ability equals 5 + your trapsmith level. You can use this ability three times per day. It works only against magic traps, but spells such as alarm (PH 197), glyph of warding (PH 236), and the symbol spells (PH 289–291) are valid targets. Dance through Danger (Ex): Starting at 4th level, when you make a Search check to fi nd a trap and your result exceeds the DC by 5 or more, you can move past the trap without setting it off. This benefi t applies only to you—the careful movements and balance needed cannot be taught to your fellow adventurers. Spell Proof (Su): Starting at 4th level, you enjoy a measure of protection against magic traps. You gain spell resistance equal to 15 + your trapsmith level. This spell resistance applies only to magic traps, which include spells such as fire trap (PH 231), explosive runes (PH 228), glyph of warding (PH 236), and the symbol spells (PH 289–291).
Avoid Disaster (Su): At 5th level, you learn to negate the effects of a trap as they happen. Once per day, when a trap is sprung, you can make a Disable Device check as an immediate action. If the check succeeds, you quickly disable the trap and avoid its effects. If the check fails, the trap activates as normal.
Skill tricks:
Second Impression(CSco p088)Req: Bluff: 5 ranks,Disguise: 5 ranks If an observer sees through your Disguise with a Spot check, you may make a Bluff check to convince him that he is mistaken. You must know that he saw through your disguise (typically by his reaction) & be within 30’. Usable 1/day.
Social Recovery(CSco p089)req: Bluff: 8 ranks,Diplomacy: 5 ranks If you fail a Diplomacy check to change an NPC’s attitude, you may make a Bluff check at –10 as a Full-Round Action to attempt to change the NPC’s attitude again. If successful, you may only improve the target’s attitude one category. Usable 1/day against a given target.
Clever Improviser(CSco p085)req: Disable Device: 5 ranks, Open Lock: 5 ranks You can make Disable Device and/or Open Lock checks without Thieves’ Tools and not take the standard –2 penalty. If you fail one of these checks, you cannot use this ability again until you have rested 8 hours.
Opening Tap (CSco p088) Manipulation Open Lock: 12 ranks As a Swift Action, you may attempt an Open Lock check with a –10 penalty using something hard to knock open the lock. If you fail this check, you may not use this Trick again until you have rested for 8 hours.
Clarity of Vision(CSco p085)Req: Spot: 12 ranks As a Swift Action, you can Pinpoint an Invisible creature for your Turn by making a Spot check vs. DC 20.
Collector of Stories(CSco p085)req:Know (any): 5 ranks Receive a +5 Competence bonus on trained Knowledge check to remember the special ability / vulnerability of a creature.
Slipping Past(CSco p089)req:Escape Artist: 5 ranks,Tumble: 5 ranks As a Swift Action, you may ignore the movement cost & penalty on attack rolls & AC when squeezing through a Narrow Space until the start of your next turn.
Speedy Ascent (CSco p089)req:Climb: 5 ranks If your Climb check allows you to climb at least 10’, add +10’ to your movement.
Walk the Walls(CSco p090)req: Climb: 12 ranks,Tumble: 5 ranks As long as you start & end your movement on a horizontal surface, you may move vertically 5’ per 20’ of normal movement. This does not require a Climb check.
Leaping Climber(CSco p087)req:Climb: 5 ranks,Jump: 5 ranks As a Swift Action, make a Running Vertical Jump (even if you don’t have the distance to run) check before a Climb check. If successful, you start your Climb the vertical distance of the Jump check off the ground.
Extreme Leap(CSco p086)req: Jump: 5 ranks After a successful horizontal Jump of at least 10’ during your turn, you may move an additional 10’ as a Swift Action during the same turn.
Wall Jumper(CSco p090)req: Climb: 5 ranks, Jump: 5 ranks If you successfully climbed up or down a wall in the current or previous turn, you may make a horizontal Jump check as if you had a ‘running start’.
Nimble Charge(CSco p087)req: Balance: 5 ranks You can Run or Charge across a Difficult Surface without needing to make a Balance check.
Back on Your Feet(CSco p085)req:Tumble: 12 ranks You can stand from being Prone as an Immediate Action that does not provoke an Attack of Opportunity.
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).
actually .... i would skip Kensai and Peerless Archer .... and focus on your weaknesses .... i would do something like this:
Offensive Boosts: Close Combat Shot Ignore Cover or Concealment less than Total with all shots Phase Arrow: This ability negates cover, concealment, and even armor modifiers, but otherwise the attack is rolled normally.The mind arrow travels to the target in a straight path, passing through any nonmagical or nonpsionic barrier or wall on its way.
BAB +16 +5 Insight+1 WF +2 RWM +1 PBS +12 Wis +2 enhancement= +39
Full Attack with Greater Flurry and Imp Multiweapon and Splitting
(+37/+37)/(+37/+37)/(+37/+37)/(+37/+37)/(+32/+32)/(+27/+27)/(+22/+22) Primary arm (+37/+37)/(+32/+32) 1st secondary Arm (+37/+37)/(+32/+32) 2nd secondary Arm (+37/+37)/(+32/+32) 3rd secondary Arm
Damage: Mind Arrow 1d8 ave = 4 +2 WSpcl +2 RWM +5 Insight +1 PBS +2 Enhancement +12 Wis = +28 Damage each Shot
Defensive boosts: Evasion Mettle Wis to AC(+3 with Monks Belt) Great Saves: Base Fort 8+ Con, Ref 16+ Dex, Will 18+Wis
BECOMING AN ELDRITCH THEURGE All eldritch theurges have levels in the warlock class, since this is the only currently known means to meet two of the requirements. Most eldritch theurges take levels in wizard since this allows fastest access to the class, but a significant number become sorcerers, taking advantage of their high Charisma. A few meet the requirements as bards, though this is exceptionally rare. Other combinations with arcane casting classes are possible, such as the wu jen (Complete Arcane) or the dread necromancer (Heroes of Horror), but are at least as rare as the bard. ENTRY REQUIREMENTS Skills: Knowledge (arcana) 8 ranks, Knowledge (the planes) 8 ranks. Spells: Ability to cast 2nd-level arcane spells. Invocations: Ability to use least invocations. Special: Eldritch blast +2d6. CLASS FEATURES As you advance as an eldritch theurge, your skill with both arcane spells and invocations increases until you're able to combine them into a single potent energy. 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 an arcane spellcasting class (but not an invocation-using 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 arcane spellcasting class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch theurge, you must decide to which class to add each level for the purpose of determining caster level and invocations known. Damage Reduction (Su): Fortified by the supernatural power flowing through your body, you become resistant to physical attacks. You gain damage reduction l/cold iron at 1st level; this stacks with damage reduction gained from other sources. Your damage reduction improves to 2/cold iron at 4th level, to 3/cold iron at 7th level, and to 4/cold iron at 10th level. Fiendish Resilience (Su): Beginning at 2nd level, you know the trick of fiendish resilience. Once per day, as a free action, you can enter an elevated physical state that lasts for 2 minutes. While in this state, you gain fast healing 1. At 9th level, your fiendish resilience improves; while in your fiendish resilience state, you gain fast healing 2 instead. This ability stacks with fiendish resilience granted by any other source. Spellblast (Sp): This invocation (Lesser; 4th; Eldritch Essence), learned at 3rd level, allows you to place an arcane spell that affects an area upon your eldritch blast. If the eldritch blast hits its target, the spell's area is centered on any corner of the target's space, even if the spell could normally be centered only on the caster. If the eldritch blast misses its target, the spell is lost with no effect. It takes a full-round action to cast the spell and fire the eldritch blast. Only an area spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. Only the first target of your eldritch blast is affected by the spell (for example, an eldritch chain spellblast centers the spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. Treat spellblast as a spell whose level is equal to the area spell placed upon the eldritch blast (minimum 4th level). Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other than greatreach blast or spellblast) to any arcane spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to charm monster). Using this ability increases the spell's casting time to 1 fullround action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast. If the spell has more than one target or allows more than one attack, you choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Greatreach Blast (Sp): This invocation (Greater; 5th; Eldritch Essence) allows you to place an arcane spell with a range of touch upon your eldritch blast. If the eldritch blast hits its target, the spell takes effect on that target as if you had touched it. If the eldritch blast misses its target, the spell is lost with no effect. It takes a full-round action to cast the spell and fire the eldritch blast. Only a touch spell with a casting time no greater than 1 standard action can be placed upon your eldritch blast. Only the first target of your eldritch blast is affected by the spell (for example, an eldritch greatreach chain delivers the touch spell on the initial target, not on any of the secondary targets). If your eldritch blast doesn't specify a target, you can't apply this invocation to the blast. Treat greatreach blast as a spell whose level is equal to the touch spell placed upon the eldritch blast (minimum 5th level).
ELDRITCH DISCIPLE "You have seen the powers my calling has granted me. How can I not devote my entire soul to the divinity in the wild?" —Leruun Anstrun, Disciple of the Wild All warlocks harbor at least a grudging respect for the entities responsible for their powers. They are clearly beings of great mystical might, and thus worthy of regard. A rare few warlocks go beyond this attitude to actual reverence or worship of the fiendish, fey, or extraplanar powers that have made them far more than mortal. Such is the life of an eldritch disciple devoted to a deity who granted her the arcane talents of the warlock. Though her powers might take different forms, she knows that the source is the same. BECOMING AN ELDRITCH DISCIPLE Most eldritch disciples begin their careers as clerics, gaining reverence and insight into divine mysteries through that class before beginning to explore eldritch secrets. Both Corellon Larethian and Lolth commonly encourage their most devoted and charismatic worshipers to become eldritch disciples (typically through powerful agents such as eladrins or demons), but any chaotic or evil deity has room for such an individual. Occasionally, a warlock who "gets religion" finds his way into this class after dabbling as a cleric, but this instance is less common. ENTRY REQUIREMENTS Skills: Knowledge (religion) 8 ranks, Knowledge (the planes) 4 ranks. Spells: Ability to cast 2nd-level divine spells. Invocations: Ability to use least invocations. Special: Ability to turn or rebuke undead, must worship a chaotic or evil deity. CLASS FEATURES d8 HD Medium BAB Good Fort and Will Saves
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Heal, Intimidate, Knowledge (arcana), Knowledge (nature), Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Spellcraft.
In addition to improving your existing divine spellcast¬ ing and invocation-using abilities, as a divine disciple you gain the ability to channel positive or negative energy for a variety of purposes. In particular, the eldritch spellweave ability allows you to combine the powers of both classes for a potent effect. Invocations: At each level, you gain new invocations known and an increase in caster level as if you had also gained a level in an invocation-using class to which you belonged before adding the prestige class level. (This includes eldritch blast) You do not, however, gain any other benefit a character of that class would have gained. If you had more than one invocation-using class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining caster level and invocations known. Spellcasting: At each level beyond 1st, 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 benefit a character of that class would have gained. If you had more than one divine spellcasting class before becoming an eldritch disciple, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known. Gift of the Divine Patron (Su): At 1st level, you gain a sacred gift of power from your divine patron (who is also the source of your cleric spells and, directly or indirectly, your warlock invocations). Choose one of the following abilities at 1st level, and another ability every three levels thereafter (4th, 7th, and 10th level). You can spend one of your turn/rebuke undead attempts as a swift action to activate the chosen power. Corrupting Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a corrupting blast. In addition to its normal effect, the blast applies
a penalty on the target's next Will save equal to 1/2 your class level (minimum -1). If the target doesn't attempt a Will save before the end of your next turn, the effect fades. Damage Reduction: You gain temporary damage reduction (overcome by cold iron) equal to 1/2 your class level (minimum l).This damage reduction stacks with the damage reduction granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Fearful Glare: You can render a single living creature within 30 feet of you shaken for 1 round (Will negates; DC 10 + class level + Cha modifier). The creature's HD can't exceed your character level. Fiendish Resistance: You gain resistance to acid and fire equal to 10 + your class level. This resistance stacks with the energy resistance granted by the warlock class. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be evil for you to select this gift. Healing Blast: In place of applying an eldritch essence invocation to your eldritch blast, you can change it into a healing blast. The blast heals living creatures instead of dealing damage to them (the damage healed is equal to the damage normally dealt). Against undead, the healing blast deals damage as normal; against constructs or objects, the healing blast has no effect. Your deity must be non-evil for you to select this gift. Protective Aura: You surround yourself with a magic circle against evil centered on you. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be good for you to select this gift. Strength of Will: You gain a bonus equal to 1/2 your class level (minimum +l) on your next save to resist a mind-affecting spell or ability. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round); if you haven't attempted an appropriate save in this time, the effect ends. Wild Frenzy: You gain a +2 bonus on attack rolls and damage rolls with melee weapons and eldritch blasts, along with temporary hit points equal to twice your class level. This effect lasts for a number of rounds equal to 3 + your Cha modifier (minimum 1 round). Your deity must be chaotic for you to select this gift. Turn/Rebuke Undead: Your eldritch disciple level stacks with your other class levels for the purpose of determining your ability to turn or rebuke undead. Eldritch Spellweave (Su): Beginning at 5th level, you can apply an eldritch essence invocation you know (other Leruun Anstrun, an eldritch disciple than greatreach blast or spellblast; see the eldritch theurge class features on page 57) to any divine spell that affects a target or that requires a melee or ranged touch attack. The spell's level must be at least as high as the level of the eldritch essence (for example, you can apply hellrime blast only to a spell of 4th level or higher). If the essence requires a saving throw, use the normal save DC for that essence. If an eldritch essence invocation changes the damage of the spell, it can be applied only to a spell that deals damage (you can't add brimstone blast to dimensional anchor, for example). Using this ability increases the spell's casting time to 1 full-round action. A spell that has a normal casting time of 1 full round or longer takes an extra full-round action to cast. If the spell has more than one target or allows more than one attack, you must choose one target to be affected by the invocation; all other targets take only the normal effect of the spell. You can use this ability a number of times per day equal to 3 + your Cha modifier (minimum 1). Timeless Body (Ex): Beginning at 10th level, the divine power of your patron infuses you with eternal vigor. You no longer age (PH 37).
Singh Rager While bear warriors claim the wild ferocity of the bear in their uncontrolled rages, singh ragers draw their furious strength from the noble lion (called a singh or singha in some societies) . The singh ragers' fury never robs them of their discipline and control, which to many minds makes them only more terrifying. They are paragons of warrior virtue whose speed, strength, and courage are unrivaled. Fighters and samurai make the best singh ragers, though rangers can easily qualify. Monks and sohei can't qualify before 12th level unless they have some levels in fighterrelated classes, but some have been known to persevere to that point. In Rokugan, singh ragers come from the Lion clan, where they are trained in the Matsu school (and called Matsu ragers). NPC singh ragers are often the favorite champion of a prince or emperor. Their lawful alignment makes them excellent retainers. Hit Die: d12. REQUIREMENTS To qualify to become a singh rager, a character must fulfill all the following criteria . Alignment: Any lawful . Base Attack Bonus: +7 . Feats: Iron Will, Ki Shout. CLASS SKILLS The singh rager's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Handle Animal (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Str), Knowledge (history) (Int), Ride (Dex), Sense Motive (Wis), and Swim (Str) . See Chapter 4: Skills in the Player's Handbook for skill descriptions. The Iaijutsu Focus skill is described in Chapter 4 ofthis book. Skill Points at Each Level: 2 + Int modifier. CLASS FEATURES The following are class features of the singh rager.
