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21
Magics of Arhosa / Priest of the People [Osteo PrC]
« on: June 22, 2017, 01:45:46 PM »
Priest of the People
"You know nothing of our struggles here!"
- Kavbnaoay, goblin Priest of the People

Text

Becoming a Priest of the People
Text

Table 1: Priest of the People
Hit Die: d6


Level  BAB    Ref   Fort  Will  Special Abilities                        Osteomancy
--------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Impassioned Following, Furious Command   ---
  2    +1     +0    +0    +3    Thunderous Retort, Ceremonies            +1 Osteoblast level
  3    +2     +1    +1    +3    Proclamation                             +1 Osteoblast level
  4    +3     +1    +1    +4    Ceremonies                               +1 Osteoblast level
  5    +3     +1    +1    +4    People's Blessing                        +1 Osteoblast level
  6    +4     +2    +2    +5    Ceremonies                               ---
  7    +5     +2    +2    +5    Protective Aura                          +1 Osteoblast level
  8    +6     +2    +2    +6    Ceremonies                               +1 Osteoblast level
  9    +6     +3    +3    +6    People's Curse                           +1 Osteoblast level
  10   +7     +3    +3    +7    Ceremonies                               +1 Osteoblast level

 
Class skills (4 + Int modifier per level): Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Listen, Search, Spellcraft, Spot

Requirements:
Feats: Any two [Bone] feats
Skills: Concentration 6, Knowledge (Religion) 8, Spellcraft 7, Listen 4
Ossein Level: 3rd level Osseins
Special: Must have the leadership feat, or be the priest of a tribal village or larger compound.

Class Features
Text
  • Osteomancy: The Priest of the People increases his prior osteomancy class at each level indicated on the chart above.
  • Impassioned Following (Ex): The priest of the people is the spiritual leader of his tribe, holding a religious control over them not seen in more diverse societies. Any ally gains a +2 bonus when attacking a creature who is attacking the priest of the people. Allies within melee range of the priest of the people may voluntarily make a DC 15 Reflex save to take 1/2 the damage dealt to the priest of the people, as an immediate action. The priest of the people takes the other half, as normal.
  • Furious Command (Ex): Speaking clearly and with fervour, the priest of the people names a single foe the enemy and the heathen, to be destroyed at all costs. Any ally attacking that creature gains a +4 bonus on strength, and an extra attack when taking the full attack option. That attack is at a -2 penalty. The benefits last until the end of the encounter, and the priest of the people may use it a number of times per day equal to 3 + his charisma modifier. This is a full round action and can be used once per encounter.
  • Thunderous Retort (Su): Furious at the actions of his foe, the priest of the people shouts down the speech and the songs of his enemies, his voice a potent and searing weapon. Once per encounter, as an immediate action, the priest of the people can cancel any spell, SLA, supernatural, or other ability as it is being created, if that ability would provide a morale bonus.
  • Ceremonies (Su): For the people of his village, he is the centre of their lives, and the rituals and ceremonies that are the strands that hold them together. Unless otherwise mentioned, it takes ten minutes to perform one of these ceremonies. At each indicated level, he may choose one of the ceremonies below. If he is distracted, attacked, or otherwise loses concentration during the ceremony, it fails immediately and he must start again.
    • Madman's Dance: Swirling and twisting in a writhing dance of inhuman swaying, the priest of the people calls upon the ancestors to curse his foes with a madman's insanity. All enemies within 100 ft. per class level must make a Will save vs 10 + class level + wisdom modifier or be affected by insanity, as per the spell.
    • Ritual of Blessing: A soothing and contemplative energy flows out from the priest of the people into his followers, making them comfortable and at ease with the world. All allies within 100 ft. per class level heal 2d10 hit points, and gain a +2 bonus on attacks, saves, and skill checks, and damage resistance 2/- for one hour.
    • Blasphemer's Curse: Calling upon his most hated spirits, the priest of the people drives them towards his vile foes. All enemies within 100 ft. per class level must make a Will save vs 10 + class level + wisdom modifier or be affected by
    • bestow curse, as per the spell.
    • Ceremony of Cleansing: Driving out the evil within his dependents, the priest of the people leads them to a cleanlier life. All allies within 100 ft. per class level heal 4d10 hit points, and any curses, poisons, diseases, ability damage or drain are removed.
    • Ancestor's Bite: His home and his people under attack, the priest of the people has no recourse but to call out to the spirits who inhabit this place, begging them to protect his friends. All enemies within 100 ft. per class level are struck by spirits who steal a small amount of their soul. Every affected creature gains 1d4 negative levels, and must make a fortitude save vs 10 + class level + wisdom modifier 24 hours later or have the level loss become permanent.
    • Devil's Dance: Reaching into the hells of his people, the priest of the people calls forth the devils who reside there, casting them out upon his foes. Each enemy within 100 ft. per class level is attacked by a summoned evil outsider, whose CR is two less than the creature it is attacking. When either the summoned creature or its target is slain, the summoned creature disappears.
    • Angel's Mercy: Calling upon the heavens to save his village from assault by vicious foes, the priest of the people summons forth the angels who reside there, asking that they succor his brethren. Each ally within 100 ft. per class level is protected by a summoned good outsider, whose CR is two less than the creature it is protecting. When either the summoned creature or its charge is slain, the summoned creature disappears. The summoned creature cannot move more than 15 ft. from its charge.
    • Shadow's Flight: It wounds the priest to his heart, but some moments call for his people to flee, rather than risk destruction. Each ally within 100 ft. per class level is affected by a greater invisibility spell. At each location where an ally disappeared, a
    • major image spell is cast, creating the illusion of those allies taking actions different from where they flee. These spells last for one hour.
    • Safety: Calling upon the greatest of all those who nurture his village and his people, the priest of the people transports them to a safe and holy place, away from an evil and cruel world. This affects all the land about the priest of the people, but no more than 1 square mile per character level. All the affected land, and all non-hostile willing creatures upon it, are transported to their own private demiplane, safe from the predations of the outside world. Weather and seasons remain the same as in their original location, and it retains its same temporal pattern as before. This ceremony can only be taken at level 10, and can only be used to create a demiplane once. By performing the ceremony again, the Priest of the People may transport himself and up to ten people to and from the demiplane.
  • Proclamation (Su): A ringing voice cuts through the chatter and the meandering conversations, and the priest of the peopel steps to the podium, his voice carrying across all others. The priest of the people speaks, and others listen in rapt attention. All allies who can hear the priest of the people are caught up within the rhetoric, and are affected by the greater heroism spell. The priest of the people can only use this three times per day, at a caster level equal to his osteoblast level. This is a full-round action.
  • People's Blessing (Su): The priest of the people is able to spread his nurturing magic amongst his peoples, abjuring them from harm. Whenever he casts an ossein with a range of touch or personal, he may have it affect up to one ally per level in addition to himself. This only works on osseins whose level is equal to or less than half his class level, and the allies to be affected must be within 50 ft.
  • Protective Aura (Su): The shaman has become a living symbol of protection, his mere presence enough to reassure all those who stand near him. Any ally within 50 ft. of the priest of the people gains a +4 deflection bonus to AC and a +4 resistance bonus to saves, and any enemy who strikes a warded creature must make a Fortitude save vs 10 + class level + wisdom modifier or be dazed for one round.
  • People's Curse (Su): His magic strikes out at his foes, cutting them down. Whenever the priest of the people casts an ossein with a range of touch or close that affects a single creature, he may have it affect up to one enemy per 2 class levels in addition to the original target. This only works on osseins whose level is equal to or less than half his class level, and the enemies to be affected must be within 30 ft of the ossein's original target.