Full BAB d12 HD good Fort and Will saves
Weapon and Armor Proficiency: Singh ragers are proficient with all simple and martial weapons and with all armor. Lion's Roar: The singh rager's fury in battle sends fear into her opponents' hearts . Asingh rager can use a Ki Shout or Great Ki Shout a number of times per day equal to four plus her Charisma modifier, and the Difficulty Class of the fear effect is increased by 4. Great Ki Shout: A singh rager gains this feat for free at 1st level. Lion's Fury (Ex): At 2nd level, a singh rager can enter a state of rage, gaining phenomenal strength and durability but becoming reckless and less able to defend herself. She temporarily gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but suffers a -2 penalty to AC. The increase in Constitution increases the singh rager's hit points by 2 points per level, but these hit points go away at the end of the rage when the Constitution score drops back to normal. These extra hit points are not lost first the way temporary hit points are. While raging, a singh rager cannot use skills or abilities that require patience and concentration, such as moving silently or casting spells . (The only class skills she can't use while raging are Craft, Iaijutsu Focus, and Sense Motive.) She can use any feat she has except for Expertise, item creation feats, metamagic feats, and Skill Focus (if it's tied to a skill that requires patience or concentration) . A fit of rage lasts for 3 rounds, plus the character's (newly improved) Constitution modifier. The singh rager may prematurely end the rage voluntarily. At the end of the rage, the singh rager is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. The singh rager can only fly into a rage once per encounter, and only a certain number of times per day (determined by level) . Entering a rage takes no time itself, but the singh rager can only do it during her action, not in response to somebody else's action . A singh rager can't, for example, fly into a rage when struck down by an arrow in order to get the extra hit points from the increased Constitution, although the extra hit points would be of benefit if she had gone into a rage earlier in the round, before the arrow struck . Asingh rager can enter a rage three times per day at 3rd level, four times at 6th level, and five times at loth level. Starting at 8th level, the singh rager's fury bonuses become +6 to Strength, +6 to Constitution, and a +3 morale bonus on Will saves. (The AC penalty remains at -2.) Lion's Courage (Ex): A singh rager of 3rd level or higher is immune to fear (magical or otherwise) and gains a +4 bonus on Will saves against other mind-influencing spells and effects. Remain Conscious : A singh rager gains this feat for free at 3rd level. Lion's Pounce (Ex) : At 4th level, a singh rager can make a full attack at the end of a charge . RoaringStrike (Ex) : Asingh rager of 5th level or higher can make a Ki Shout as a free action if she combines it with a full attack action . Swiftness of the Lioness (Ex) : When she reaches 7th level, a singh rager can act as ifunder the effects of a haste spell for a total of 1 round per class level per day. These rounds need not be consecutive.
the PrC that adds Wis to Attack and Damage is ... Shiba Protector:
THE SHIBA PROTECTOR The warriors of the Shiba family are sworn to protect the Isawa family, just as the first Shiba swore to protect the Isawa family while its leader ventured into the Shadowlands with Shinsei . For a thousand years the descendants of Shiba have pursued this duty, giving them a clear sense of purpose that defines their family character.They pursue this duty with the aid of rigorous military training, combined with a spiritual discipline that grants them a keen awareness of magic's ebb and flow, allowing them to heighten its effects on themselves, resist it more strongly, or even shrug it off entirely. Shiba protectors are almost exclusively drawn from the samurai character class . Young Shiba protectors serve a period in the Home Guard, patrolling Phoenix lands and defending them from any threat . As they advance, some choose to become yojimbo (bodyguards), assigned to protect an individual courtier or dignitary. It is in this capacity that the Shibas truly excel, and where their vow to defend their fellow Phoenix shines most clearly. Hit Die: d10.
REQUIREMENTS To qualify to become a Shiba protector, a character must fulfill all the following criteria . Race: Human (Phoenix Clan) . Base Attack Bonus: +5 . Skills : Knowledge (religion) 4 ranks . Feats : Alertness, Expertise, Iron Will.
CLASS SKILLS The Shiba protector's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (Int), Diplomacy (Cha), Iaijutsu Focus (Cha), Intimidate (Cha), Jump (Sir), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Swim (Str). See Chapter 4: Skills in the Player's Handbook for skill descriptions. The Iaijutsu Focus skill is described in Chapter 4 ofthis book. Skill Points at Each Level : 2 + Int modifier.
CLASS FEATURES The following are class features of the Shiba protector.
Medium BAB Good Fort and Will Saves d10 HD
Weapon and Armor Proficiency: Shiba protectors do not gain any additional weapon or armor proficiency.
No Thought (Ex): Shiba protectors add their Wisdom modifier, if positive, to their attack and damage rolls.
Aid Shugenja (Su) : At 2nd level, a Shiba protector can use her own personal energy to empower a shugenja's spell when she is the target of that spell. The spell is treated as if the shugenja had used the Empower Spell metamagic feat, including the longer casting time . The Shiba protector can use this ability once per day at 2nd level, twice per day at 4th level, three times per day at 6th level, and four times per day at 8th level. He must make a successful Spellcraft check (DC 10) to enhance the spell. A failed check does not count as a use of the ability. At 8th level and above, the protector can apply the Maximize Spell feat to spells cast on her instead. The Spellcraft DC is 15 . She must decide before any applicable dice are rolled whether she wishes to maximize or empower the spell. A Shiba protector cannot empower an already empowered spell, or maximize an already maximized one.
Dancing with the Elements (Ex) : Beginning at 3rd level, a Shiba protector gains a bonus on all saving throws against spells and spell-like effects. This bonus is +2 at 3rd level, +4 at 5th level, and +6 at 7th level.
One with Nothing (Su): Three times per day, a Shiba protector of 6th level or higher can fall into a trance that allows her to perform actions quickly but with perfect clarity. For a single round, the samurai can act as if under the effect of a haste spell.
Diamond Soul (Ex) : At 9th level, a Shiba protector gains spell resistance equal to 20 + her Wisdom modifier. In order to affect the Shiba protector with a spell, a spellcaster must roll the protector's spell resistance or higher on 1d20 + the spellcaster's level.
One with All and Nothing(Sp) :A Shiba protector of 10th level has recognized the deep truth that all her ability scores spring from the same essence. In a moment of perfect clarity, she can use her highest ability score modifier when making a skill check, attack roll, damage roll, or saving throw, in place of the ability score modifier she would normally use. Thus, she could add her Wisdom modifier to a damage roll instead of her Strength modifier, her Charisma modifier to her Reflex saving throw instead of her Dexterity modifier, or her intelligence modifier to her Spot check instead of her Wisdom modifier. The Shiba protector can use this ability a number of times per day equal to her highest ability score modifier.
I would love your input on a Duskblade build I made a while ago, but is thinking on using now.
Human Duskblade 6 -->
Attributes: High str, con and int
Feats: Flaw: Murky-Eyed (Knowledge Devotion) Trait: Absent Minded (H) EWP Great falchion (1st) Power Attack (3rd) Obtain Familiar (Owl) (6th) Extra Spell (Combust) (9th) ? Improved Familiar - Winter Wolf ? (12th) Arcane Strike
Equipment: Large Falcion Wand of Vigor Healing belt Breastplate Buckler Unsure about the rest... Any good crystals that might be of good use for a duskblade build? Thanks!
interesting .... just to make sure .. this is the Weapon you are using:
There's one thing I've been needing to get sorted out. Let's assume a DM let you play an artificer and like most DMs let you justify modifications with enough fluff. For example, a normal mortal artificer would not have enough time to know all spells and remember them all to be able to make scrolls of them. A warforged with his long life could. How would you go about convincing a DM to hand waive the time requirement of making magic items? I hate that it would take 5 years to make an extremely high level item (doesn't my high level count for something?). I would like to make it an encounter based(experience) limit instead of a daily limitation. The justification is to allow for a fair tradeoff of discount vs. immediate need (fighter pays full price if he wants it now, but only pays 34% if he wants it 8 encounters from now. That's the justification but DMs don't like that kind of stuff. They like well written story based reasons.
as Littha said .... they should not take that long to make
but here is something every Artificer should Have or make DEDICATED WRIGHT Tiny Construct Hit Dice: 1d10 (5 hp) Initiative: +0 Speed: 10 ft. (2 squares) Armor Class: 12 (+2 size), touch 12, fl at-footed 12 Base Attack/Grapple: +0/–7 Attack: Hammer +3 melee (1d3+1) Full Attack: Hammer +3 melee (1d3+1) Space/Reach: 2-1/2 ft./0 ft. Special Attacks: — Special Qualities: Construct traits, darkvision 60 ft., item creation, low-light vision Saves: Fort +0, Ref +0, Will +0 Abilities: Str 12, Dex 11, Con —, Int 10, Wis 11, Cha 7 Skills: Craft (any) +7, Craft (any) +4 Feats: Skill Focus (Craft) Environment: Any Organization: Solitary Challenge Rating: 1/2 Treasure: None Alignment: Any (same as creator) Advancement: 2–3 HD (Small) Level Adjustment: — Resembling a stunted, misshapen dwarf barely over a foot tall, the creature hobbles slowly away from the item it was working on. A dedicated wright is a homunculus created to carry out the process of item creation on behalf of its master. Unlike most homunculi, a dedicated wright does not go out on missions or accompany its master on adventures. Instead, it stays home working while its master adventures. Combat A dedicated wright shies away from combat. If threatened, it tries to hide someplace too confi ning for its attackers to follow. Item Creation (Su): A dedicated wright can perform the daily tasks related to item creation on behalf of its master. The master must meet (or emulate) all the prerequisites to create the desired item normally, and pays the gold and XP cost himself. The only cost a dedicated wright can help with is time. The master spends 1 hour initiating the process, channeling spell prerequisites into the dedicated wright, and paying the XP cost to make the item. He may then leave, allowing the wright to carry the process through to completion. Construction A dedicated wright is molded from clay, glazed with a mixture of arcane unguents and the creator’s blood, and fi red in a kiln. The materials cost 100 gp. Creating the body requires a DC 14 Craft (pottery) check. A dedicated wright with more than 1 Hit Die can be created, but each additional Hit Die adds 2,000 gp to the cost to create. Craft Construct, arcane eye, fabricate; Price — (never sold); Cost 2,100 gp + 160 XP.
"Every creature is but a role." -- Beriel, Comedian of Calamity and Tragedian of Triumph
Belief and perception shape reality. In worlds where religions derive might from the faith of believers and where amazing magic sways the mind, those who command the senses hold great power. In such an environment, the master of masks takes center stage. Wearer of a thousand faces, with an identity as fluid as that of a crowd of strangers, this thespian of possibilities decides what is real and what can be.
Becoming a Master of Masks
A master of masks must be a consummate actor. Anyone capable of shifting from role to role convincingly might enter the prestige class. Many are bards, who are the most obviously talented in the performing arts. Particularly theatrical rogues or those who specialize in disguise also sometimes become masters of masks, as do some multiclass sorcerers or wizards -- especially those with a fondness for illusions. Characters of a more martial bent or serious personality usually see acting as frivolous and do not pursue the class.
Special: Must have successfully impersonated an individual, fooling even that person's friends and associates.
Class Features
You take on roles as befits your situation.Whether donning the mask of the jester to entertain a crowd or the mask of the gladiator and joining battle, your greatest talent is your versatility.
Spellcasting: At 2nd, 4th, 7th, and 9th 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 spellcasting 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 spellcasting class before becoming a master of masks, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Persona Masks (Su): You gain the ability to craft potent magical masks, each of which allows you to take on a different persona and gain some aspect of that creature or archetypal character. At 1st level, you learn to create and use two masks selected from those described below. At 2nd level, and at every odd-numbered level thereafter, you can create and use one more mask from the list.Creating a new persona mask requires 8 hours of work and costs 100 gp. You can use only persona masks that you have crafted. No one else (not even another master of masks) can benefit from a persona mask that you create.
To gain the benefit of a mask, you merely wear it. Putting on a mask is a standard action, and removing one is a move action. Once it is worn, the mask's benefit immediately applies. Your master of masks level is your caster level for any spell-like abilities produced by a mask.
In addition to its other benefits, a mask conceals your alignment, replacing it (for the purpose of detection spells or abilities) with an alignment appropriate to the mask. You still retain your normal alignment for all other purposes (such as if a paladin uses smite evil against you).
One or more persona masks can be worn at the same time, occupying the eye lenses/goggles body slot.
Angel: The image of an androgynous face with eyes serenely upturned to the heavens forms this mask, carved from flawless alabaster. Cultic runes adorn the forehead and cheeks, and its edges are ringed by downy feathers.As an immediate action, you can use feather fall as a spell-like ability any number of times per day, but only on yourself.Once per day as a swift action, you can use fly as a spell-like ability; the effect lasts for 5 rounds. As you advance in the master of masks class, you can use this ability more often: twice per day at 4th level, three times per day at 7th level, and four times per day at 10th level.Your alignment appears to be lawful good while you wear an angel mask.
Archmage: This mask of deep purple fluorite is sculpted in the image of a heavily wrinkled old man. A roughly circular tangle of arcane runes appears where the visage's mouth should be.You can use each of these spell-like abilities once per day: charm person, dancing lights, detect magic, and magic missile. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: 4th level, invisibility and scorching ray; 7th level, lightning bolt and slow; and 10th level, dimension door and ice storm.Your caster level is treated as two higher for the purpose of casting arcane spells (up to a maximum of your character level). If you have no arcane spellcasting ability, this effect grants you no benefit.Your alignment appears to be chaotic good while you wear an archmage mask.
Assassin: Hardened black leather and metal clasps create the disturbing aspect of the assassin. A jagged, cruel slit forms the opening for the mouth, and the mask's edges are worn and stained.You can deliver a sneak attack that deals an extra 1d6 points of damage when you are flanking an opponent or at any time when the target would be denied its Dexterity bonus (see the rogue class feature, PH 50). As you advance in the master of masks class, your sneak attack becomes more devastating: This extra damage improves to 2d6 points at 4th level, 3d6 at 7th level, and 4d6 at 10th level. If you get a sneak attack bonus from another source (such as rogue levels), the bonuses on damage stack.In addition, you gain a +2 competence bonus on Hide and Move Silently checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level.Your alignment appears to be lawful evil while you wear an assassin mask.
Demon: This obsidian mask bears the visage of a darkly handsome fiend. Small, black horns adorn the demon's forehead, and its black ears rise to points. Its smiling mouth shows rows of sharp teeth.Once per day, you can use summon monster III as a spell-like ability, only to summon creatures of chaotic evil alignment. As you advance in the master of masks class, you can summon increasingly powerful creatures: At 4th level, you can instead use summon monster IV; at 7th level, summon monster V; and at 10th level, summon monster VI.Your alignment appears to be chaotic evil while you wear a demon mask.
Dragon: This multihued mask of precious metals and scintillating gemstones forms the terrible visage of a snarling wyrm. A sunburst of metallic and bejeweled scales flares out around the reptilian face.Three times per day you can breathe a cone of fire as a standard action. The cone is 30 feet long and deals 2d8 points of fire damage. A successful Reflex save (DC 10 + your master of masks level + your Cha modifier) halves the damage dealt. Once you use this ability, you can't use it again for 1d4 rounds. As you advance in the class, you can deal additional damage with this ability: 4d8 points at 4th level, 6d8 at 7th level, and 10d8 at 10th level.Your alignment appears to be neutral evil while you wear a dragon mask.
Faceless: Only a pair of empty eyeholes break this otherwise featureless oval, porcelain mask.You gain a +5 competence bonus on saves against mind-affecting spells and abilities. You are protected from divination effects as if by a nondetection spell; the DC of the caster level check is 15 + your master of masks level.Even if the nondetection effect is overcome, your alignment appears to be neutral while you wear a faceless mask.
Gladiator: This wyvern-hide mask is shaped like the face of a grim warrior. Scars cover its surface, and silver chainmail rings surround its outer edge.You gain proficiency with all martial and exotic weapons. You also gain a +1 competence bonus on attack rolls and weapon damage rolls. As you advance in the master of masks class, you become more expert in weapon use: This bonus improves to +2 at 4th level, +3 at 7th level, and +4 at 10th level.Your alignment appears to be neutral while you wear a gladiator mask.
High Priest: This mask of rose porphyry has a wide mouth open in song, but instead of eyes it has slits twisted into runes (these do not restrict your vision).You can use each of the following spell-like abilities once per day: bless, cure light wounds, protection from evil, and sanctuary. As you advance in the class, you can use additional spell-like abilities, each once per day: At 4th level, you can use aid and lesser restoration; at 7th level, cure serious wounds and remove curse; and at 10th level, death ward and neutralize poison.Your caster level is treated as two higher for the purpose of casting divine spells (up to a maximum of your character level). If you have no divine spellcasting ability, this effect grants you no benefit.Your alignment appears to be neutral good while you wear a high priest mask.
Jester: Gaudy ribbons, tinkling bells, and a bobbing cockscomb adorn this leather mask. Brightly hued eyeshadow, lipstick, and alternating red, black, and white diamonds flamboyantly paint the form's angular features.You gain a +2 competence bonus on Balance, Perform, Sleight of Hand, and Tumble checks. As you advance in the master of masks class, you become more proficient with these skills: This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level.Your alignment appears to be chaotic neutral while you wear a jester mask.
Lich: This mask is made of poorly cured, purplish skin stretched over yellowed bone. Bloodless cuts and old bruises mar its surface, and tufts of long, white hair sprout from its wrinkled brow.Once per day you can use cause fear and detect undead as spell-like abilities. As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use false life; at 7th level, halt undead; and at 10th level, fear.Additionally, you gain resistance to cold 10.Your alignment appears to be neutral evil while you wear a lich mask. Furthermore, you register as an undead creature with Hit Dice equal to your character level to any form of magical divination (such as detect undead).
Lord: A swirling mixture of gleaming copper and silver forms the regal countenance of a smiling man. A gem-studded diadem adorns its brow, and stamped across its surface are layered images of coins.Once per day, you can use remove fear as a spell-like ability.As you advance in the master of masks class, you can use additional spell-like abilities, each once per day: At 4th level, you can use eagle's splendor; at 7th level, heroism; and at 10th level, dispel chaos.In addition, you gain a +2 competence bonus on Diplomacy and Gather Information checks. This bonus improves to +4 at 4th level, +6 at 7th level, and +8 at 10th level.Your alignment appears to be lawful neutral while you wear a lord mask.
Savage: Bright, flaking warpaint streaks this battered wooden image of a snarling, fang-toothed wild man.Your hands transform into claws, granting you two primary natural weapon attacks, each dealing 1d4 points of damage (assuming you are Medium), plus your Strength modifier. You are considered to be proficient with your natural weapons.Your claws overcome damage reduction as if they were magic weapons.As you advance in the master of masks class, you can deal more damage with your claws: 1d6 points at 4th level, 1d8 at 7th level, and 2d6 at 10th level.Your alignment appears to be chaotic neutral while you wear a savage mask.
Mask Specialist (Su): Starting at 3rd level, you innately enhance the abilities of any magic mask you wear (such as the mask of the skull, DMG 262). If the mask creates an effect that requires a saving throw, the save DC increases by 2. If the mask grants a bonus on skill checks, that bonus is increased by 2. Otherwise, the mask's caster level is treated as two higher.This ability has no effect on the persona masks you create and use.
Many Faces (Ex): At 5th level, you can wear more than one persona mask simultaneously. You can use the abilities of only one mask at a time, but you can switch between masks more quickly.While wearing a persona mask, you can don a second without taking off the first. The appearance and benefit of the second replace those of the first. As a move action, you can have the first mask appear instead, granting its effect in place of the other's. At 8th level, you can wear up to three masks simultaneously and can switch masks as a swift action. At 10th level, you can wear up to four masks simultaneously and can switch masks as an immediate action.
While wearing multiple persona masks in this way, you can remove any worn mask as a move action (regardless of which one is active).
Hidden Mask (Su): Beginning at 6th level, you can make any mask you wear become invisible (or return an invisible mask to visibility). Activating or deactivating this ability requires a swift action. The mask's benefit applies regardless of whether it is visible.
Table 2-11: The Master of Masks Hit Die: d6
Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting Masks Known 1st +0 +0 +2 +2 Persona masks -- 2 2nd +1 +0 +3 +3 -- +1 level of existing spellcasting class 3 3rd +1 +1 +3 +3 Mask specialist -- 4 4th +2 +1 +4 +4 -- +1 level of existing spellcasting class 4 5th +2 +1 +4 +4 Many faces (2, move) -- 5 6th +3 +2 +5 +5 Hidden mask -- 5 7th +3 +2 +5 +5 -- +1 level of existing spellcasting class 6 8th +4 +2 +6 +6 Many faces (3, swift) -- 6 9th +4 +3 +6 +6 -- +1 level of existing spellcasting class 7 10th +5 +3 +7 +7 Many faces (4, immediate) -- 7
Class Skills (4 + Int modifier per level): Appraise, Bluff, Craft, Disguise, Forgery, Perform, Sleight of Hand, Speak Language.
STALWART SORCERER Most sorcerers hide behind walls of steel, slinging spells at enemies safely distant. You have no patience for such cowards and prefer to be near the front line. Your breadth of magical knowledge might not compare with those craven weaklings, but you are proud to dive into the fray alongside the fighter. If you play a sorcerer with this alternative class feature, | consider taking at least one level of fighter and selecting the I armored mage alternative class feature (see page 32). Class: Sorcerer. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: Reduce by one the number of sorcerer spells known for your highest spell level (to a minimum of one). As a 1st-level character, you have one 1st-level spell known rather than two. When you would gain a second known spell from a higher level, apply this penalty to the new spell level but remove it from the lower level. For example, at 5th level, you reduce your 2nd-level spells known from two to one but you gain the previously unavailable 1st-level spell (increasing your 1st-level spells known from three to four). Benefit: You gain extra hit points equal to two times your sorcerer class level. Every time you advance a level, you gain another 2 extra hit points. (So, at 1st level you have 2 extra hit points, at 2nd level you have 4 extra hit points, and so on.) You also gain the Martial Weapon Proficiency feat for a melee weapon of your choice, as well as Weapon Focus with that weapon.
FOCUSED SPECIALIST Every wizard who calls himself a specialist takes pride in wielding his preferred form of magic. Those who are exceptionally pure of purpose take this specialization to an entirely new level, disdaining breadth of skill in favor of even greater focus. Class: Wizard. Level: 1st. Special Requirement: You must be a specialist wizard. Replaces: You lose one spell slot from each level of wizard spells you can cast. If you later gain the ability to cast higherlevel wizard spells, you lose one spell slot from each new level of spells you can cast. You must also choose another prohibited school of magic, which can't be divination. Benefit: You can prepare two additional spells of your specialty school per spell level each day. These extra spells are in addition to those normally granted to a specialist wizard. This benefit doesn't apply to spells gained from classes other than wizard.
ELEMENTAL COMPANION Every druid reveres nature, but some pay more respect to the fundamental building blocks of the natural world than to its flora and fauna. By forgoing her bond with the animal kingdom, a druid can instead take on an elemental creature as her companion. Class: Druid. Level: 1st. Special Requirement: Knowledge (the planes) 1 rank, Speak Language (Auran, Terran, Ignan, or Aquan) Replaces: You do not gain an animal companion, nor do you gain wild empathy. Benefit: You gain the companionship of a Small elemental (air, earth, fire, or water; your choice). You must speak the language of your chosen elemental companion (Auran, Terran, Ignan, or Aquan, respectively). Your elemental companion has the normal statistics of an elemental of its kind. It does not gain any extra HD, natural armor adjustment, Strength or Dexterity adjustment, or extra tricks (it is intelligent enough to follow your spoken commands and thus needs no tricks). It gains all other special abilities normally granted to an animal companion, with the exception of Multiattack. At 4th level, your elemental grows into a Medium elemental of the same kind. Its statistics change appropriately. At 10th level, you can choose for your elemental companion to grow to a Large elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain Medium, it instead gains 2 HD, +2 Strength, +2 Constitution, and damage reduction 5/—. At 16th level, you can choose for your elemental companion to grow to a Huge elemental of the same kind, with the appropriate changes to its statistics. If you choose for your elemental to remain at its current size, it instead gains an additional +4 HD, +4 Strength, +4 Constitution, and damage reduction 5/—. All these benefits stack with existing statistics except for the damage reduction.
DIVINE MAGICIAN Deities influence the world through the divine spells they grant their worshipers. Some clerics, however, choose to explore magical powers beyond those commonly provided by the gods. By giving up some of their divine power, these clerics gain access to spells normally beyond their abilities. This class feature can be chosen only once. Class: Cleric. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: You gain only one domain (including spells and granted power) at 1st level, rather than two. Benefit: You can add one 1st-level abjuration, divination, or necromancy wizard spell to your cleric spell list. Each time you gain the ability to cast a new level of cleric spells, you can add a single wizard spell of the same level from one of those schools to your cleric spell list.
ARCANE STUNT Every swashbuckler relies on her agility and quick wit to get her out of scrapes. Some take this a step farther, learning magical tricks that boost their mobility or defense. Class: Swashbuckler (see Complete Warrior). Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: You lose the grace class feature and all later improvements to that ability. Benefit: Choose one of the following spells: blur, expeditious retreat, feather fall, jump, or spider climb. You can use that spell-like ability as a swift action (or, in the case of feather fall, as an immediate action); the duration of the spell is reduced to 1 round. Your caster level is equal to your swashbuckler level. At 11th level, you can choose a second spell-like ability from the list above, and the benefit gained from both of these spell-like abilities lasts for 2 rounds. At 20th level, you can choose a third spell-like ability, and the benefit of each one lasts for 3 rounds. You can use this ability a number of times per day equal to 1 + your Int modifier (minimum 1/day). Regardless of the number of arcane stunts you possess, the same total daily limit applies to their use—that is, each day, an 11th-level swashbuckler with an Intelligence of 14 could use one of his spell-like abilities three times or one ability twice and the other once.
ARCANE HUNTER Rangers learn to track and hunt creatures of a certain type when choosing a favored enemy. Some rangers concern themselves less with what a creature is, and more with what it does. These rangers learn to identify signs of the arcane and make it their business to combat those who use arcane magic in opposition to their goals. Class: Ranger. Level: 1st. Special Requirement: Knowledge (arcana) 1 rank. Replaces: At 1st level, you do not select a favored enemy from Table 3-14 in the Flayer's Handbook. At 5th, 10th, 15th, and 20th level, you can choose favored enemies as normal. Benefit: At 1st level, you gain favored enemy (arcanists). This feature works just like the favored enemy ability (PH 47). The bonuses granted apply to any character capable of casting arcane spells or using invocations (but not other spell-like abilities).
FEY HERITAGE [HERITAGE] You are descended from creatures native to the fey realms. You are naturally resistant to the most common effects produced by your ancestors. Prerequisite: Nonlawful alignment. Benefit: You gain a +3 bonus on Will saving throws against enchantment effects. FEY LEGACY [HERITAGE] The magical powers of your ancestors manifest in you. Prerequisites: Nonlawful alignment, Fey Heritage, character level 9th. Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level. FEY POWER [HERITAGE] Your fey heritage augments the power of certain types of magic. Prerequisites: Nonlawful alignment, Fey Heritage. Benefit: Your caster level and save DCs for enchantment spells and warlock invocations increase by 1. FEY PRESENCE [HERITAGE] You share your ancestors' knack for playing tricks on the minds of others. Prerequisites: Nonlawful alignment, Fey Heritage, character level 6th. Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level. FEY SKIN [HERITAGE] Your fey heritage guards you against all weapons except those crafted from the dreaded cold iron. Prerequisites: Nonlawful alignment, Fey Heritage. Benefit: You gain damage reduction (overcome by cold iron) equal to 1 + the number of feats you have that list Fey Heritage as a prerequisite (including such feats that you take after gaining this one). For example, if you have Fey Skin and Fey Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
feats
BORNE ALOFT [RESERVE] You can channel the magic of the winds to briefly grant you flight. Prerequisite: Ability to cast 5th-level spells. Benefit: As long as you have an air spell of 5th level or higher available to cast, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting air spells.
ACIDIC SPLATTER [RESERVE] You can channel magical energy into orbs of acid. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have an acid spell of 2nd level or higher available to cast, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level acid spell you have available to cast and deals ld6 points of damage per level of that acid spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting acid spells.
ALACRITOUS COGITATION You can leave a prepared spell slot open to spontaneously cast a spell. Prerequisite: Must prepare arcane spells. Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open. Special: A wizard can select this feat as a wizard bonus feat.
CLAP OF THUNDER [RESERVE] You can deliver a thunderous roar with a touch. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting sonic spells.
BLADE OF FORCE [RESERVE] You can surround a weapon with a short-lived aura of force. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a 3rd-level or higher force spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of force. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action. The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon ignores the miss chance normally granted to an incorporeal creature. If the next attack with that weapon misses, this benefit is lost. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
DIMENSIONAL JAUNT [RESERVE] With a single step, you can cross an entire room. Prerequisite: Ability to cast 4th-level spells. Benefit: As long as you have a teleportation spell of 4th level or higher available to cast, you can spend a standard action to teleport yourself and carried objects up to your heavy load a distance of 5 feet per level of the highest-level teleportation spell you have available to cast. You can teleport only to a location that you can see (including one you are currently scrying). You can't bring along another creature (except for a familiar). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting teleportation spells.