22
Magics of Arhosa / Psychic Chirurgeon [Osteo PrC]
« on: June 22, 2017, 01:42:33 PM »
Psychic Chirurgeon
"Mind and Body, Bone and Soul they are two facets of the same coin"
- Bajha, Human Psychic Chirurgeon

Text

Becoming a Psychic Chirurgeon
Text

Table 1: Psychic Chirurgeon
Hit Die: d6


Level  BAB    Ref   Fort  Will  Special Abilities                        Osteomancy / Psionics   
-------------------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Frame of the Mind                        +1 Osteoblast & Psionics level
  2    +1     +0    +0    +3                                             +1 Osteoblast & Psionics level
  3    +1     +1    +1    +3    Mental Prowess                           +1 Osteoblast & Psionics level
  4    +2     +1    +1    +4    Mind and Bone                            +1 Osteoblast & Psionics level
  5    +2     +1    +1    +4    Blending Strength                        +1 Osteoblast & Psionics level
  6    +3     +2    +2    +5    Mind of the Bone                         +1 Osteoblast & Psionics level
  7    +3     +2    +2    +5    Ossified Mind                            +1 Osteoblast & Psionics level
  8    +4     +2    +2    +6                                             +1 Osteoblast & Psionics level
  9    +4     +3    +3    +6    Mind of the Bone                         +1 Osteoblast & Psionics level
  10   +5     +3    +3    +7    Linked Strength                          +1 Osteoblast & Psionics level

 
Class skills (4 + Int modifier per level):
Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (History), Knowledge (Psionics), Listen, Psicraft, Search, Spellcraft, Spot.

Requirements:
Feats: Twinned Power
Skills: Concentration 6, Knowledge (Psionics) 6, Spellcraft 6
Ossein Level: 2nd level Osseins
Psionics Level: 2nd level Powers

Class Features
Text
  • Osteomancy: The Psychic Chirurgeon increases his prior osteomancy class at each level indicated on the chart above.
  • Psionics: The Psychic Chirurgeon increases his prior manifester class at each level indicated on the chart above.
  • Frame of the Mind (Ex): The bones of the Psychic Chirurgeon grant their gifts to the Psychic Chirurgeon himself, sharpening his mind. All powers that he manifests gain a bonus as if they were cast from a bone of the appropriate type. If the power has descriptors such that more than one bone or organ would affect it, the Psychic Chirurgeon must choose which bonus to apply.
  • Mind and Bone (Ex): Only by a careful admixture can one source strengthen the other without creating dangerous moments. The Psychic Chirurgeon gains a single psionic or bone feat for which he meets the requirements.
  • Mental Prowess (Su): Fortified in his mental castles, the Psychic Chirurgeon resists intrusions into his mind. The Psychic Chirurgeon gets a bonus on Will saves equal to half the total levels of Osseins that are affecting him.
  • Blending Strength (Ex): Mixing osteomancy and psionics, the Psychic Chirurgeon slowly merges the talents that define him into a seemless whole. The Psychic Chirurgeon may use Ossein Points to pay for powers and Power Points to pay for Osseins at a 2 to 1 rate.
  • Ossified Mind (Su): A mind infused with the strength of bone also takes on the brittle nature, susceptible to being shattered into shards with the proper force. Any enemy that was targeted by an Ossein this encounter takes a -1 penalty to all saves against the next power the Psychic Chirurgeon manifests. Likewise, if a Psychic Chirurgeon manifests a power first, the target then takes a -1 penalty to saves against the next Ossein the Psychic Chirurgeon casts.
  • Linked Strength (Ex): Pooling together all of the skills and the talents that he has, the Psychic Chirurgeon breaks down all remaining barriers between his two sources of power. The Psychic Chirurgeon may use Ossein Points to pay for powers and Power Points to pay for Osseins at a 1 to 1 rate.

23
Magics of Arhosa / Carrion Carver [Osteo PrC]
« on: June 22, 2017, 01:37:52 PM »
Carrion Carver
"Blood falls far from the tree of pain"
- Vicerkam, orc Carrion Carver

Text

Becoming a Carrion Carver
Text

Table 1: Carrion Carver
Hit Die: d10


Level  BAB    Ref   Fort  Will   Special Abilities             Ossein Points
----------------------------------------------------------------------------
  1    +1     +0    +2    +2     Carrion House, Snatch Organ   19
  2    +2     +0    +3    +3     Vulture's Hunting             29
  3    +3     +1    +3    +3     Offal and Filth               37
  4    +4     +1    +4    +4     Cannibalize                   51
  5    +5     +1    +4    +4     Vulture's Hunting             63
  6    +6     +2    +5    +5     Infectious Innards            81
  7    +7     +2    +5    +5     Butcher's Waste               97
  8    +8     +2    +6    +6     Vulture's Hunting             115
  9    +9     +3    +6    +6     Buzzard's Breath              131
  10   +10    +3    +7    +7     Deadly Tide                   149

 
Class skills (4 + Int modifier per level):
Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Arcana), Knowledge (History), Knowledge (Religion), Spellcraft, Swim

Requirements:
Feats: Power Attack, Deatheater
BAB: +6.
Skills: Intimidate 4, Survival 4
Special: Must spend a month living on nothing more than carrion.

Class Features
Text
  • Osteomancy: The carrion carver, through his knowledge of the internal workings of all things, and the power that resides within each bone, gains the ability to cast osseins. The carrion carver uses Wisdom to determine what level of ossein he can cast, as well as for the DC of his abilities and for bonus ossein points. His osteoblast level is equal to his class level. If he has the ability to cast osseins from another source, his osteoblast level, ossein points, and osseins known do not stack. They are separate sources.
  • Carrion House (Ex): Covered in the bile and the remains of those that he has slaughtered, the carrion crawler is a fearsome sight to behold upon the field of battle. Any creature who comes within 10 ft. of the carrion crawler must make a Fortitude save against 10 + class level + constitution modifier or become sickened for one round per class level. If they failed the save and remain in or re-enter the area at the end of the duration, they must save again. Otherwise, they are immune to the effects of the character's Carrion House ability for 24 hours.
  • Snatch Organ (Ex): Gashing a nearly dead foe deeply, the carrion crawler can rip an organ from his foe during the course of battle, allowing him to harvest that organ as part of the attack. As part of an attack action, if he slays his foe, he may harvest a single organ as a free action. He may only do this once per round.
  • Vulture's Hunting (Su): Born upon the wings of his signature animal, the carrion carver gains a fly speed equal to his movement speed at average maneuverability. At 5th level he gains the Flyby Attack feat, and at 8th level, one other feat that requires Flyby Attack or flight.
  • Offal and Filth (Ex): Reveling in the waste and the ruin of their foes, the carrion carvers slice through the bodies of their enemies, leaving only the parts unspeakable. Whenever the carrion carver strikes a foe with a critical hit, the struck creature must make a fortitude save with a DC equal to the damage caused or take additional damage equal to three times the carrion carver's class level, as the foe is partially disemboweled. This bonus damage is not multiplied by the critical hit.
  • Cannibalize (Ex): Feasting upon the carcasses of a downed foe, the carrion carver revels in the feast of dead flesh. As a full round action, the carrion carver may consume the flesh of a foe that he has killed. Each round the carrion carver consumes flesh, he heals hit points equal to twice his character level. He must eat at least one pound of flesh for this to take effect, and can consume one pound per round.
  • Infectious Innards (Ex): Foulness has seeped into the bones of the carrion carver, and those who strike him are covered in the waste. Any creature striking the carrion carver in melee for more than 10 damage takes acid damage equal to twice the carrion carver's level, and must make a Fortitude save against 10 + class level + constitution modifier or become poisoned. The poison deals 1d4 Strength and Constitution each as primary and secondary damage.
  • Butcher's Waste (Ex): A cruel and wicked sense of the core of a creature allows the carrion carver to strike where it is most dangerous, and where he can reach the feast within most easily. The carrion crawler gains a +2 bonus to attack, a +6 bonus to confirm critical hits, and expands his critical range by 1 against all creatures affected by his carrion house ability.
  • Buzzard's Breath (Ex): A foul wave of stench rolls forth from the carrion crawler, a putrid stench of miasma that plagues any who breath it. The carrion carver gains a breath weapon that deals 1d6 acid damage per class level, and any affected creature must make a fortitude save against 10 + class level + constitution modifier or be nauseated. It is a 100 ft. cone and can be used once every 1d4 rounds.
  • Deadly Tide (Su): A wave of filth and carrion spills forth, flooding down the land and soaking into the terrain, poisoning and sickening everything that lives in or upon the area. Every creature and building within 1 mile per 5 character levels is afflicted by slimy putrescence, eating at their flesh and structure. All living creatures must make a Fortitude save each round they are in the affected area against 10 + class level + constitution modifier or take 1d4 Strength and Constitution damage. Buildings and unliving creatures take 3d6 acid damage a round as it devours their structure. The putrescence dissipates in 1 hour, and while it lasts, all affected terrain is treated as a deep bog. It takes 10 minutes to perform the necessary steps to creating this carrion wave, and the carrion crawler takes 10 constitution damage when he summons the wave of offal.