DIMENSIONAL REACH [RESERVE] You can transport small objects to you with an act of will. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a conjuration (summoning) spell of 3rd level higher available to cast, you can transport small items directly into your hand as a standard action. You must have line of sight to an item you wish to transport in this way, and it must be unattended. This ability works at a range of up to 5 feet per level of the highest-level summoning spell you have available to cast, and the item can weigh up to 2 pounds per level of that spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration(summoning) spells
ENERGY GESTALT [TACTICAL] You have learned to combine multiple energy effects to great advantage. Prerequisites: Spell Focus (evocation), caster level 3rd. Benefit: The Energy Gestalt feat enables the use of three tactical maneuvers. In every case, you must deal damage to one or more subjects with a pair of energy-based spells you cast in 2 successive rounds. Acrid Fumes: You cast an acid spell followed by a fire spell. The flames of your second spell turn some of the lingering acid into choking, sickening fumes. Any living creature damaged by both spells is nauseated for 1 round. Those who make a successful Fortitude save (DC based on the second spell) are sickened for 1 round instead. Treat this as a poison effect for the purpose of save bonuses and immunities. Brittle Blast: You cast a cold spell followed by a sonic spell. Any object or construct damaged by both spells takes +50% damage from the sonic spell, because its physical structure has been made brittle by the cold. Improved Conduction: You cast a cold spell followed by an electricity spell. The lingering cold more effectively conducts the electricity, temporarily fatiguing creatures. Living creatures damaged by both spells are slowed for 1 round (as the slow spell). Creatures that make successful Fortitude saves (DC based on the second spell) are fatigued for 1 round.
FACE-CHANGER [RESERVE] Your mastery of illusions allows you to subtly alter your appearance at whim. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a glamer spell of 3rd level or higher available to cast, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the glamer spell. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting glamer spells.
FIERY BURST [RESERVE] You channel your magical talent into a blast of fire. Prerequisite: Ability to cast 2nd-level spells. Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highestlevel fire spell you have available to cast. A successful Reflex save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting fire spells.
INVISIBLE NEEDLE [RESERVE] You can create tiny darts of force. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals ld4 points of damage per level of the highest-level force spell you have available. Because it is composed of force, the needle can strike incorporeal creatures. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting force spells.
METAMAGIC SPELL TRIGGER You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger. Prerequisites: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks. Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires. If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th-level spell slot to cast). If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.
+9 equivalent Weapon = +1 Holy Force Splitting Hunting Serren Wood Elvencraft Mighty(+str whatever you have) Composite Greatbow
get 6 Raptor Arrows also ... and a Greater Fiendslayer Augment Crystal for the Bow
Terrain Mastery: Desert Plains Underground Forest Hills or Marsh
Planar Terrain Mastery: Shifting Aligned Fiery
Exotic Weapon Master trick: Close-Quarters Ranged Combat – does not generate an Attack of Opportunity with Exotic Ranged Weapons.
Awesome Combat all the time... with NO BUFFING NEEDED
:D
the drawback .... Knight of the Weaves spell list does not qualify for some very nice reserve feats .... but what it does Qualify for are nice:
Blade of Force .... very handy Dimensional Jaunt ... very nice Invisible Needle .... handy Mitigate Suffering ... handy Sickening Grasp ... situationally useful/meh Sunlight Eyes .... ok, useful Touch of Healling ... very nice
if you took the feat Arcane Disciple ... you could get even better ones:
War .... Holy Warrior Transformation .... Minor Shapeshift
etc...
my preference would be:
Blade of Force .... very handy Dimensional Jaunt ... very nice Invisible Needle .... handy Mitigate Suffering ... handy Touch of Healling ... very nice
you have Offence and Defence and Movment abilities without using any resources
Build in question is Feytouched Ranger 5(distracting attack)/Knight of the Weave 5/Mindbender 9. I'm trying to show more than just one Mindbender level is useful, so wanted a separate casting list so I could take all the caster levels, and Suel Arcanamach is done too much for that. If I can buy off LA then I can hit Mindbender 10.
Telflammar Shadowlord The Shadowmasters of Telflamm are one of Faerûn’s most notorious thieves’ guilds, a secret society every bit as grasping and ruthless as the Night Masks of Westgate or the Shadow Thieves of Amn. Under their subtle and cloaked rule, Thesk’s port city of Telflamm is a prime center of trade in both legal and illicit goods. The Shadowmasters are made up of burglars, murderers, and thugs with a variety of talents, including assassins, experts, fighters, rogues, shadowdancers, and warriors. A small number of clerics devoted to Mask belong to the guild, as do some arcane spellcasters whose greed outweighs their scruples. Above all these criminals stand the Telflammar shadowlords, the secret captains of iniquity who demand unquestioned obedience from their numerous minions. Characters of other classes may hold important positions in the guild, but the shadowlords call the shots.
Hit Die: d6.
REQUIREMENTS To qualify to become a Telflammar shadowlord, a character must fulfill all the following criteria.
Race: The character must possess the shadow-walker template, which is conferred by a special rite consecrated to Mask (see Chapter 6: Monsters of the East). Members in good standing of the Shadowmasters guild can arrange for the rite of transformation by gifting 2,000 gp to Mask’s temple in Telflamm; others must give at least 10,000 gp and perform a service of some kind for the clerics of Mask. A character who is not a shadow-walker can still qualify for the Telflammar shadowlord prestige class, but he must meet the spellcasting requirement below.
Alignment: Any nongood. Skills: Hide 10 ranks, Move Silently 10 ranks. Feats: Blind-Fight, Dodge, Mobility, Spring Attack. Spellcasting: If the character is not a shadow-walker, he must either possess the ability to shadow jump (as the shadowdancer prestige class ability) or be able to cast dimension door as a spell or spell-like ability. Special: Sneak attack damage +2d6. Special: The character must qualify to select regional feats from Thesk (the region is his home region, or he has 2 ranks in Knowledge [local—Thesk]).
CLASS SKILLS The Telflammar shadowlord’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Profession (Wis), Search (Int), Sleight of Hand (Dex), Spot (Wis), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex). See Chapter 4: Skills in the Player’s Handbook for skill descriptions. Skill Points at Each Level: 4 + Int modifier.
CLASS FEATURES
Poor BAB Good Ref save
All the following are class features of the Telflammar shadowlord prestige class.
Weapon and Armor Proficiency: Telflammar shadowlords gain no proficiency in any weapon or armor.
Spells Per Day/Spells Known: At each Telflammar shadowlord level, the character gains the ability to cast a small number of arcane spells. He gains arcane spells per day according to Table 2–12 and must choose his spells from the Telflammar shadowlord spell list, below. The shadowlord’s caster level is equal to his Telflammar shadowlord level. To cast a spell, the shadowlord must have an Intelligence score of at least 10 + the spell’s level. Telflammar shadowlord bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the shadowlord’s Intelligence modifier. When the shadowlord gets 0 spells of a given level, such as 0 1st-level spells at 1st level, the shadowlord gets only bonus spells. The shadowlord prepares and casts spells just as a wizard does.
Shadowsight (Ex): Gifted with a mystical connection to shadow and darkness, the shadowlord gains a superior form of darkvision with a 60-foot range. He can see through any form of normal or magical darkness without hindrance.
Shadow Jump (Su): A Telflammar shadowlord can travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow or darkness. The shadowlord can jump up to a total of 20 feet per class level per day in this way. This amount can be split up among many jumps, but each jump, no matter how small, counts as a 10-foot increment. If the Telflammar shadowlord already has shadow jump from another class (because he did not meet the spellcasting prerequisite, for example), this ability confers no additional benefit.
Shadow Blur (Su): At 2nd level, a Telflammar shadowlord gains an unusual defense—anytime he is not in daylight or the illuminated radius of a light source, the shadows cloak his every movement, conferring the benefits of a blur spell. The shadowlord can choose to activate or end this effect as a free action.
Shadow Walk (Sp): Once per day starting at 3rd level, a Telflammar shadowlord may use shadow walk as a caster whose level is equal to his shadowlord class level. If he previously possessed the ability to use shadow walk as a spelllike ability, he gains a second daily use of that power.
Shadow Pounce (Ex): At 4th level, a Telflammar shadowlord learns how to attack swiftly from the shadows. Any time he uses an ability, spell, or effect with the teleportation descriptor (for example, his shadow jump ability), he may execute a full attack upon completion of the teleportation. The shadowlord must have line of sight on his intended target from his original location, and the spot to which he teleports must be a place from which he can launch a melee attack at the intended target with whatever weapon he has in hand at the beginning of his action.
Shadow Discorporation (Su): At 5th level, a Telflammar shadowlord learns how to use his mastery of shadows to cheat death. If the shadowlord is in shadow or darkness (anything but direct daylight or the illuminated radius of a light source), any damage that would reduce him to 0 hit points or below instead has a chance to discorporate him. The shadowlord attempts a Reflex save (DC 5 + damage dealt); if successful, he simply breaks apart into dozens of flitting shadows and vanishes, along with anything he is holding or carrying. At the next sunset, the shadowlord reappears at a spot of his choosing within one mile of the place where he was forced to discorporate. While discorporated, the shadowlord simply does not exist—he can do nothing, nor can any of his enemies do anything to him.
Death Attack (Ex): At 6th level, a Telflammar shadowlord gains the ability to make a death attack as the assassin ability. If the shadowlord has levels in the assassin prestige class (see Chapter 2: Characters in the DUNGEON MASTER’s Guide), he may add his assassin and Telflammar shadowlord class levels together to calculate the save DC of his death attack.
TELFLAMMAR SHADOWLORD SPELL LIST Telflammar shadowlords choose their spells from the following list. 1st level—blindness/deafness,chill touch, darkness, darkvision,invisibility, knock, levitate, shadow mask (FRCS), shadow spray (FRCS). 2nd level—air walk, blacklight(FRCS), displacement, haste, improved invisibility, nondetection, vampiric touch. 3rd level—confusion, darkbolt (FRCS), detect scrying, dimension door, mass invisibility, mislead.
The Shadow-Walker Template “Shadow-walker” is a template that can be applied to any humanoid (referred to hereafter as the “base character”). It uses all of the base character’s statistics and special abilities except as noted here.
Special Attacks: A shadow-walker retains all the special attacks of the base character. The shadow-walker also gains the ability to manipulate shadows, granting her access to various spell-like abilities based on her character level, as shown in the table below. These spell-like abilities are as the spells cast by a sorcerer of the base character’s level. Level Abilities 1–2 Shadow mask 3/day (FRCS) 3–4 Dimension door 1/day (self only) 5–6 Darkness 3/day 7–8 Dimension door 2/day 9–10 Shadow spray 3/day (FRCS) 11–12 Shadow walk 1/day 13–14 Displacement 2/day 15–16 Dimension door 3/day 17–18 Evard’s black tentacles 1/day 19+ Shadow walk 3/day A shadow-walker cannot use any of her spell-like abilities in an area of bright light (sunlight or the radius of a daylight spell).
Special Qualities: A shadow-walker retains all the base character’s special qualities, and also gains those special qualities listed below.
Light Blindness (Ex): Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds a shadow-walker for 1 round. In addition, she takes a –1 penalty on all attack rolls, saves, and checks when operating in bright light.
Darkvision (Ex): The character gains darkvision with a 60-foot range if she does not have darkvision already.
Abilities: Adjust from the base character as follows: Dex +2, Con –2. Skills: Shadow-walkers gain a +4 racial bonus on Hide checks. Challenge Rating: Same as the base character +1. Level Adjustment: Same as the base character +1.
The Ultimate Chameleon
Phrenic Shadow Changeling
Monk 2/ Warlock 3/ Chameleon 10/ Master of Masks 5
another Pixie Build:
Pixie 4/ Wildshape Ranger(Aspect of Nature variant) 16 Spoiler:Show
Gain: Wild shape (as druid; Small or Medium animals only), fast movement (as barbarian). Lose: Combat style, improved combat style, combat style mastery.
Traits: Aggressive: +2 Initiative, -1 AC Quick: +10' Land Speed, -1hp/lvl
Flaw: Noncombatant: -2 Melee Attacks
Feats: Nemesis[Exalted] (BoED p44)req:At least one Favored Enemy Choose one of your Favored Enemies when you take this feat. You may detect creatures of that race within 60’ (even through walls). Also, you do +1d6 damage to an Evil member of your enemy race. Hawk’s Vision[Wild](CAdv p114)reqs:Wild Shape class ability Spend a Wild Shape use to gain a +8 bonus to Spot checks for 1 hour per HD. While this benefit is in effect, you only take –1 on ranged attacks per increment, and are at –1 to Spot per 20’ of distance. You retain these benefits regardless of which form you are in. Quick Reconnoiter[General, Scout](CAdv p112)(CAdv p10)Req:Listen: 5 ranks,Spot: 5 ranks You can make one Spot check and one Listen check each round as a Free Action. True Believer(Ehlonna) Knowledge Devotion Point Blank Shot Rapid Shot
Class Abilities:
Favored Enemy: ... bonus to Bluff, Listen, Sense Motive, Spot, and Survival and DAMAGE +8 vs Magical Beasts +2 vs Dragons +2 vs Undead +2 vs Evil Outsiders
Swift Tracker (Ex): Beginning at 8th level, a ranger can move at his normal speed while following tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.
Equipment: 213000gp +6 Belt of Magnificense + Monks Belt 40000gp Paralyzing Arm Graft(+4 Inherent Str + 2/day paralyzing attack) 110000gp +4 Tome of Dex 110000gp +4 Tome of Wis 201000gp +5 Collision Hunting Force Elvencraft Mighty (+3 Str)Composite Longbow 36036gp 6x Raptor Arrows 47000gp +4 Bracers of Armor + Greater Bracers of Archery + Strongarm Bracers 12000gp Boots of Speed
RAPTOR ARROW [RELIC] Price (Item Level): 6,006 gp (10th) Body Slot: — (held) Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: — (ammunition) Weight: — This arrow is carved from a straight piece of ash and fl etched with feathers from a predatory bird. Its head is curved at the tip, like a raptor’s beak. Raptor arrows harness the power of the falcon to skewer their prey. When you fi re a raptor arrow, it functions as a +1 arrow with a variant of the returning quality if you are neutral good, lawful good, chaotic good, or neutral. At the beginning of the round after it is fi red from a bow, a raptor arrow fl ies through the air and restrings itself on the bow from which it was fi red. Unlike most ammunition, raptor arrows are not destroyed when used. Relic Power: If you have established the proper divine connection, a raptor arrow also gains the bane property (DMG 224) against the targeted foe. To use the relic power, you must worship Ehlonna and either sacrifi ce a 4th-level divine spell slot or have the True Believer feat. Lore: The fi rst of these arrows (reputedly a set of fi ve) gained relic status when Ehlonna used them to slay a great wyrm green dragon that was rampaging through a primeval forest (Knowledge [religion] DC 20) Prerequisites: Craft Magic Arms and Armor, Sanctify Relic, summon monster I. Cost to Create: 3,000 gp (plus 6 gp for masterwork arrow), 240 XP, 6 days.
here is a useful feat: TOUCH OF GOLDEN ICE [EXALTED] Your touch is poisonous to evil creatures. Prerequisites: Con 13. Benefit: Any evil creature you touch with your bare hand, fist,or natural weapon is ravaged by golden ice (see Ravages and Afflictions in Chapter 3: Exalted Equipment for effects).
initially ... as far as weapons are concerned ... especially Melee weapons ... try this:
starting at low levels:
Masterwork Weapon Alchemical Silver Weapon Cold Iron Weapon Frystaline Weapon(BoED)Spoiler:Show
Frystalline: This mineral grows in the icy mountain caves of Eronia, the second layer of the Blessed Fields of Elysium. Its resilient, pale-gold crystals contain divine energy that emanates from a god that sleeps beneath the mountains. Any weapon made of frystalline is treated as good-aligned for the purpose of overcoming damage reduction. The market price modifier for such a weapon is +2,000 gp.