24
Magics of Arhosa / Crippled Mystic [Osteo PrC]
« on: June 22, 2017, 01:34:11 PM »
Crippled Mystic
"I may be frail of body, but my mind is far greater than your own."
- Bajha, Elven Crippled Mystic

Text

Becoming a Crippled Mystic
Text

Table 1: Crippled Mystic
Hit Die: d6

Level  BAB    Ref   Fort  Will  Special Abilities                        Osteomancy
-------------------------------------------------------------------------------------------------------
  1    +0     +0    +0    +2    Weakened Form (1d6), Damaged Power +1    ---
  2    +1     +0    +0    +3    Mind over Matter                         +1 Osteoblast level
  3    +1     +1    +1    +3    Weakened Form (2d6), Damaged Power +2    +1 Osteoblast level
  4    +2     +1    +1    +4    Mental Reserve                           +1 Osteoblast level
  5    +2     +1    +1    +4    Weakened Form (3d6), Damaged Power +3    +1 Osteoblast level
  6    +3     +2    +2    +5    Ingenious Conviction                     +1 Osteoblast level
  7    +3     +2    +2    +5    Weakened Form (4d6), Damaged Power +4    +1 Osteoblast level
  8    +4     +2    +2    +6    Mental Health                            ---
  9    +4     +3    +3    +6    Weakened Form (5d6), Damaged Power +5    +1 Osteoblast level
  10   +5     +3    +3    +7    Body for Mind                            +1 Osteoblast level

 
Class skills (4 + Int modifier per level):
Autohypnosis, Concentration, Craft, Knowledge (Arcana), Knowledge (History), Listen, Search, Spellcraft, Spot.

Requirements:
Feats: Shattered Skeleton, Fractured
Skills: Concentration 6, Knowledge (Arcana) 4, Spellcraft 7
Ossein Level: 2nd level Osseins

Class Features[/size]
Text
  • Osteomancy: The Crippled Mystic increases his prior osteomancy class at each level indicated on the chart above.
  • Weakened Form (Ex): Of body old and thin, the crippled mystic is far more susceptible to dangerous attacks. Creatures who threaten a critical get an additional +4 bonus on the confirmation roll, and he takes an additional amount of damage on critical hits equal to that indicated on the chart above. Fortification effects and other effects that would prevent critical hits do not function on the crippled mystic.
  • Damaged Power (Ex): A body frail often houses a mind of steely strength, and none more so than the crippled mystic, for he is of strengthed mind. By expending 5 hit points, he can add a +1 osteoblast level to the next ossein he casts, and increase the DC of that ossein by +1. At each marked level, he can increase the bonus to his osteoblast level and ossein DC, but must always pay 5 hit points per increase. Thus a maximum of 25 hit points for a +5 DC increase.
  • Mind over Matter (Ex): The crippled mystic loses 2 points of Dexterity. So strong has the mind of the crippled mystic become, and so weak his body, that one needs substitute for the other in many matters. He may use his will save in place of a reflex or fortitude save once per round.
  • Mental Reserve (Su): The crippled mystic loses 4 points of Strength. A mind of unusual strength and form powers a body of little mass and less strength. At will, the crippled mystic can delay any effect that is mind affecting or requires a will save by 1 round per 2 class levels, after which it takes its normal effect for its full duration.
  • Ingenious Conviction (Ex): Desire drives the creature onwards, and to places far better than his feet could carry him. He removes all modifiers to skills from physical stats, and replaces the modifier with that from his highest mental stat.
  • Mental Health (Ex): There are few things that make the mind more adept than enforcing its own survival, and to that end, the crippled mystic has devoted himself above all others. Whenever the crippled mystic is wounded, the round after he gains fast healing equal to his highest mental modifier. This fast healing lasts until he is healed, and then dissipates. This healing does not trigger when he uses his Damaged Power class ability.
  • Body for Mind (Ex): Draining the energy from his body, the crippled mystic places it instead within his mind, leaving it the glowing centre of a dissipating husk. The crippled mystic increases his Intelligence, Wisdom, and Charisma scores by 2, and loses 2 points of Constitution.
Adaptation[/size]
This class can easily be tweaked to use any form of casting. Simply replace the Ossein requirement, change the Knowledge (Arcane) and Spellcraft requirements to the appropriate skills, and the increase in Osteoblast level with the appropriate form of casting, and this class will function for any system.

25
Non-Arhosan Material / Monsters [Twisted Minds]
« on: June 22, 2017, 11:53:01 AM »
ANOMALOUS FORM CREATURE
Warped creatures that have had their form badly changed from what nature had intended, they are easy to spot for the protrusions, altered skin tones, and unnatural pallor. They are often considered to have been touched by an outside force, either created from a mad mage's experiment, or perhaps the planes of madness gripped them during their birthing stages. Whatever the cause, a creature with this anomalous form is one to be feared and wondered at.

CREATING AN ANOMALOUS FORM CREATURE
“Anomalous Form” is an acquired template that can be added to any creature that does not already have the psionic subtype (referred to hereafter as the “base creature”). An anomalous form creature uses all the base creature’s statistics and special abilities except as noted here.
Size and Type: The creature’s type changes to aberration. It gains the psionic subtype.
Armour Class: Natural armour bonus increases by a number based on the anomalous form creature's size:

Size             AC Bonus
Tiny or smaller  +0
Small            +1
Medium           +2
Large            +3
Huge             +4
Gargantuan       +7
Colossal         +11

Attacks: An anomalous form creature retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature. A anomalous form creature also gains two tentacle slam attacks, with a reach of 10 ft.
Damage: Natural and manufactured weapons deal damage normally. A tentacle slam attack deals damage depending on the anomalous form creature's size. (Use the base creature’s slam damage if it’s better.)
Size        Damage
Fine        1
Diminutive  1d3
Tiny        1d4
Small       1d6
Medium      1d8
Large       2d6
Huge        2d8
Gargantuan  4d6
Colossal    4d8

Special Qualities: A anomalous form creature has all the special qualities of the base creature, plus the following special qualities.
Frightful Appearance: Creatures who gaze upon a creature with this template are affected if they have less hit dice than the.creature. A potentially affected creature that succeeds on a Will save (DC 10 + 1/2 creature HD + creature’s Cha modifier) remains immune to that creature’s frightful appearance for 24 hours. On a failure, creatures with 4 or less HD become panicked for 4d6 rounds and those with 5 or more HD become shaken for 4d6 rounds. Anomalous form creatures ignore the frightful appearance of other anomalous form creatures.
Confusion Gaze (Su): An anomalous form creature can mentally attack with a confusion gaze, trapping the subject within its own mind. The target must succeed at a Will save or become confused. This is a mind-affecting effect. The save DC is Charisma-based. This lasts for as long as the anomalous form creature holds its gaze on the creature.
Abilities: Increase from the base creature as follows: Con +4, Str +2, Wis -4, Cha +4.
Challenge Rating: Up to 5 HD, same as base creature +2; 6+ HD, same as base creature +3.