MAGEBANE Price: +1 bonus Property: Weapon Caster Level: 8th Aura: Moderate; (DC 19) evocation Activation: — The surface of this black iron weapon is inscribed with runes representing the grounding of energy, and its pommel or grip is set with three diamonds. Weapons that have this property are feared by arcane spellcasters. Against any creature that can cast arcane spells or use invocations (CAr 7), a magebane weapon’s enhancement bonus is 2 higher than normal. (Thus, a +1 longsword with the magebane property becomes a +3 longsword when wielded against such targets.) Furthermore, a magebane weapon deals an extra 2d6 points of damage against targets capable of casting arcane spells or using invocations. The magebane property can be added to a cold iron weapon without paying the extra 2,000 gp (DMG 284). Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, dispel magic. Cost to Create: Varies.
FIERCEBANE [SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: — Synergy Prerequisite: Bane Carved into the handle of this weapon is a single rune in the Gnome language representing the foe the weapon is dedicated to slaying. A fi ercebane weapon excels at attacking one type or subtype of creature. It acts as a bane weapon against the creature type (and subtype, if relevant) to which its synergy prerequisite ability was attuned. Whenever it strikes its designated bane enemy, it begins to emit a low, eager hum, as if it were actually feeding off the victim’s life blood. A fi ercebane weapon glows when a designated foe comes within 60 feet, even if you cannot see or detect it. In addition, the weapon deals extra damage on every successful critical hit. The amount depends on its critical multiplier, as follows. Critical Multiplier Extra Damage ×2 1d10 ×3 2d10 ×4 3d10 Projectile weapons bestow this property upon their ammunition. Lore: Few rangers acquire the skills needed to create magic items, but the gnome ranger Tir Hearthand learned to hate orcs at an early age. Unsatisfi ed with normal orc bane weapons, he devoted the last half of his life to creating the ultimate weapon for slaying orcs (Knowledge [arcana] or Knowledge [history] DC 20). The fi rst fi ercebane weapon was an orc bane scimitar sized for a gnome and named Hearthand, after its creator. Tir Hearthand wielded this weapon for many years, and it eventually achieved a near-legendary status. Gnomes with an interest in weaponcraft now believe it to be a potent artifact capable of striking dead any orc that even sets eyes upon it. The original weapon is believed to have been lost in the dark hills near the long-dead orc kingdom where Tir Hearthand met his end (Knowledge [arcana] or Knowledge [history] DC 30). Prerequisites: Craft Magic Arms and Armor, summon monster I. Cost to Create: Varies.
METALLINE Price: +2 bonus Property: Weapon Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: Standard (command) The color and texture of this weapon seem to shift with each passing moment. When you activate a metalline weapon, you can change its composition to adamantine, alchemical silver, cold iron, or ordinary steel. Prerequisites: Craft Magic Arms and Armor, fabricate. Cost to Create: Varies.
SACRED Price: +1 bonus Property: Weapon Caster Level: 7th Aura: Moderate; (DC 18) conjuration Activation: Standard (command) This silver-white weapon is decorated with a single golden sun. A runic phrase describing a heroic deed runs along its blade or haft. By speaking the appropriate command word, you can sheathe a sacred weapon in luminous positive energy. If you are not undead, this energy does not harm you; otherwise, you take 1 point of Charisma damage for each round that you hold the weapon. This effect lasts until you speak another command word to end it. While activated, a sacred weapon deals an extra 1d6 points of damage to any undead target (or 2d6 points against an evil outsider) on a successful hit. Also, it is treated as good-aligned for the purpose of overcoming damage reduction. Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, cure light wounds. Cost to Create: Varies.
SACRED BURST [SYNERGY] Price: +1 bonus Property: Weapon Caster Level: 12th Aura: Strong; (DC 21) conjuration Activation: — Synergy Prerequisite: Sacred This silver-white weapon is decorated with dozens of golden sun motifs. Runic phrases describing various heroic deeds run along its blade or haft and glow when it is wielded. A sacred burst weapon functions as a sacred weapon (see above). In addition, the weapon explodes with positive energy on a successful critical hit, dealing extra positive energy damage to creatures as set out in the table below. (This effect activates even if the target is not normally subject to extra damage from critical hits.) A sacred burst weapon deals even more damage to evil outsiders on a successful critical hit. This burst does not harm you or any creature other than the target unless you are undead; if you are, you take 1d4 points of Charisma damage from the burst. This is a continuous effect and requires no activation. Even if the weapon has not been activated to deal extra damage because of the sacred property, the weapon still deals its extra positive energy damage on a successful critical hit. Evil Critical Extra Outsider Multiplier Damage Damage ×2 1d10 2d10 ×3 2d10 4d10 ×4 3d10 6d10 Projectile weapons bestow this property upon their ammunition. Prerequisites: Craft Magic Arms and Armor, cure critical wounds. Cost to Create: Varies.
VAMPIRIC Price: +2 bonus Property: Melee weapon Caster Level: 9th Aura: Moderate; (DC 19) necromancy Activation: — A gaping maw with elongated incisors adorns this weapon. The fangs shimmer wetly. A vampiric weapon deals an extra 1d6 points of damage to any living creature it hits, and you heal damage equal to this amount. Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: Varies.
FIENDSLAYER CRYSTAL Price (Item Level): 1,000 gp (4th) (least); 3,000 gp (7th) (lesser); 5,000 gp (9th) (greater) Body Slot: — (weapon crystal) Caster Level: 9th Aura: Moderate; (DC 19) transmutation Activation: — Weight: — This perfect crystal sphere emits a faint white glow. A fi endslayer crystal helps you fi ght creatures infused with evil. Least: A weapon with this crystal attached deals an extra 1d6 points of damage to evil outsiders. Lesser: As the least crystal, and the weapon is treated as good-aligned for the purpose of overcoming damage reduction. Greater: As the lesser crystal, and if the weapon scores a critical hit against an evil outsider, that creature can’t use any teleportation abilities or spells for 1 round. Any evil creature grasping a weapon that bears a fi endslayer crystal gains one negative level, which remains as long as it holds the weapon and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Prerequisites: Craft Magic Arms and Armor, align weapon, good alignment. Cost to Create: 500 gp, 40 XP, 1 day (least); 1,500 gp, 120 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 days (greater).
METAMAGIC SPELL TRIGGER You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger. Prerequisites: Any metamagic feat, Use Magic Device 15 ranks or Spellcraft 15 ranks. Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires. If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th-level spell slot to cast). If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.
MINOR SHAPESHIFT [RESERVE] Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways. Prerequisite: Ability to cast 4th-level spells. Benefit: As long as you have a polymorph spell of 4th level or higher available to cast, you can spend a swift action to grant yourself one of the following benefits: Might: +2 bonus on melee damage rolls. Mobility: +2 competence bonus on Balance, Climb, Jump, and Swim checks. Savagery: Primary claw attack dealing ld6 points of damage (assuming Medium size). Speed: +5-foot enhancement bonus to any one movement mode you already possess. Vigor: Temporary hit points equal to your HD. The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting polymorph spells. See page 91 for details on the new polymorph subschool of spells.
PIERCING EVOCATION Your evocation spells ignore an amount of energy resistance. Prerequisite: Spell Focus (evocation) or evoker level 1st. Benefit: When you cast an evocation spell that deals energy damage (acid, cold, fire, electricity, or sonic), you can choose for 10 points of energy damage dealt by the spell to become untyped damage to which energy resistance and immunity do not apply. If the spell deals multiple types of energy damage, you choose how much of each type is converted by this feat after rolling damage. Special: An evoker can select this feat as a wizard bonus feat.
RAPID METAMAGIC You possess an uncanny mastery of your magic, enabling you to modify spells on the fly much faster than others can. Prerequisites: Spellcraft 12 ranks, ability to spontaneously cast spells. Benefit: When you apply a metamagic feat to a spontaneously cast spell, the spell takes only its normal casting time. Normal: Spontaneous casters applying metamagic must either take a full-round action (if the spell normally requires a standard action or less) or add a full-round action to the casting time (if the spell takes 1 full round or longer to cast).
RESIDUAL MAGIC [TACTICAL] You can use the lingering energy from a spell you cast to boost the effect of a later spell. Prerequisites: Spellcraft 12 ranks, any metamagic feat. Benefit: The Residual Magic feat allows the use of two tactical maneuvers. Enduring Potency: If you cast a spell from your daily allotment of spells, then cast the same spell from a scroll or wand in the next round, you can treat the second casting as if it had come from your daily allotment of spells for the purpose of caster level, save DC, and any other effect of the spell. For example, if Hennet the 10th-level sorcerer casts magic missile, then activates a wand of magic missile (caster level 5th) in the next round, he can treat the wand's magic missile as if he had cast it (giving him a greater range, number of missiles, and so forth). Lingering Metamagic: If you cast a spell affected by one or more metamagic feats, and then cast the same spell in the next round, you can apply any one of the metamagic effects from the first casting to the second casting, but without any change to the spell's level. The second spell doesn't count as being affected by a metamagic feat for the purpose of this benefit (that is, it doesn't entitle you to apply the metamagic feat to a spell you might cast in the following round). Only spells you cast using your own metamagic feats (as opposed to metamagic effects from magic items) allow this option to function. For example, if Hennet uses a 5th-level slot to cast an empowered lightning bolt, in the next round he can use a 3rdlevel slot to cast another empowered lightning bolt. If the first spell was a silent empowered lightning bolt, he could apply the effect of either Silent Spell or Empower Spell to the second casting of lightning bolt, but not both.
SOMATIC WEAPONRY You are adept at performing somatic spell components while your hands are occupied. Prerequisites: Concentration 5 ranks, Spellcraft 5 ranks. Benefit: When wielding a weapon (or holding an item of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of proper size. This feat doesn't allow you to use somatic components while grappling, regardless of the size of your foe. Normal: You must have a hand free to cast spells that have somatic components.
SICKENING GRASP [RESERVE] You wreak havoc with the inner organs of a target, causing it to grow ill. Prerequisite: Ability to cast 3rd-level spells. Benefit: As long as you have a necromancy spell of 3rd level or higher available to cast, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you have available to cast. The subject can reduce this duration to 1 round with a successful Fortitude save.
STORM BOLT [RESERVE] The electrical energy contained within your magic rages inside you, begging to be released. Prerequisite: Ability to cast 3rdlevel spells. Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-foot line of electricity as a standard action. This bolt deals ld6 points of electricity damage per level of the highest-level electricity spell you have available to cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting electricity spells. SUMMON ELEMENTAL [RESERVE] You can channel the summoning power you hold to briefly bring forth an elemental servant. Prerequisite: Ability to cast 4th-level spells. Benefit: As long as you have a summoning spell of 4th level or higher available to cast, you can summon a Small elemental (air, earth, fire, or water; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell (PH 285). The duration of the summoning is equal to 1 round per level of the highest-level conjuration (summoning) spell you have available to cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a conjuration (summoning) spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a conjuration (summoning) spell of 8th | level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting conjuration (summoning) I spells.
A pixie character exchanges its 1 HD of fey for its first class level.
Pixie characters possess the following racial traits. –4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma. Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters. A pixie’s base land speed is 20 feet. It also has a fly speed of 60 feet (good). Low-light vision. Skills: Pixies have a +2 racial bonus on Listen, Search, and Spot checks. Racial Feats: A pixie receives Dodge, Alertness, and Weapon Finnesse as bonus feats. +1 natural armor bonus. Special Attacks: Spell-Like Abilities: Caster level 8th. The save DCs are Charisma-based. 1/day - lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only) Special Qualities (see above): Damage reduction 10/cold iron, spell resistance equal to 15 + class levels. Greater Invisibility (Su): A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action. Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling. Favored Class: Sorcerer. Level adjustment +4
Savage Species Pixie Racial Progression
PIXIE (SPRITE) Fey Pixies are pranksters and greatly enjoy leading travelers astray, but some break out of this simple mentality and try to learn more about their world, seek great treasures, or avenge a particular insult to themselves, their people, or their homeland. With their natural ability to fly, sense thoughts, disrupt enemy magic, and become invisible, pixies are formidable creatures when angered. They are good choices for players who like to play mischievous characters and want some magic to carry out their plans. Despite their size, full-grown pixies can be very dangerous. Their magical powers and high number of skill points and feats are responsible for their total ECL of 5, but their low Hit Dice are their greatest drawback. The class is built around scaling the spell-like abilities, and their natural invisibility isn’t introduced until 4th level. At the highest level of the class are the most powerful spell-like abilities and spell resistance.
Racial Traits • Starting Ability Score Adjustments: –4 Str, +4 Dex, +2 Int, +2 Cha. Pixies are physically weak but make up for it in other areas. • Small: As Small creatures, pixies gain a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but they must use smaller weapons than Medium-size creatures do, and their lifting and carrying limits are three-quarters of those of Medium size characters. • Speed: Pixie land speed is 20 feet. • Low-Light Vision: Pixies can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions. • Bonus Feats: a Pixie gains Weapon Finnesse and Alertness as bonus feats. • Skills: +2 racial bonus on Listen, Search, and Spot checks. • Automatic Languages: Common and Sylvan. • Favored Class: Pixie. The best multiclassing choices for a pixie are rogue, sorcerer, and wizard.
Table A–40: The Pixie Level Hit Dice Base Attack Bonus F/R/W Skill Points CR Special 1st 1d6 +0 +0 +2 +2 (6 + Int mod) × 4 1 Feat, lesser pixie powers 1/day 2nd 1d6 +0 +0 +2 +2 — 2 Dodge, fly 20 ft. (good), +2 Int, +2 Cha 3rd 1d6 +0 +0 +2 +2 — 3 Pixie powers 1/day, fly 40 ft. (good), +1 natural armor, +2 Dex, +2 Wis 4th 1d6 +0 +0 +2 +2 — 3 Natural invisibility, fly 60 ft. (good), craft special arrows, +2 Int, +2 Cha 5th 1d6 +0 +0 +2 +2 — 4 Greater pixie powers 1/day, SR 16, +2 Dex, +2 Wis
Class Skills The pixie’s class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Escape Artist (Dex), Heal (Wis), Hide (Dex), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Sense Motive (Wis), and Spot (Wis).
Class Features All of the following are class features of the pixie monster class.
Weapon and Armor Proficiency: Pixies are proficient with all simple weapons, with the short sword, and with the composite longbow, but not with armor or shields.
Feats: A pixie receives one feat at 1st level. It gains Dodge as a bonus feat at 2nd level. After 5th level it gains feats normally according to its character level, as shown on
Table 2–5: Experience and Level-Dependent Benefits. Lesser Pixie Powers (Sp): A pixie can use the following spell-like abilities once per day: dancing lights, detect chaos, detect good, detect evil, detect law, entangle, and invisibility (self only). Its caster level for all spell-like abilities is equal to its class level + 3 (save DC 10 + spell level + pixie’s Cha modifier).
Pixie Powers (Sp): Beginning at 3rd level, a pixie can use detect thoughts and dispel magic once per day.
Natural Invisibility (Su): At 4th level, a pixie is naturally invisible and remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.
Craft Special Arrows: Upon reaching 4th level, a pixie can craft pixie sleep arrows and pixie memory loss arrows as though meeting all of the prerequisites.
Greater Pixie Powers (Sp): At 5th level, a pixie can use confusion (by touch), permanent image (visual and auditory elements only), and polymorph self once per day. A pixie with a Charisma of at least 20 can also use Otto’s irresistible dance once per day.
ASCETIC PSION You are a practitioner of one of the many styles compris ing the kalashtar path of shadows, such as the Tashalatora. Mixing meditation, discipline, and movement have taught you to become psionically focused more easily while distracted. Prerequisites: Wis 13, Improved Unarmed Strike, Narrow MindEPH, manifester level 1st. Benefit: You can become psionically focused as a standard action that doesn't provoke attacks of opportunity. If you have levels in psion and monk, those levels stack for the purpose of determining your AC bonus. For example, a kalashtar 4th-level psion/1st-level monk would have a +1 bonus to AC as if he were a 5th-level monk. If you would be allowed to add your Wisdom bonus to AC (such as for an unarmored/unencumbered monk), you can instead add your Intelligence bonus to your AC. In addition, you can multiclass freely between the psion and monk classes. BREATH CONTROL You have mastered your body's need for air. Prerequisites: Con 13, Wis 13 Benefit: You can hold your breath twice as long as normal. When you must make a saving throw or check involving breathing, including suffocation, altitude sickness, and gas attacks (such as smoke or stinking cloud), you receive a +4 bonus. COLD ENDURANCE Either because of growing up in a cold environment or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments. Prerequisite: Base Fortitude save bonus +2. Benefit: You can exist comfortably in temperature conditions of 0 F and higher without having to make Fortitude saves (MM 302). You also gain a +2 bonus on saving throws against cold effects. Cold Endurance doesn't provide any level of resis tance to cold damage. DREAM Of CONTACT [DREAMTOUCHED] The dreamspace threads through you and those you know, allowing your thoughts to touch in dreams. Prerequisite: Dream Scion, one other dreamtouched feat. Benefit: You experience dreams that focus on those you know. Once per day, you can attempt to touch the mind of a creature while you sleep, rest, or meditate with the intent of restoring your ability to enter a dreamtouched state. You send a short message of twenty-five words or less to a subject you have previously met and spoken to in the waking world. The subject receives and understands the message whether awake or sleeping, but not if unconscious. This ability does not allow the subject to respond, but the subject knows the message is from you. This ability functions regardless of the distance to the subject, but only if you and the subject are on the Material Plane. Sending your message (whether success fully or not) expends one use of your dreamtouched state for the following day. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM Of INSIGHT [DREAMTOUCHED] Your connection to the dreamspace grants you insight ful visions. Prerequisite: Dream Scion, one other dream touched feat. Benefit: You experience vivid and lucid dreams. Once per day, you can make a single Knowledge check (any field) while you sleep, rest, or meditate with the intent of restoring your ability to enter a dreamtouched state. You gain a +10 insight bonus in addition to your usual modifiers on the check, and can make a check for uncommon knowledge (DC 11 or higher) even if you have no ranks in the appropriate Knowledge skill. Making this Knowledge check expends one use of your dreamtouched state for the following day. If appropriate, DMs and players can choose to roleplay a scenario that provides the information sought through Dream of Insight. A character might have a vision of ancient ruins that reveals some aspect of their history, or could dream of a riddle contest with a sphinx whose outcome discloses a magic item command word. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM OF INSTINCT [DREAMTOUCHED] The auras of the dreamspace help to sharpen your train ing and resolve. Prerequisites: Dream Scion. Benefit: While in a dreamtouched state, you gain a +1 insight bonus on skill checks and Will saves. These bonuses stack with the effect of the ability bonuses granted by the Dream Scion feat. Furthermore, you gain a +10 insight bonus on any single skill check or Will save you make while in a dream touched state. Using this ability immediately ends your dreamtouched state. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM OF PERCEPTION [DREAMTOUCHED] Your senses are sharpened where the dreamspace unfolds around you. Prerequisites: Dream Scion, one other dream touched feat. Benefit: While in a dreamtouched state, you gain low-light vision, darkvision out to 60 feet, and blindsense. Also, while in a dreamtouched state, you can use augury as a spell-like or psi-like ability (your choice, caster/manifester level 1st). This is a full-round action that provokes attacks of opportunity. Using augury imme diately ends your dreamtouched state. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM OF STRENGTH [DREAMTOUCHED] Your connection to the dreamspace floods you with grim intensity and determination. Prerequisites: Dream Scion. Benefit: While in a dreamtouched state, you gain a + 1 insight bonus on damage rolls and a +1 insight bonus on Fortitude saves. You also gain a +5 insight bonus on any single damage roll or Fortitude save you make while in a dream touched state. Using this bonus immediately ends your dreamtouched state. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM OF THE MOMENT [DREAMTOUCHED] The voices of the dreamspace give you whispered glimpses of the actions unfolding around you. Prerequisites: Dream Scion. Benefit: While in a dreamtouched state, you gain a + 1 insight bonus on attack rolls and Reflex saves. You also gain a +5 insight bonus on any single attack roll or Reflex save you make while in a dreamtouched state. Using this bonus immediately ends your dream touched state. Special: Taking this feat increases the duration of your dreamtouched state by 1 round. DREAM SCION [DREAMTOUCHED] Your knowledge and study allows you to tap into an other worldly source of mystical energy—the dreamspace. Prerequisites: Knowledge (arcana) 3 ranks, Knowledge (the planes) 3 ranks, Knowledge (psionics) 3 ranks. Benefit: By tapping into the latent essence of dreams that saturates all Eberron, you are able to draw power from the otherworldly dreamspace (see page 18). As a full-round action, you enter a dreamtouched state—a condition of conscious dreaming that focuses the world around you even as it reveals your own inner self. You can enter a dreamtouched state once per day for every six character levels you have. While in a dreamtouched state, you gain a +2 bonus to your Intelligence, Wisdom, and Charisma scores. This grants you the usual benefits to skill checks based on those abilities and on other uses of your Intelli gence, Wisdom, and Charisma modifiers. Spellcast ers and manifesters in a dreamtouched state do not gain any additional spells or power points, but they increase the save DCs for those spells and powers. Your increase in Intelligence does not grant you any additional skill points. Each dreamtouched state lasts for a number of rounds equal to 3 + your (newly improved) Wisdom modifier. If you are in the last round of a dreamtouched state, you can opt to continuously extend that state into another dreamtouched state (a swift action) as long as you have uses left for the day. In addition to the above effects, characters who have the Dream Scion feat are immune to the dreamshaping effects of the hanbalani (see page 48). Special: Characters normally unable to dream (including kalashtar, elves, and warforged) can take this feat in order to tap into the latent power of the dreamspace. Such characters do not gain the ability to dream or the ability or need to sleep as a result. However, taking this feat makes such characters susceptible to spells and effects not normally effective on characters who do not dream, including nightmare. A character must have slept for a minimum of 4 hours in the previous 24 hours to put himself or herself into a dreamtouched state. Characters who do not sleep (such as elves and warforged) must have spent a minimum of 4 hours in uninterrupted rest or meditation. Time spent in sleep or rest to prepare for a dreamtouched state also counts as normal toward heal ing, regaining spells and powers, and other effects that require rest. Characters who are fatigued or exhausted cannot enter a dreamtouched state. EDGEWALKER SENTINEL The techniques and training of the Edgewalker rangers help you battle creatures from other worlds. Prerequisites: Favored enemy (any outsider). Benefit: Add Knowledge (the planes) to your list of ranger or scout class skills. When you select this feat, gain a +1 bonus against one of your preexisting outsider favored enemies. In addition, you can cast the following spells as if they were on the ranger spell list at the indicated level. 1st—protection from chaos/evil/good/law. 3rd—magic circle against chaos/evil/good/law. 4th—dismissal. Special: You can take this feat multiple times. Each time you take the feat, it applies to a different kind of outsider favored enemy you have. FLYING TIGER [STYLE] You have mastered the style of fighting with two hook swords at the same time, and you can perform astounding maneuvers with them. Prerequisites: Dex 15, Exotic Weapon Proficiency (hook sword), Two-Weapon Fighting or the ability to treat the hook sword as a special monk weapon, Weapon Focus (hook sword), base attack bonus +1 Benefit: When taking a full attack action with your hook swords, you can hook the long ends of the weapons together or unhook them as a free action. While the swords are hooked together, they deal only the lower of their two damage dice but they also act as a reach weapon that can be used to attack adjacent foes. GESTALT MIGHT [HOST, PSIONIC] Your call on your inner spirit to provide you with a burst of adrenaline. Benefit: As a swift action, you can expend your psionic focus to gain a +2 insight bonus to Strength and Dexterity for 1 round. HAZING STRIKE Your successful stunning attack clouds the mind as it hampers the body. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +2. Benefit: Victims of your successful stunning attack can't maintain nonmagical altered mental states, including combat focus, dreamtouched, frenzy, psionic focus, and rage. Affected creatures can't regain these states for 1 round following the round when they are stunned. Special: A fighter can select Hazing Strike as one of his fighter bonus feats. Creatures immune to stunning attacks are immune to the effect of this feat. INSIDIOUS TERROR [PSIONIC, RACIAL] Your intuitive sense of your victim's fears enhances the effectiveness of your psionic powers. Prerequisites: Chosen, kalashtar, or Inspired, Quori Dread. Benefit: When you use a mind-affecting psionic power against a target demoralized by your Quori Dread, you can expend your psionic focus to increase the DC of the Will save by 1. If the power is a fear effect, the DC is increased by 3. KALASHTAR MINDLINK [PSIONIC, RACIAL] You are innately talented with your racial mindlink psilike ability. Prerequisites: Kalashtar, mindlink psi-like ability. Benefit: You can use the mindlink psi-like ability granted by your kalashtar heritage three times per day. Your manifester level for your mindlink ability equals your character level. Normal: A kalashtar's mindlink can be used once per day, and its manifester level is 1/2 the kalashtar's HD. MIND MASK [PSIONIC] Your mind conceals some of your traits. Benefit: Effects that detect alignment reveal that you are neutral, and detect magic and detect psionics reveal you to be nonmagical and nonpsionic, regardless of your true nature. You also get a +1 bonus on saving throws against mind-affecting spells, powers, and abilities. If you wish, you can suppress the benefit of this feat to reveal your actual characteristics and forgo the save bonus. Normal: A creature's aura reveals its alignment and psionic nature. Special: This feat does not mask the aura of effects you create or items in your possession, including ongo ing spells and powers, as well as imbedded magic or psisonic items. MONK'S SPADE MIND BLADE [PSIONIC] When you reshape your mind blade, you can change it into an exotic weapon: a monk's spade (see page 136). Prerequisites: Ability to generate a mind blade, shape mind blade class feature. Benefit: Any time you want to reshape your mind blade using your shape mind blade class feature, you can add the monk's spade to your shape repertoire. You are proficient with your monk's spade mind blade—you are treated as if you had the feat Exotic Weapon Proficiency (monk's spade mind blade). The weapon is sized appro priately for you and deals damage as a monk's spade. MOUNTAIN STANCE You know how to stabilize yourself against unbalanc ing attacks. Prerequisites: Wis 13, Balance 5 ranks, Concentra tion 2 ranks. Benefit: You gain a +2 bonus on checks and rolls to resist bull rush, disarm, grapple, overrun, and trip attempts made against you. POLE MASTER Your monastic training included extensive work with pole arms. Prerequisites: Proficiency with a specific hafted reach weapon, Weapon Focus (same specific hafted reach weapon), base attack bonus +1, flurry of blows class feature. Benefit: You can treat a hafted reach weapon as a special monk weapon, allowing you to perform flurry of blows with it. Examples of such weapons include the glaive, longspear, ranseur, and Talenta sharrash. PSYCHIC WARFARE [HOST, TACTICAL] You have studied the telepathic combat techniques of the Inspired and the kalashtar, and can draw on your inner spirit to strengthen your attacks. Prerequisites: Concentration 6 ranks, base Will save bonus +4. Benefit: The Psychic Warfare feat enables the use of three techniques. You can benefit from only one of these tactics in any given round. Active Defense: To use this technique, you must fight defensively or perform a full defense action. During a round in which you fight defensively, you receive a +1 insight bonus on saving throws against mind-affecting spells, powers, and abilities. If you take a full defense action, this bonus is increased to +2. Probing Thoughts: To use this technique, you must per form a full defense action for 1 round. If you manifest a mind-affecting power against a target within 60 feet on the following round, the saving throw DC is increased by 1. Psychic Riposte: To use this technique, you must spend 1 action point to improve your saving throw when you are targeted by a mind-affecting spell, power, or ability. Add half of the result of the action point roll (rounded down) to the saving throw DC of any mind-affecting power you manifest against the aggressor in the following round. QUORI DREAD [PSIONIC, RACIAL] You can unsettle an enemy, filling his mind with whis pers of nightmare drawn from Dal Quor. Prerequisites: Chosen, kalashtar, or Inspired. Benefit: You have the ability to demoralize a single opponent within 120 feet of you. This is a move action that does not provoke attacks of opportunity. Your victim takes a —1 morale penalty on attack rolls and damage rolls when he targets you. The effect lasts until you select a new target or until your victim moves out of range. This is a mind-affecting fear effect. Special: A Chosen, Inspired, or kalashtar fighter can select Quori Dread as one of her fighter bonus feats. REPEL OUTSIDERS Your study of Sarlona's manifest zones and planar breaches gives you a measure of control over the outsid ers that lurk there. Prerequisite: Edgewalker Sentinel, ranger 3rd. Benefit: You can ward off creatures of the outsider type. You make a Charisma check and consult the Turn ing Undead table (PH 159), using your ranger level to determine the most powerful outsiders you can affect. This ability works only against outsiders within 60 feet of you. You then roll 2d6 and add your ranger level + your Charisma modifier to determine your turning damage. This feat otherwise acts as the Repel Aberration feat (ECS 58). STONE BREAKER [STYLE] You have mastered the style of fighting with two picks at the same time, allowing you to deal heavy damage to your foes. Prerequisites: Str 13, Dex 15, proficiency with any pick, Improved Sunder, Power Attack, Two-Weapon Fighting, Weapon Focus (any pick), base attack bonus +1. Benefit: If you hit the same creature with both picks in the same round, you can rend with your picks as a swift action. This attack deals base damage from one pick + 1-1/2 times your Str bonus. Special: A ranger who has chosen the two-weapon combat style can select Stone Breaker even if he does not meet the Dexterity prerequisite. STUNNING MASTER You have become so proficient with techniques using Stunning Fist that you can use it with monk weapons. Prerequisites: Wis 15, Improved Unarmed Strike, Stunning Fist, base attack bonus + 4. Benefit: You can make Stunning Fist attacks using special monk weapons. Any ability you have that requires Stunning Fist as a prerequisite, such as Hazing Strike or Fiery Fist (PH2 79), can also be used with attacks made with special monk weapons. Normal: You can use Stunning Fist and other simi lar feats and abilities only with unarmed attacks. TASHALATORA You have successfully integrated martial arts with psionic power under the tutelage of Tashalatora masters. Prerequisites: Autohypnosis 5 ranks, Concentra tion 5 ranks, Monastic Training (psionic class), ability to manifest 1st-level powers. Benefit: Your levels in the psionic class you selected for Monastic Training stack with your monk levels to determine your AC bonus, flurry of blows attacks, and unarmed damage from the monk class. VERSATILE UNARMED STRIKE You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal. Prerequisite: Improved Unarmed Strike. Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it. Special: A fighter can select Versatile Unarmed Strike as one of his fighter bonus feats. WIND AND FIRE [STYLE] You have mastered the style of fighting with two cutting wheels at the same time, and you are adept at opening wounds with them. Prerequisites: Str 13, Exotic Weapon Proficiency (cutting wheel), Two-Weapon Fighting or the ability to treat the cutting wheel as a special monk weapon, Weapon Focus (cutting wheel), base attack bonus + 4. Benefit: If you hit the same creature with both of your cutting wheels in the same round, you tear open the wound and cause bleeding. The bleeding creature takes 1 point of damage per round until it receives a DC 15 Heal check or magical healing. Wounds from multiple successful uses of this style cause cumulative bleeding—a creature affected by this style three times takes 3 points of damage per round from bleeding.