BURROWING DREAD
Gargantuan Aberration (Fire, Evil, Psionic)
Hit Dice: 24d8+120 (228 hp)
Initiative: +3
Speed: Burrow 60 ft. (12 squares)
Armour Class: 30 (–4 size, –1 Dex, +25 natural), touch 5, flat-footed 30
Base Attack/Grapple: +18/+44 
Attack: Bite +25 melee 19-20 (3d8+21 plus 2d6 fire)
Full Attack: Bite +25 melee 19-20 (3d8+21 plus 2d6 fire)
Space/Reach: 20 ft./20 ft.
Special Attacks: Prey, Inspire Dread, Tunnelling, Trample 3d8+21 plus 2d6 fire
Special Qualities: Damage Reduction 10/-, Blindsight 60 ft, Furnace Internal, Unknowable
Saves: Fort +13, Ref +7, Will +14 
Abilities: Str 38, Dex 8, Con 21, Int 10, Wis 11, Cha 17
Skills: Listen +27, Spot +27
Feats: Awesome Blow, Power Attack, Snatch, Improved Bullrush, Improved Overrun, Improved Initiative, Improved Critical (Bite), Staggering Blow
Environment: Underground
Organization: Solitary or pack (4–11)
Challenge Rating: 14
Treasure: None
Alignment: Always neutral evil
Advancement: 25–48 HD (Gargantuan)

The body of a burrowing dread is 10 feet in diameter and 40 feet long, weighing about 40,000 pounds. The front of the creature is a giant burning maw.
Burrowing dreads cannot speak, but understand Common and Undercommon. They have no known means of communication, but can understand one another.

COMBAT
Burrowing dreads attack only at night, although they will fight during the day if attacked. They never venture above the ground, going so far only as to open gaping pits underneath their foes. Once they have a foe marked as prey, they move directly towards him.
A burrowing dread’s natural weapons, as well as any weapons it wields, are treated as magic and evil-aligned for the purpose of overcoming damage reduction.
Prey (Ex): Burrowing dreads have the ability to lock onto a single creature, often one who holds something they desire. They always know the distance and direction to their prey, and once per day can view their prey as perremote viewing. On average, a burrowing dread will stalk their prey for a week before attacking.
Inspire Dread (Ex): Burrowing dreads forewarn their prey of their coming, as a growing sense of doom creeps over their targets, rendering them slowly helpless. Every day that the target is marked as prey, it must succeed at a DC 30 Will save or take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks and one point of Wisdom drain. Each time the save is failed, the penalties increase by one, and the target takes another point of Wisdom drain. If, for whatever reason, the target is no longer considered prey, the penalties are removed, and the Wisdom drain converts to Wisdom damage.
Tunnelling (Ex): A burrowing dread can travel through the ground with no impediment, leaving behind a smooth-walled tunnel the diameter of its body. Should a burrowing dread desire, it can create a cave-in or subsidence of 100 ft in diameter per round spent creating the conditions. A burrowing dread can cause a maximum of a 1000ft subsidence in a single day, after which it must rest. Treat this as per the earthquake spell.
Furnace Internal (Ex): Creatures hitting a burrowing dread with natural weapons or unarmed attacks take 2d6 fire damage, and also catch on fire unless they succeed on a DC 27 Reflex save. The save DC is Constitution-based. The fire burns until extinguished. A burning creature can use a full-round action to put out the flames.
Unknowable (Ex): Any attempt to contact a burrowing dread with telepathy results in a DC 25 Will save or be affected by the insanity power. The save DC is Charisma-based.
Trample (Ex): Reflex half DC 36. The save DC is Strength-based.

26
Non-Arhosan Material / Feats [Twisted Minds]
« on: June 22, 2017, 11:52:30 AM »
Feats
 
 ABERRANT TRANSFER
[PSIONIC]
 You can gain a supernatural ability of a metamorphed aberration form.
 Prerequisite: Manifester level 5th.
 Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any. You gain uses equal to the creature into which you metamorph (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Aberrant Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice. This supernatural ability must come from an aberration.
 Normal: You cannot use the supernatural abilities of creatures whose form you assume.
 Special: You can gain this feat multiple times. Each time, you gain one additional supernatural ability. You cannot choose the same ability twice.
 
 ABERRATION HUNTER [PSIONIC]
 You strike with the knowledge of the peculiar vulnerabilities of aberrations.
 Prerequisite: Str 13, Int 13.
 Benefit: To use this feat, you must expend your psionic focus. For your next attack, your weapon is treated as if it had the aberration bane quality. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.
 
 ANOMALOUS VOICE [PSIONIC]
 Your voice is unnatural, twisted and altered by strange changes within your vocal apparatus. The resulting sound is painful to all who hear it.
 Prerequisite: Bardic music ability, Perform (Sing) 9 ranks.
 Benefit: By expending a single use of your bardic music ability, you may cause a creature within 30 feet of you to save against a DC of 10 + one half your perform ranks + your Charisma or become nauseated for as long as you continue to sing.
 
 CLUTTERED THROAT [METAPSIONIC]
 You can shift the origination point of your vocal powers.
 Benefit: To use this feat, you must expend your psionic focus. When you do so, you may choose the origination point and direction of the power you manifested. It must have the sonic descriptor. The point of origin may be up to 5 feet per manifester level away from you. Using this feat increases the power point cost of the power by two. The power's total cost cannot exceed your manifester level.
 
 GIBBERING TELEPATHY [PSIONIC]
 You have learned to communicate mentally, but the result is not always what you wish.
 Prerequisite: Manifester level 6th.
 Benefit: You gain telepathy with a 100 foot range. However, all speech is communicated only in thoughts that aberrations can understand, and any who are not aberrations have a 10% chance per contact of becoming confused for one round, as the strain of the gibbering and grating voices in their head causes them to lose focus. They may succeed at a will save of 10 + your Wisdom modifier to resist this effect. Creatures need only make a single save each round.
 
 INNOCENCE AMID PROFANITY [PSIONIC]
 You have sheltered your mind from the vicious attacks of those who would harm it.
 Prerequisite: Wis 15.
 Benefit: By expending your psionic focus, you may delay the impact of any ability burn, damage, drain, or penalty to your Intelligence, Charisma, and Wisdom statistics by one minute. This does not delay any other effects from the same power or ability. This is an immediate action.
 
 MASTER AND SLAVE [PSIONIC]
 You have altered the call slightly, and now draw in more abnormal thralls.
 Prerequisite: Thrallherd class ability.
 Benefit: When you call a new thrall for your thrallherd or twofold master class abilities, you now call aberrations, rather than more normal creatures. Your old followers slowly die off and are replaced by aberrant creatures of the appropriate rating as well.
 
 MENTAL RIGOUR [PSIONIC]
 You have learned to take what affects you, and use it as a weapon against your twisted foes.
 Prerequisite: Manifester level 5th.
 Benefit: While you are under the effect of a power or spell that grants traits taken from an aberration, you gain a +1 bonus to attack and damage against aberrations, or +1 DC on your powers against aberrations. You may expend your psionic focus to gain a bonus on attack and damage or DCs equal to one half the level of the highest power that grants you aberration traits. This increased bonus lasts for one round.
 
 MENTAL TWILIGHT [PSIONIC]
 You dream up the dark things in your mind, all that haunted and haunts you.
 Prerequisite: Wis 13.
 Benefit: When manifesting a power or making an attack, you may expend your psionic focus to add the fear descriptor to the strike. If the foe (or foes) is struck by your power or attack, it must make a will save against 15 + your Charisma modifier or become shaken for one round. Creatures not of your race gain a +2 bonus on this save.
 
 MIND OF UNKNOWABLE THOUGHT [METAPSIONIC]
 Your body has begun its transformation. Your mind must follow.
 Prerequisite: Knowledge (dungeoneering) 11, Writhing Mind, Writhing Body, cannot be of aberration racial type.
 Benefit: Your mind begins to twist into the abnormal thought patterns of the aberration. By expending your psionic focus, you increase the DC by 1 of a power from the telepathy discipline, and treat the power as if it had one more power point invested in it. This can exceed your manifester level.
 Special: You have a 50% chance of being affected by effects that target aberrations.
 
 MIND SPAWN [PSIONIC]
 You birth another aberration mind, altering your mental landscape further.
 Prerequisite: Children in the Mind class feature.
 Benefit: You gain another aberration mind, as per the children in the mind class feature.
 Special: You may take this feat multiple times.
 
 TWISTED BODY, TWISTED MIND [PSIONIC]
 You have completed the transformation into the thing that should not be.
 Prerequisite: Knowledge (dungeoneering) 14, Mind of Unknowable Thought.
 Benefit: You have completed your transformation, and your type changes to aberration. When you select this feat, choose a single aberration type. By expending your psionic focus, you become the aberration as described in its stat block, except that you retain your own hit points, mental stats, and feats. The aberration form is advanced so that its hit dice equals your level, but it does not gain extra feats from this advancement. Items are subsumed into the body of the creature and cease to function, unless the items are affected by a Wilding Clasp or have similar properties. You may manifest at your normal level -2. This transformation and the reduced manifester level lasts for 5 rounds.
 
 WORSHIP THE DEEP [PSIONIC]
 You look to the aberration as the source most profound, and harken to their wisdom.
 Benefit: When you gain this feat, you take a -2 penalty on all Wisdom-based skill checks, Will saves, and Wisdom ability checks. You may use items normally restricted to aberrations, and any divine spell or psionic power cast to benefit a creature of the aberration type has its caster level increased by two. If a psionic power can be augmented, treat it as if it had two power points expended to augment it.
 
 WRITHING BODY, WRITHING MIND [PSIONIC]
 You begin a slow transformation into an aberration.
 Prerequisite: Knowledge (dungeoneering) 8, Con 13, cannot be of aberration racial type.
 Benefit: Your body begins to take on some aberration traits. You gain darkvision out to 60 feet, as well as light fortification as your body writhes and twists out of the norm. Your mind becomes more susceptible to the influences of the aberration, and you take a -4 penalty to all Will saves against effects originating from an aberration.

27
Non-Arhosan Material / Powers [Twisted Minds]
« on: June 22, 2017, 11:51:43 AM »
Powers
 
 Voice of the Destrachan

 Metacreativity (Creation) [Sonic]
 Level: Psion/Wilder 4, Psychic Warrior 3
 Display: Auditory
 Manifesting Time: 1 Standard Action
 Range: 80 ft.
 Area: Cone-shaped spread
 Duration: Instantaneous
 Saving Throw: Reflex half; see text
 Power Resistance: Yes
 Power Points: Psion/Wilder 7, Psychic Warrior 5
 You have studied the various forms of aberrations, and have learned that aspects of their behaviour can be used as a weapon or as defensive tool. You release a great shout, a cone of sonic force that flies away, striking all within range, shattering objects and destroying those who stand before them. You may choose one of the following three effects:
 Flesh: Disrupting tissue and rending bone, this attack deals 4d6 points of sonic damage to all within the Area.
 Nerves: You can focus your harmonics to knock out foes rather than slay them. This attack deals 6d6 points of nonlethal damage to all within the Area.
 Material: When using this form of harmonics, you may choose wood, stone, metal, or glass. All objects made of that material within the Area must succeed on a DC 15 Fortitude save or shatter. Objects (or portions of objects) that have up to 30 hit points are potentially affected by this attack.
 
 Augment: For every two additional power points you spend, this power’s lethal damage increases by one die (d6), or this power’s nonlethal damage increases by two die (2d6) or you can affect items with 10 more hit points. For every two power points spent in this way, this power’s save DC increases by 1.
 
 
 Tentacles of the Chuul
 Psychometabolism
 Level: Psychic Warrior 4
 Display: Visual
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 hour/level
 Power Points: 7
 You can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Strength modifier damage. On a successful grapple, the target must succeed at a Fortitude save or be paralysed for 1d6 rounds. The DC of this save is 15 + your constitution modifier.
 
 
 Cloaker's Cry
 Metacreativity (Creation) [Sonic] [Mind-Affecting]
 Level: Psion/Wilder 6
 Display: Auditory
 Manifesting Time: 1 Standard Action
 Range: See text.
 Area: See text
 Duration: See text
 Saving Throw: See text
 Power Resistance: Yes
 Power Points: 11
 You have experienced the moan of the cloaker, and recognized the power inherent in the eerie calls that chills your soul and stills your body. You may choose one of the following four effects:
 Unnerve: Anyone within a 60-foot spread automatically takes a –2 penalty on attack and damage rolls.
 Fear: Anyone within a 30-foot spread must succeed on a Will save or become panicked for 2 rounds.
 Nausea: Anyone in a 30-foot cone must succeed on a Fortitude save or be overcome by nausea and weakness. Affected characters fall prone and become nauseated for 1d4+1 rounds.
 Stupor: A single creature within 30 feet of you must succeed on a Fortitude save or be paralysed. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
 
 
 Shadows in the Mind
 Psychometabolism
 Level: Psion/wilder 4
 Display: Mental
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: See text
 Power Points: 7
 You have learned to manipulate the shadow areas of the world, and have come to know and enjoy their presence. This power is effective only in shadowy areas. You may choose one of the following three effects:
 Obscure Vision: You gain concealment for 1d4+1 rounds.
 Dancing Images: This effect duplicates a mirror image spell (caster level 7th).
 Silent Image: This effect duplicates a silent image spell (caster level 7th).
 
 Augment: For every two additional power points you spend, the caster level of the spell-like abilities increases by 1, or the duration of the concealment increases by 2 rounds.
 
 
 Descent into Insanity
 Psychometabolism
 Level: Psion/wilder 5
 Display: Material, Auditory and Visual
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: 9
 To access the abilities of the gibbering mouther, you must learn to walk the narrow and dangerous line between sanity and insanity, letting your mind descend into a seething morass of random thoughts and insane gibbering. You may choose one of the following three effects:
 Gibbering: All creatures within a 60-foot spread of you must succeed on a Will save or be affected as though by a confusion power for 1d2 rounds. This is a sonic mind-affecting compulsion effect. A creature that successfully saves cannot be affected by your gibbering for 24 hours.
 Spittle: As a free action every round, you may fire a stream of spittle at one opponent within 30 feet. You make a ranged touch attack; if it hits, it deals 1d4 points of acid damage, and the target must succeed on a Fortitude save or be blinded for 1d4 rounds. Eyeless creatures are immune to the blinding effect, but are still subject to the acid damage.
 Ground Manipulation: As a standard action, you can cause stone and earth in all adjacent squares to become a morass akin to quicksand. Softening earth, sand, or the like takes 1 round, while stone takes 2 rounds. Anyone other than you in that Area must take a move-equivalent action to avoid becoming mired (treat as being pinned).
 