1250gp +1 Chain shirt 1205gp +1 Darkwood Buckler 600gp Least Crystal of Arrow Deflection(+2 AC vs Ranged attacks) 750gp Belt of Healing 700gp Elvencraft Masterwork Composite Longbow 5gp 100 composite Longbow Arrows 2000gp Handy Haversack 800gp Ephod of Authority 312gp Masterwork Heavy Mace 170gp Light Warhorse + Military Saddle 75gp 3x Guard Dogs 220gp Misc Adventuring Gear Spoiler:Show
-3xSpell component pouch 15 gp -Backpack (empty) 2 gp -3xSaddlebags 12gp ... for dogs, they will be wearing them -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
218gp 7 silver 2 copper
8087gp spent 823gp left
Frystalline (BoED p38) Pale gold crystal Weapon is considered Good-aligned +2,000 gp Dwarvencraft Quality (RoS p159) Improvement on Masterwork quality +2 Hardness +10 hp +2 on all saving throws made by the item +600 gp
EPHOD OF AUTHORITY Price (Item Level): 800 gp (3rd) Body Slot: Torso Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: 2 lb. This silver vestment is set with a circle of nine semiprecious gemstones surrounding a raised, silver hemisphere. While wearing an ephod of authority, your effective cleric level is treated as one higher than your actual level for the purpose of turning (but not rebuking or commanding) undead. Prerequisites: Craft Wondrous Item, turn undead, possession of a piece of the set. Cost to Create: 400 gp, 32 XP, 1 day.
CRYSTAL OF LIFE DRINKING Price (Item Level): 400 gp (2nd) (least); 1,500 gp (5th) (lesser); 6,000 gp (10th) (greater) Body Slot: — (weapon crystal) Caster Level: 5th Aura: Faint; (DC 17) necromancy Activation: — Weight: — 65 CHAPTER 2 WEAPONS This transparent black crystal has a faint, sickly glow. A crystal of life drinking bestows a small amount of life energy upon you each time you damage a living creature with the weapon to which the crystal is attached. Dealing nonlethal damage with the weapon doesn’t activate the crystal’s effect. Least: Each time you deal damage to a living creature with the weapon to which this crystal is attached, you heal 1 point of damage. When the crystal has healed a total of 10 points of damage, it becomes inert until the following day. Lesser: As the least crystal, except that you heal 3 points of damage with each attack until the crystal has healed 30 points of damage. Greater: As the least crystal, except that you heal 5 points of damage with each attack until the crystal has healed 50 points of damage. Prerequisites: Craft Magic Arms and Armor, vampiric touch. Cost to Create: 200 gp, 16 XP, 1 day (least); 750 gp, 60 XP, 2 days (lesser); 3,000 gp, 240 XP, 6 days (greater).
TRUEDEATH CRYSTAL Price (Item Level): 1,000 gp (4th) (least); 5,000 gp (9th) (lesser); 10,000 gp (12th) (greater) Body Slot: — (weapon crystal) Caster Level: 5th Aura: Faint; (DC 17) evocation Activation: — Weight: — This amethyst is carved in the shape of a humanoid skull. Clerics craft truedeath crystals to aid themselves and others in sending undead to their fi nal rest. Least: A weapon with this crystal attached deals an extra 1d6 points of damage to undead. Lesser: As the least crystal, and the weapon also functions as a ghost touch weapon (DMG 224). Greater: As the lesser crystal, and the weapon can deliver sneak attacks and critical hits against undead as if they were living creatures. Prerequisites: Craft Magic Arms and Armor, consecrate. Cost to Create: 500 gp, 40 XP, 1 day (least); 2,500 gp, 200 XP, 5 days (lesser); 5,000 gp, 400 XP, 10 days (greater)
IRON WARD DIAMOND Price (Item Level): 500 gp (3rd) (least), 2,000 gp (6th) (lesser), or 8,000 gp (11th) (greater) Body Slot: — (armor crystal) Caster Level: 7th Aura: Moderate; (DC 18) evocation Activation: — Weight: — This dun and ecru diamond is incredibly durable. An iron ward diamond lends its toughness to armor, helping it absorb blows in combat. Least: The least version of this augment crystal grants you damage reduction 1/—. This damage reduction stacks with similar damage reduction granted by any other source. Once the clasp has prevented a total of 10 points of damage, it becomes inert until the following day. Lesser: As the least crystal, except that it grants damage reduction 3/— until it has prevented a total of 30 points of damage. A lesser iron ward diamond functions only when attached to medium or heavy armor. Greater: As the least crystal, except that it grants damage reduction 5/— until it has prevented a total of 50 points of damage. A greater iron ward diamond functions only when attached to heavy armor. Prerequisites: Craft Magic Arms and Armor, stoneskin. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,000 gp, 80 XP, 2 days (lesser); 4,000 gp, 320 XP, 8 days (greater).
CRYSTAL OF ARROW DEFLECTION Price (Item Level): 500 gp (3rd) (least), 2,500 gp (7th) (lesser), or 5,000 gp (9th) (greater) Body Slot: — (shield crystal) Caster Level: 5th Aura: Faint; (DC 17) divination Activation: — Weight: — This blue sapphire is cut into a large cabochon. It contains a small fl int arrowhead in its center. A crystal of arrow defl ection protects you from ranged weapon attacks. Least: This augment crystal grants you a +2 bonus to AC against ranged attacks. Lesser: As the least crystal, except the bonus is +5. Greater: As the least crystal, and you can defl ect one ranged attack per round as if you had the Defl ect Arrows feat. Prerequisites: Craft Magic Arms and Armor, shield. Cost to Create: 250 gp, 20 XP, 1 day (least); 1,250 gp, 100 XP, 3 days (lesser); 2,500 gp, 200 XP, 5 days (greater).
MITHRALMIST SHIRT Price (Item Level): 3,400 gp (8th) Body Slot: Body Caster Level: 6th Aura: Moderate; (DC 18) conjuration Activation: Swift (mental) Weight: 10 lb. This delicate-looking chain shirt is forged from a silver-white mithral alloy that gleams like starlight. Up to seven times per day, you can activate this +1 mithral shirt to fi ll your space with a billowing silver mist. This gleaming fog grants you concealment against attacks but does not interfere with your vision. The mist lasts for 1 minute per activation, and it remains in the space where you activated the effect (it doesn’t move with you if you leave that space). Prerequisites: Craft Magic Arms and Armor, obscuring mist. Cost to Create: 1,150 gp (plus 1,100 gp for mithral shirt), 92 XP, 3 days.
BOOTS OF LANDING Price (Item Level): 500 gp (3rd) Body Slot: Feet Caster Level: 3rd Aura: Faint; (DC 16) transmutation Activation: — Weight: 1 lb. While wearing boots of landing, you land on your feet no matter how far you fall, and you take 2 fewer dice of damage from the fall than normal (thus, a fall of 20 feet or less deals you no damage). Prerequisites: Craft Wondrous Item, feather fall or catfall (EPH 82). Cost to Create: 250 gp, 20 XP, 1 day.
ENEMY SPIRIT POUCH Price (Item Level): 2,100 gp (6th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) divination Activation: — Weight: 1 lb. A small collection of teeth, small scales, knots of hair, and strange bits of jerky fi lls this pouch. The worn leather bag’s strings are long enough to allow the pouch to be worn as a necklace. This item is keyed to a single type of creature (aberration, animal, magical beast, and so on). A pouch keyed to humanoids or outsiders must be keyed to a subtype as described in the ranger’s favored enemy ability (PH 47). While wearing an enemy spirit pouch, you gain a +1 competence bonus on attack rolls against creatures of this type. If you are a ranger, the pouch increases your favored enemy bonus against creatures of its type by 2. If you don’t have the favored enemy ability, the pouch grants you a +2 bonus on damage rolls and certain skill checks as if that type of creature were your favored enemy. If a creature of the type keyed to the pouch wears that pouch, it receives one negative level. The negative level remains for as long as the pouch is worn and disappears when it is no longer carried. The negative level never results in actual level loss, but cannot be overcome in any way (including restoration spells) while the pouch is worn. Prerequisites: Craft Wondrous Item, detect animals or plants, ranger with favored enemy type/subtype matching that of the pouch. Cost to Create: 1,050 gp, 84 XP, 3 days.
RELIQUARY HOLY SYMBOL Price (Item Level): 1,000 gp (4th) Body Slot: Throat Caster Level: 3rd Aura: Faint; (DC 16) evocation Activation: — Weight: — This hollow holy symbol holds a pinch of dust and a fragment of bone. As the repository of a tiny fragment of a long-dead high priest of a particular deity, a reliquary holy symbol functions just like any other holy symbol. In addition, for each of the following prerequisites that you meet, the holy symbol grants you one additional daily use of your turn or rebuke undead ability. • At least 5 ranks in Knowledge (religion) • Improved Turning feat • At least one divine feat (CD 77) Each reliquary holy symbol is crafted for a specifi c deity and is only useful to characters dedicated to that deity (or in the case of a character who isn’t devoted to a specifi c deity, whose alignment matches that of the deity). For example, a reliquary holy symbol of Heironeous can be used by any cleric of Heironeous, or by any lawful good character. Prerequisites: Craft Wondrous Item,turn undead. Cost to Create: 500 gp, 40 XP, 1 day.
Avengers are the mysterious sentinels of a nation-state, sworn to protect it no matter the cost. While chivalrous knights and doughty fighters take to the field of battle in defense of their homeland, avengers fight from the shadows striking down their targets swiftly and precisely. Avengers are a variant of the assassin prestige class from the DMG that does not require its members to be of evil alignment.
Becoming an Avenger
While any character can qualify to become an avenger, most that do so have levels of ranger, rogue, or monk. Avengers use guile and stealth to reach their targets, so while a bard can qualify for this class, their flamboyance and the verbal components of many of their abilities can make the successful completion of a mission difficult. Because of the reliance on physical attacks to achieve their goals, wizards and sorcerers likewise rarely become avengers. Some avengers take levels of fighter to boost their combat skills, while a few, and very rare, paladins also follow this path.
Entry Requirements
To qualify to become an avenger, a character must fulfill the following criteria:
Special: The character must have killed an enemy leader or champion in defense of his homeland or nation.
The Avenger Hit Dice d6
Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
-- Spells per Day --
1st
2nd
3rd
4th
1st
+0
+0
+2
+0
Sneak attack +1d6, death attack, poison use, spells
0
-
-
-
2nd
+1
+0
+3
+0
+1 save against poison, uncanny dodge
1
-
-
-
3rd
+2
+1
+3
+1
Sneak attack +2d6
2
0
-
-
4th
+3
+1
+4
+1
+2 save against poison
3
1
-
-
5th
+3
+1
+4
+1
Improved uncanny dodge, sneak attack +3d6
3
2
0
-
6th
+4
+2
+5
+2
+3 save against poison
3
3
1
-
7th
+5
+2
+5
+2
Sneak attack +4d6
3
3
2
0
8th
+6
+2
+6
+2
+4 save against poison, hide in plain sight
3
3
3
1
9th
+6
+3
+6
+3
Sneak attack +5d6
3
3
3
2
10th
+7
+3
+7
+3
+5 save against poison
3
3
3
3
Class Skills (4 + Int modifier per level): Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex).
Class Features
As an avenger, you excel at striking from the shadows, often cutting down your foe before he realizes you are a threat. Your skills improve your chances of reaching your target undetected while your class abilities increase the chance of a quick kill.
Weapon and Armor Proficiency: Avengers are proficient with the crossbow (hand, light, or heavy), dagger (any type), dart, rapier, sap, shortbow (normal and composite), and short sword. Avengers are proficient with light armor but not with shields.
Sneak Attack: This is exactly like the rogue ability of the same name. The extra damage dealt increases by +1d6 every other level (2nd, 4th, 6th, 8th, and 10th). If an avenger gets a sneak attack bonus from another source the bonuses on damage stack.
Death Attack: If an avenger studies his victim for 3 rounds and then makes a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (avenger's choice). While studying the victim, the avenger can undertake other actions so long as his attention stays focused on the target and the target does not detect the avenger or recognize the avenger as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + the avenger's class level + the avenger's Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level of the avenger. If the victim's saving throw succeeds, the attack is just a normal sneak attack. Once the avenger has completed the 3 rounds of study, he must make the death attack within the next 3 rounds.