 
 Twisted Bodies
 Psychometabolism
 Level: Psion/wilder 3, Psychic Warrior 3
 Display: Visual
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: 5
 To become an aberration has long been your ultimate goal, and with this power, you have come one step closer to achieving that. You have learned to transform yourself into one of their type, and with it, gain the abilities and form of the chosen creature. You become the aberration, as presented in the creature's description, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess, with the sole exception that the aberration form is advanced so that its hit dice equals your level. You may only choose an aberration whose Challenge Rating is equal to or less than 4.
 
 Augment: For every two additional power points you spend, the list of aberrations you can become expands to include creatures of one Challenge Rating greater. For example, expending 11 power points allows you to become an aberration of Challenge Rating of 7 or less.
 
 
 Eyes into the Unseen
 Psychometabolism
 Level: Psion/wilder 2, psychic warrior 1
 Display: Visual
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 round/level (D)
 Power Points: Psion/wilder 3, psychic warrior 1
 Aberrations are well known for their unusual bodies and warped outlook upon life, which they have used in the past as a protective shell. Now, however, you have learned to penetrate that shell, and can critical hit or sneak attack any aberration. If the creature could already be struck with a critical hit, instead gain a +4 bonus on the roll to confirm the critical.
 
 Augment: For every additional power point you spend, the duration increases by one round.
 
 
 Whispers and Voices
 Telepathy
 Level: Psion/wilder 5
 Display: Auditory
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Saving Throw: Will negates; see text
 Power Resistance: Yes
 Power Points: Psion/wilder 9
 You have taken your keen fascination with aberrant life and thought and fashioned it into a shield covering your mental activity. Whenever you are targeted by a power with the mind-affecting descriptor or from the telepathy discipline, the manifester must save or be confused for 1d4 rounds.
 
 Augment: For every additional power point you spend, the duration increases by one minute. This does not affect the duration of the confusion.
 
 
 Autonomous Dementia
 Telepathy
 Level: Psion/wilder 3
 Display: Auditory and Mental
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: Psion/wilder 5
 You have learned to warp your mind, losing some of your own control but preventing any others from being able to affect you. This power protects against powers with the mind-affecting or scrying descriptors. Autonomous dementia even foils bend reality, limited wish, miracle, reality revision, and wish when they are used in such a way as to affect the subject’s mind or to gain information about it (however, metafaculty can pierce the protective quality of autonomous dementia). In the case of remote viewing or scrying that scans an area the creature is in, the effect works but the creature simply isn’t detected. Remote viewing (scrying) attempts that are targeted specifically at the subject do not work at all. You become confused for the duration of the power. Should this confusion be prevented or removed, the power fails.
 
 Augment: For every additional power point you spend, you improve your roll on the confusion table by 3.
 
 
 Sanity Siphon
 Telepathy [Mind-Affecting]
 Level: Psion/wilder 3
 Display: Mental
 Manifesting Time: 1 standard action
 Range: Medium (100 ft. + 10 ft./level)
 Target: One creature
 Duration: Concentration, up to 1 round/level
 Saving Throw: Will half; see text
 Power Resistance: Yes
 Power Points: Psion/wilder 5
 You slowly drain away the mental capabilities of your opponent, rendering him into a thought-stripped ruin. Each round, you deal the target four wisdom drain, save for half. You may deal a maximum of eight wisdom drain this way.
 
 Augment: For every two additional power points you spend, this power's maximum wisdom drain increases by two and its save DC by one.
 
 
 Reverse Intrusion
 Telepathy
 Level: Psion/wilder 6
 Display: Visual
 Manifesting Time: 1 immediate action
 Range: See text
 Target: See text
 Duration: Instantaneous
 Saving Throw: Will negates; see text
 Power Resistance: Yes
 Power Points: Psion/wilder 11
 You lash out lightning quick with your mind, reversing an incoming mental strike. When you are the target of a power from the telepathy discipline or with the mind-affecting descriptor, you may manifest this power to change the target from affecting you to affecting the manifester. All other variables remain the same. The manifester gains a will save to prevent this.
 
 Augment: For every 2 additional power points you spend, this power's save DC increases by 1.
 
 
 Far Realm's Taint
 Psychometabolism
 Level: Psion/wilder 4, psychic warrior 3
 Display: Visual and Olfactory
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: Psion/wilder 7, psychic warrior 5
 You wrap yourself in the foul and unknowable leavings of a place few have ventured and less have survived. You gain the Anomalous Form template for the duration of the power.
 
 Augment: For every additional power point you spend, the duration increases by one minute.
 
 
 Dream Quest
 Telepathy
 Level: Psion/wilder 9
 Display: Mental and Material
 Manifesting Time: 1 hour
 Range: Personal
 Target: You
 Duration: Permanent; see text
 Power Points: Psion/wilder 17
 You focus your mind on a single task, one that cannot be avoided, and accept all that would come with that. You create a permanent copy of your character. It is in all respects like you, except for one thing: it is created from the mental fabric of your mind for a specific task, and every day must see it try and step closer to the completion of the task. Your original body shuts down, sustaining itself upon mental energy while the dream questor goes about his task. This task must be a definable objective, for there are only two outcomes: it is completed, and the power ends, or it is failed, and the dream questor's copy dies. Should it die, the manifester awakens, having lost one half a level of experience. All scrying, divination, or other powers that attempt to find the location of the manifester show only the location of the dream questor, and never reveal the location of the manifester. The dream questor is likewise immune to all forms of mental alteration or domination, including all powers from the charm and compulsion schools. This power cannot be dispelled, nor dismissed. It may only end by the completion of the quest, or the death of the questor or manifester.
 
 
 Crevices and Nightmares
 Telepathy
 Level: Psion/wilder 6
 Display: Mental
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 day/level
 Saving Throw: Will negates
 Power Resistance: Yes
 Power Points: Psion/wilder 13
 You have seen or done terrible things during your lifetime. Some of these you wish to have forgotten, but they hang on, an evil memory that jabs at your mind. You transport your foe into a nightmare of your mind, holding him there and playing for him all of the terrible things that you can create. The target disappears, body and soul, into your mind. Each day that he is within your mind, he takes two points of wisdom drain and may save again. Should he succeed, he is expelled and appears in the nearest open square. Otherwise, he will slowly wither and die. Should anyone attempt to scry the creature, it shows only the manifester, and no hint that the creature is hidden within your mind. Should anyone attempt to contact the creature telepathically, it simply fails.
 
 Augment: For every additional power point you spend, the duration increases by one day.
 
 
 Welding Skin
 Psychometabolism
 Level: Psion/wilder 3, psychic warrior 2
 Display: Material and Olfactory
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: Psion/wilder 5, psychic warrior 3
 You exude a thick slime that acts as a powerful adhesive, holding fast any creatures or items that touch you. When you are adhesive-covered, you automatically grapple any creature you hit with a natural attack. Opponents so grappled cannot get free while you are alive without removing the adhesive first. A weapon that strikes your adhesive-coated body is stuck fast unless the wielder succeeds on a DC 16 Reflex save. A successful DC 16 Strength check is needed to pry it off. Strong alcohol dissolves the adhesive, but you still can grapple normally. You can dissolve the adhesive at will, and the substance breaks down 5 rounds after you die, or after the power ends.
 
 Augment: For every additional power point you spend, the duration increases by one minute.
 
 
 Fading Form
 Psychometabolism
 Level: Psion/wilder 7, psychic warrior 4
 Display: Material
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Power Points: Psion/wilder 13, psychic warrior 7
 You have learned that sometimes it is best to not always be what you seem, and to that end, you have drawn from a monster you have watched apply those ideals. You gain immunity to poison, sleep, paralysis, polymorph, and stunning effects. You are not subject to critical hits and cannot be flanked. You can automatically sense the location of anything within 60 feet that is in contact with the ground, so long as it is touching the ground itself.
 
 Augment: For every additional power point you spend, the duration increases by one minute.
 
 
 Temporal Relocation
 Psychoportation
 Level: Psion/wilder 4, psychic warrior 3
 Display: Material
 Manifesting Time: 1 standard action
 Range: Personal
 Target: You
 Duration: 1 min./level (D)
 Saving Throw: Will negates; see text
 Power Resistance: Yes
 Power Points: Psion/wilder 7, psychic warrior 5
 You have learned a small amount of temporal manipulation from the creatures you study, and have incorporated it into an attack form. If you successfully grapple a creature whose size is no more than one greater than your own, you latch onto the opponent’s body and shift seven minutes forward in time as a free action. Observers (if any) see you and your opponent disappear in a shimmer, then reappear seven minutes later in exactly the orientation and condition they left. For you and your opponent, no time passes at all. The victim must succeed on a Will save or be dazed for one round from temporal disorientation. The ability is otherwise identical to time hop manifested at your manifester level for this power.
 
 Augment: For every additional power point you spend, the duration increases by one minute.
 
 
 Consumption
 Telepathy [Death] [Mind-Affecting]
 Level: Psion/wilder 8
 Display: Mental
 Manifesting Time: 1 standard action
 Range: Close (25 ft. + 5 ft./2 levels)
 Target: One creature
 Duration: Instantaneous
 Saving Throw: Will negates; see text
 Power Resistance: Yes
 Power Points: Psion/wilder 15
 You strike with your mind, feasting on the mental energy of the unwilling victim. You instantly kill the victim on a failed save. For every point of intelligence score, you gain 5 temporary hit points as you feed.
 
 Augment: For every 2 additional power points you spend, this power's save DC increases by 1.

28
Scion of the Twisted Thoughts
"I am one, I am three, I wield a power greater than thee."
- Janus the Many-Faced, Outsider Scion of the Twisted Thoughts

The Twisted Thoughts are a psionic organization that venerates Abberations, and wishes to become like them. They see the abberant form as offering advantages no mortal could have, while at the same time offering great power for those who can master the innate power of abberation: psionics. By stepping onto this path, a Scion of the Twisted Thoughts forsakes his mortal heritage and places himself in the hands of the abberations the organization worships.

Becoming a Scion of the Twisted Thoughts
Text

Table 1: Scion of the Twisted Thoughts
Hit Die: d6

Level  BAB    Ref   Fort  Will   Special Abilities                   Manifesting
----------------------------------------------------------------------------------------
  1    +0     +0    +2    +2     Gaze of the Umberhulk               ---     
  2    +1     +0    +3    +3     Bonus Aberrant Feat                 +1 Manifester Level
  3    +2     +1    +3    +3                                         +1 Manifester Level
  4    +3     +1    +4    +4     Mind of the Illithid                +1 Manifester Level
  5    +3     +1    +4    +4                                         +1 Manifester Level
  6    +4     +2    +5    +5     Bonus Aberrant Feat                 +1 Manifester Level
  7    +5     +2    +5    +5     Eye of the Beholder                 ---
  8    +6     +2    +6    +6                                         +1 Manifester Level
  9    +6     +3    +6    +6     Tentacles of the Chuul              +1 Manifester Level
  10   +7     +3    +7    +7     Bonus Aberrant Feat, Aberrant Life  +1 Manifester Level


Class skills (2 + Int modifier per level): Concentration, Knowledge (Psionic), Knowledge (Dungeoneering), Bluff, Psicraft, Sense Motive, Decipher Script, Disguise, Spot.

Requirements:
Feats: Abberation Blood, Warped Mind, one other Abberant feat.
Manifesting: Must be able to manifest 3rd level powers.
Powers: Must be able to manifest Ubiquitous Vision and Psionic Blast.
Alignment: Non-good.

Class Features
Text
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Scion of the Twisted Thoughts to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an Scion of the Twisted Thoughts, she must decide to which class she adds the new level of Scion of the Twisted Thoughts for the purpose of determining power points per day, powers known, and manifester level.
  • Gaze of the Umberhulk (Su): Whenever you manifest the Ubiquitous Vision power, you gain a gaze attack that can be used every 1d6 rounds. All creatures within a 25 foot cone must make a will save vs 10 + your class level + your charisma modifier, or be confused for 1d6 rounds. The duration increases by 1d6 for every additional 5 levels in the class (2d6 at 5, 3d6 at 10).
  • Bonus Aberrant Feat (Ex): You gain one additional Aberrant Feat. You must still meet the requirements for that feat. If there are no more Aberrant feats available, you may take one psionic feat for which you meet the requirement.
  • Mind of the Illithid (Su): Once per day per two Aberrant Feats, you create an effect equal to the Psionic Blast power except as follows: The duration of the effect is equal to 3d4 rounds, and the DC is 10 + your class level + your charisma modifier. You may use this ability once every 1d4 rounds. It is a full round action that requires expending psionic focus.
  • Eye of the Beholder (Su): Once per day, you may emit a 60' Null Psionics Cone. The point of origin is the manifester's third eye, and it extends in the direction he is facing. This functions as if cast by a manifester of your manifester level, and lasts for the same number of rounds.
  • Tentacles of the Chuul (Ex): As a standard action, you can transform one or both of your arms into tentacles. An arm transformed in this way no longer can be used for somatic components, and must drop all that it is carrying. You gain one (or two, depending on the number of arms transformed) natural attacks dealing 1d8 + Str modifier damage. On a successful hit, the target must succeed at a Fortitude save or be paralyzed for 1d6 rounds. The DC of this save is 10 + your class levels + your Constitution Modifier. Your tentacles are natural weapons, so you are considered armed when attacking with them, and they can be affected by powers, spells, and effects that enhance or improve natural. You can choose to deal nonlethal damage with your tentacles, taking the standard -4 penalty on your attack roll. Your tentacles work just like the natural weapons of many monsters. You can make an attack with one tentacle or a full attack with two tentacles at your normal attack bonus, replacing your normal attack routine. You take no penalties for two-weapon fighting, and neither attack is a secondary attack. If your base attack bonus is +6 or higher, you do not gain any additional attacks-you simply have two tentacle attacks at your normal attack bonus.
  • Aberrant Life (Ex): Your type changes to Aberration, you gain Darkvision, and recieve a permanent +2 to your Constitution score.

29
Non-Arhosan Material / Heteromorph [Twisted Minds PrC]
« on: June 22, 2017, 11:35:29 AM »
Heteromorph
"I am one, I am three, I wield a power greater than thee."
- Janus the Many-Faced, Outsider Heteromorph

All good things come in threes, and the same can be said about the life cycle of a heteromorphic creature. It is an acquired talent in this case, not one that comes naturally, unlike so many others, but one that is still there, shifting between its native form, its fully aberrant form, and a twisted middle ground that shares some features from either, but is truly neither. The taint of the aberration has infect the heteromorph's being, but rather than expunge it as would be done with so many other diseases, it was welcomed, and transformed from a sickness into a tool that could be used to gain a great deal of power, once it was controlled. Controlled it was, and lead to a dual life, one as human, one as aberration.