If a death attack is attempted and fails (the victim makes her save) or if the avenger does not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before he can attempt another death attack.
Poison Use: Avengers are trained in the use of poison and never risk accidentally poisoning themselves when applying poison to a blade.
Spells: Beginning at 1st level, an avenger gains the ability to cast a number of arcane spells. To cast a spell, an avenger must have an Intelligence score of at least 10 + the spell's level, so an avenger with an Intelligence of 10 or lower cannot cast these spells. Avenger bonus spells are based on Intelligence, and saving throws against these spells have a DC of 10 + spell level + the avenger's Intelligence bonus. When the avenger gets 0 spells per day of a given spell level he gains only the bonus spells he would be entitled to based on his Intelligence score for that spell level.
The avenger's spell list appears below. An avenger casts spells just as a bard does.
Upon reaching 6th level, at every even-numbered level after that (8th and 10th), an avenger can choose to learn a new spell in place of one he already knows. The new spell's level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level avenger spell the avenger can cast. An avenger may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for that level.
Avenger Spells Known
--- Spells Known ---
Level
1st
2nd
3rd
4th
1st
21
-
-
-
2nd
3
-
-
-
3rd
3
21
-
-
4th
4
3
-
-
5th
4
3
21
-
6th
4
4
3
-
7th
4
4
3
21
8th
4
4
4
3
9th
4
4
4
3
10th
4
4
4
4
1 Provided the avenger has sufficient Intelligence to have a bonus spell of this level.
Save Bonus against Poison: The avenger gains a natural saving throw bonus to all poisons gained at 2nd level that increases by +1 for every two additional levels the avenger gains.
Uncanny Dodge (Ex): Starting at 2nd level, an avenger retains his Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. (He still loses any Dexterity bonus to AC if immobilized.) If a character gains uncanny dodge from a second class the character automatically gains improved uncanny dodge (see below).
Improved Uncanny Dodge (Ex): At 5th level, an avenger can no longer be flanked, since he can react to opponents on opposite sides of him as easily as he can react to a single attacker. This defense denies rogues the ability to use flank attacks to sneak attack the avenger. The exception to this defense is that a rogue at least four levels higher than the avenger can flank him (and thus sneak attack him).
If a character gains uncanny dodge (see above) from a second class the character automatically gains improved uncanny dodge, and the levels from those classes stack to determine the minimum rogue level required to flank the character.
Hide in Plain Sight (Su): At 8th level, an avenger can use the Hide skill even while being observed. As long as he is within 10 feet of some sort of shadow, an avenger can hide himself from view in the open without having anything to actually hide behind. He cannot, however, hide in his own shadow.
Avenger Spell List
Avengers choose their spells from the following list:
POWER COMPONENTS By taking advantage of the symbolic links between deities and the mortal realm, a divine caster can use specific components to* enhance the power of her spells. These components can be used even with spells that do not normally have material components, but they do not replace any other materials a spell might normally require. Like other material components, they disappear when used to cast a spell. COMPONENT PREPARATION Each of the power components described below must be specially prepared by methods not normally available to player characters. Simply burning a used scroll won't produce ashes of power, for example. COMPONENT DESCRIPTIONS Many of the items detailed below are tied to specific religions or deities. If you are playing in a campaign that uses different deities (or no deities at all), simply adapt each item using the rules given throughout this text. The price given for each component is for a single application of the substance; using any smaller amount has no effect. Angel's Blood: Those who manage to shed celestial blood often collect a few drops for sale to other, equally vile souls. When blended with specific poisons and used as a component in the casting of any spell that has the evil descriptor, angel's blood increases the save DC by i. Price: 85 gp. Ashes of Power: When a used scroll is burned and its ashes are mixed with holy water and mystical inks, the resulting paste houses an ember of true magic. When used as a component in the casting of dispel magic, greater dispel magic, or break enchantment, this powder allows the caster to make two dispel checks and choose the better result. Price: 1, 750-gp. Aurial Sapphire: On rare occasions, the winds of the Elemental Plane of Air capture various particles whipping about in the emptiness and drive them together over the course of years. The result is a crystal marbled in various shades of blue. Called aurial sapphires, these gemstones are sometimes found oh the Material Plane, usually at high altitudes where the winds blow most fiercely. When an aurial sapphire is used as a component in the casting of any ~* Air domain spell or spell that has the air descriptor, the spell is affected as if by the Quicken Spell feat, but without any level increase. Price: 215 gp. Crypt Powder: During the long years in which a powerful necromancer lies decaying in his tomb, some of the magic that infused his bones seeps into the surrounding walls. If one of these stones is then shattered in a particular way, the resulting dust sometimes retains that power. When used as a component in the casting of any spell that targets either corpses or undead, this powder increases both the save DC and the caster level by 1. Price: ISO gp. Doppelganger Bile: This viscous fluid aids in deceptive magic. When specially distilled and used as a component in the casting of any spell that grants invisibility or a bonus on Disguise checks, doppelganger bile doubles the duration of the effect. Price: 95 gp. Dragon Ruby: Gold dragons like to feast on pearls and gems. Occasionally, a few gems pass through such a dragon's system undigested. If one of those gems is a ruby, it absorbs a bit of the creature's fiery nature and becomes a dragon ruby. When used as a component in the casting of any spell that has the fire descriptor, a dragon ruby doubles that spell's area. Price: 175 gp. Essence of Order: When various powdered herbs are mixed with the inner fluids of an inevitable, the resulting oily substance emits a potent vapor known as essence of order. Anyone breathing this vapor is cured of 1 point of mental ability damage caused by a poison or disease. A single dose is usable only once. When used as a component in the casting of any spell that has the law descriptor, essence of order increases the save DC by 1. Price: 300 gp. Feather of the Far Reaches: When coated in a thin layer of powdered mithral, the tailfeathers of an albatross or an arrowhawk gain a degree of magical power. If one of these so-called feathers of the far reaches is used as a component in the casting of any Travel domain spell, it either adds 10 feet to the speed (if the spell grants a new or improved mode of movement) or increases the effective caster level by 1. Price: 95 gp. Game of Fate: Long ago, someone discovered that a die carved from the shell of a large tortoise attracts the attention of the deities of luck. When used as a component in the casting of any spell that grants a bonus on attack rolls, damage rolls, saving throws, or checks, such a die—known as a game of fate—produces one of three effects: +1 caster level (01-45), double duration (46-90), or restoration of a spell as per a pearl of power (91-100). Price: 550 gp. Guardinal Feather: The feathers of a guardinal, when given freely, have protective properties. When one is used as a component in the casting of any spell that grants either energy resistance or a bonus to Armor Class, it increases the value of that protection by 2. Price: 600 gp. Hero's Tears: Tears taken from a champion of good who weeps over a fallen comrade become a potent aid to virtuous casters when sanctified with bless water. If these hero's tears are used as a component in the casting of any spell that has the good descriptor, they increase the effective caster level by 2. Price: 675 gp. Horn of Gorgon: Gorgon horns soften when soaked in a particular kind of rare vinegar. If this horn of gorgon is then used as a component in the casting of any spell that enhances Strength—whether by an enhancement bonus, a size increase, or any other means—it adds 2 to the subject's Strength, on top of the spell's normal effects. Price: 575 gp. Kiss of Discord: An herb known by sages as lusiri blossom, kiss of discord has dull red leaves that vaguely resemble lips. When ingested, it causes hallucinations (ld3 hours, Fort DC 13 negates, treat as confusion). If used as a component in the casting of any spell that has the chaos descriptor, it increases the effective caster level by 2. Price: 310 gp. Obaddis Leaf: A rare variety of holly, this plant retains some of the magic that passes through it when it is used as a divine focus by a druid. If it is then used as a component in the casting of a Plant domain spell or any spell that specifically targets plants, it doubles both the area and the duration. Price: 130 gp. Pearl of the Waves: A pearl of the waves results when an oyster forms a pearl around the tiniest fragment of a magic item, such as a sliver of a magic blade or wood from a broken staff. If this pearl is used as a component in the casting of any Water domain spell or a spell that has the water descriptor, the spell is affected as if by the Quicken Spell feat, but without any change in spell slot. Price: 225 gp. Scholar's Dreams: Some say that ivy growing on the gravestone of a truly learned sage feeds upon the knowledge of the deceased. When used as a component in the casting of any Knowledge domain spell, this ivy—known as scholar's dreams—doubles both the range and the duration. Price: 175 gp. Soil of Stone: Taken from beneath the palaces of the dao (genie's of Elemental Earth), this powdered stone retains traces of both that plane and its masters. If this so-called soil of stone is used as a component in the casting of any Earth domain spell or a spell that has the earth descriptor, it doubles the duration. Price: 65 gp. Sunflower of Pelor: For reasons unfathomable to sages, large sunflowers often grow in the soil where an undead creature has been reduced to ash by a cleric's turn undead ability. The petals of these sunflowers of Pelor, if properly treated with various unguents, grant power to sun-related spells. When used as a component in the casting of any Sun domain spell or a spell that has the light descriptor, these petals double its area. Price: 100 gp. Talon of Ehlonna: When an animal dies while under the effect of a magic fang or greater magic fang spell, one of its claws or teeth sometimes retains a spark of that magic. This I so-called talon of Ehlonna resists decay and gains a gold-bronze luster over time. When used as a component in the casting of any Animal domain spell or a spell that specifically targets animals, the talon increases the effective caster level by 2. Price: 370 gp. True Warrior's Blade: A weapon wielded by a deity's champion, then broken in combat, can be consecrated with holy water and unguents to become a true warrior's blade. When used as a component in the casting of any divine spell that deals hit point damage, this blade I increases the damage dealt by 2 points per spell level. Price: 650 gp. Twilight Green: A distant relative of belladonna, this herb is a deadly poison (ingestion, DC 14 Fortitude negates, primary and secondary damage ld4 Constitution). When used as a component in the casting of any spell that deals negative energy damage, however, twilight green increases that damage by 1 point per spell level. Price: 250 gp. Unicorn Horn: If a horn taken from a unicorn that has died of natural causes is used as a component in the casting of any touch spell that has the healing descriptor, it transforms the spell into a ray with a 30-foot range. Price: 190 gp.
Feats from City of Stormreach,p95
MASTER PICKPOCKET In Stormreach, there are thieves and there are masters of the craft. You fall into the latter category. You can steal anything from anyone at any time. Prerequisites: Dex 15, Sleight of Hand 8 ranks. Benefi t: Your mastery of Sleight of Hand allows you to steal an object from an adjacent opponent in combat as a standard action without provoking attacks of opportunity. You can take anything the character has on his or her person provided it is not held in hand. If you are in a grapple, you gain a +4 bonus on the attempt. In addition, when you make a Sleight of Hand check as a free action, you take a –10 penalty rather than a –20 penalty on the attempt.
HARDENED CRIMINAL You’ve done hard time on the unforgiving streets. You know how to knuckle down and get the caper done regardless of the obstacles, and your steely gaze can meet anyone’s eye without fl inching. Prerequisite: Iron Will. Benefi t: You cannot be intimidated. (Attempts to use the Intimidate skill against you always fail.) In addition, you can take 10 on any checks with one skill chosen at the time you take this feat, even under conditions when taking 10 would normally be impossible.
CRIMINAL BACKGROUND You come from a long line of pirates, outlaws, or sneak thieves. Your instincts are bent toward illicit gain and self-preservation above all else. Benefi t: Bluff, Open Lock, and Sleight of Hand are all considered class skills. In addition, when observing an individual, you can make a DC 15 Sense Motive check to ascertain any criminal motives. You also gain a +4 bonus on Gather Information checks involving crime and criminals. Special: You must take this feat at 1st level.
from p119 WAND BONDING [WARFORGED] As a magical being of wood and metal, you have learned to power wands with your own energy. Prerequisites: Warforged, ability to spontaneously cast arcane spells or infusions. Benefi t: When activating a wand, you can choose to sacrifi ce an arcane spell slot or infusion slot of the level of the spell to be cast from the wand (or a higher level) instead of using one of the charges in the wand. In addition to powering the wand, this increases the caster level of the effect by one for every fi ve caster levels you possess. A wand must have at least one charge for you to activate it in this way. Special: A warforged sorcerer can take Wand Bonding as a bonus feat at 1st level in place of the summon familiar class feature. A warforged artifi cer can add this feat to the list of available bonus feats.
Brownies as Characters
Brownie characters possess the following racial traits. -- -6 Strength, +10 Dexterity, +2 Constitution, +2 Intelligence, +2 Wisdom, +2 Charisma --Tiny size: A brownie has a +2 bonus to Armor class and attack rolls and a +8 bonus on Hide checks. A brownie uses smaller weapons than humans use, and his lifting and carrying limits are half of those of a Medium character. --A brownie's base land speed is 30 feet. --Darkvision out to 30 feet. --Low-light vision. --Calm Animal: As a free action, a brownie can calm an animal. The power is similar to a calm animals spell, except that it works on a single animal within 30 feet. An animal that has been affected or has made a successful saving throw against this power cannot be affected again for one day. The caster level for this power is 7 + the brownie's character level. The save DC against this power is 14 + the brownie's Charisma modifier. This is a supernatural ability. --Spell-Like Abilities: A brownie can use the any of the following, each once a day: confusion, dancing lights, daylight, dimension door, protection from evil, ventriloquism. Saving throws are 10 + spell level + the brownie's Charisma modifier. The brownie's caster level is 7 + the brownie's character level. -- Evasion (Ex):If a brownie is exposed to any effect that normally allows it to attempt a Reflex saving throw for half damage, the brownie takes no damage with a successful saving throw. If the brownie gains a class level that gives it the evasion class feature, the brownie gains improved evasion instead. -- Hide in Plain Sight (Ex): In areas of dim light, tall grass, or heavy undergrowth a brownie can use the Hide skill even while being observed and without having anything to actually hide behind. This ability does not stack with the hide in plain sight class feature. -- Uncanny Dodge (Ex): A brownie retains its Dexterity bonus to AC even if caught flat-footed or targeted by an unseen foe. However, the brownie still loses its Dexterity bonus to AC if paralyzed or otherwise immobile. If the brownie gains a class level that gives it the uncanny dodge class feature, the brownie gains improved uncanny dodge instead. -- Wild Empathy (Ex): A brownie can improve the attitude of an animal as a druid does. The brownie's bonus on wild empathy checks is 7 + the brownie's Charisma modifier. If the brownie gains levels in a class that has the wild empathy class feature, the brownie's bonus on wild empathy checks is 7 + the relevant class level + the brownie's Charisma modifier. -- +2 racial bonus on Craft checks. -- Automatic Languages: Common, Halfling, and Sylvan. -- Bonus Languages: Draconic, Elven, Giant, Goblin, and Gnome. -- Favored Class: Expert. -- Level Adjustment +4.