Becoming a Heteromorph
Life as a heteromorphic creature begins with a slow process of change into a partially aberrant life form, and from thence into being able to control just what the heteromorph really is. Knowledge of this style of creature is coupled with an inherent, mentally driven ability to change the form and function of their body, an ability sculpted and honed with hours of dedicated and practice to where they are easily able to control and alter their own bodies, constantly changing forms between one type and the next, although once set in motion, the process of changing begins its own series of rhythms, and that leads to the creation of the three-fold being that the heteromorph becomes.

Table 1: Heteromorph
Hit Die: d8

Level  BAB    Ref   Fort  Will   Special Abilities       Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +2    +0     Heteromorphic Form      ---
  2    +1     +0    +3    +0                             +1 manifesting class
  3    +2     +1    +3    +1     Morphic Mind            +1 manifesting class
  4    +3     +1    +4    +1     Aberrant Bleedthrough   +1 manifesting class
  5    +3     +1    +4    +1                             +1 manifesting class
  6    +4     +2    +5    +2     Morphic Mind            +1 manifesting class
  7    +5     +2    +5    +2     Aberrant Bleedthrough   +1 manifesting class
  8    +6     +2    +6    +2                             +1 manifesting class
  9    +6     +3    +6    +3     Morphic Mind            +1 manifesting class
  10   +7     +3    +7    +3     Aberrant Bleedthrough   ---

Class skills (4 + Int modifier per level):
Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Profession, Search, Swim.

Requirements:
Skills: Knowledge (dungeoneering) 4.
Feat: Writhing Body, Writhing Mind
Psionics: Able to manifest 3rd-level powers.
Base Attack Bonus: +4.
Special: Must know three powers that alter your body's shape. (Bite of the Wolf, etc.)

Class Features
Three bodies and one mind, the heteromorph blends together the power of a strong intellect with the natural ability to alter his form to become a three-fold home.[/font][/size]
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Heteromorph to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an Heteromorph, she must decide to which class she adds the new level of Heteromorph for the purpose of determining power points per day, powers known, and manifester level.
  • Heteromorphic Form (Ex): You have taken a step down the path to the life of an aberration, and now have taken a further, and possibly final step along that path. To become a true aberration was never your ultimate goal. Rather, it was to steal away the power that resided in their warped bodies and minds, and to abscond with that. You have learned how to accept their form, but it has come at a cost that you are no longer true to your birthmother's race. Stuck somewhere in the middle, you have only yourself to blame as you bridge the gap between what you truly are, and the aberrations who made you into what you wished to acquire. Each morning, you choose a single aberration, whose challenge rating must be equal to or less than your level. You acquire three forms: Self, Aberration, and Hybrid, and constantly switch between the three forms, and it is in those forms that your power resides. Heteromorphic Form lasts for one hour per class level, and may be activated or deactivated with a full-round action. Every three rounds that your are under the effect of Heteromorphic Form, your form changes to the next in the cycle, from Self to Hybrid to Aberration and back to Self again.
    • Self: While in this form you are as you appear normally.
    • Hybrid: You gain (or lose) one half the difference between your physical statistics and those of the chosen aberration. You gain one half of the aberration's natural armour, and you gain the physical attacks of the aberration, but none of the special qualities that affect those attacks. Thus, while you may select the form of a Neothelid, you do not gain its improved grab or swallow whole abilities. All damage from the chosen physical attacks is reduced by one step. 1d8 becomes 1d6, and so forth. You manifest as a manifester of one half your normal level.
    • Aberration: You become the aberration as presented in the creature's entry, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess, with the sole exception that the aberration form is advanced so that its hit dice equals your level. Items are subsumed into the body of the creature and cease to function.
  • Morphic Mind (Ex): The two facets of your personality and knowledge draw slowly together, as you learn and understand the differences between them, and how those differences can be overcome to return you to full use of your capabilities. At third level, while in Aberration form, you may manifest as a manifester of one half your normal level. At sixth level, while in Hybrid form, you may manifest as a manifester of your normal level. At ninth level, while in Aberration form, you may manifest as a manifester of three quarters your normal level. Round down on all calculations.
  • Aberrant Bleedthrough (Ex): As your mental abilities repair and recombine themselves, so do you attune yourself to the new qualities brought to the fore by your aberration's impingement on the rest of your being. You become able to use several of the abilities that he uses, and to learn as he does. It is, after all, what you wanted, to gain the abilities of the aberrations that you so dearly worship. At fourth level, while in Self form, you gain a single spell-like or psi-like special quality of your chosen aberration. At seventh level, while in Self form, you gain a single supernatural special quality of your chosen aberration. At tenth level, while in Self form, you gain a single extraordinary special quality of your chosen aberration. You may use these as many times per day as can the aberration from which they were taken.

30
Non-Arhosan Material / Neurasthenic Heteroclite [Twisted Minds PrC]
« on: June 22, 2017, 10:31:28 AM »
Neurasthenic Heteroclite
"A taint runs through my mind, and I welcome it."
- Chovar, Elan Neurasthenic Heteroclite

Afflicted by a mental disease that has unleashed the controls upon the metamorphic sections of his mind, the neurasthenic heteroclite involuntarily alters his shape whenever he manifests a power, the release of energy setting off the unstable portions of his mind. The constant stress and degradation caused by the lack of control leads to states of fatigue and exhaustion, states that for a long time come to haunt the neurasthenic heteroclite, but eventually become tools in his arsenal, states that he can afflict upon others and welcomes them upon himself, along with the changes that were the original cause of that exhaustion.

Becoming a Neurasthenic Heteroclite
Anyone with an inherent knowledge of psionics can end up walking down the path that leads to the state of being that resolves into the neurasthenic heteroclite, but for those who have had large amounts of mental contact with others, contact that wears on the mind and leaves fragments of the touched minds lying around, waiting to resurface and cause some of the grinding friction that leads to the fatigued restlessness. Couple that with a slow loss of control on the part of the mind, and there results the perfect brew to start the alterations of form that come with manifesting, as aberrant thoughts and twisted images invade the mind, rooting themselves more deeply with each creation of a power.

Table 1: Neurasthenic Heteroclite
Hit Die: d6

Level  BAB    Ref   Fort  Will  Special Abilities          Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +0    +2    Heteroclite Manifesting    ---
                                Internal Decay
  2    +1     +0    +0    +3                               +1 manifesting class
  3    +2     +1    +1    +3    Neurasthenic Assault       +1 manifesting class
  4    +3     +1    +1    +4    Transitive Body            +1 manifesting class
  5    +3     +1    +1    +4    Morphic Strike             +1 manifesting class
  6    +4     +2    +2    +5                               +1 manifesting class
  7    +5     +2    +2    +5    Transitive Body            +1 manifesting class
  8    +6     +2    +2    +6    Afferent                   +1 manifesting class
  9    +6     +3    +3    +6                               +1 manifesting class
  10   +7     +3    +3    +7    Heteroclitic Neurasthenia  ---

Class skills (4 + Int modifier per level):
Autohypnosis, Bluff, Concentration, Craft, Disguise, Knowledge (dungeoneeing), Knowledge (psionics), Psicraft, and Sense Motive.

Requirements:
Skills: Knowledge (dungeoneering) 9, Psicraft 9.
Feat: Mind of Unknowable Thought
Psionics: Able to manifest 4th-level powers.
Special: Must know three powers from the telepathy discipline.

Class Features
Created out of a deep desire for mental peace that manifests itself in the creation of appearance altering shifts, the mental damage that occurs slowly begins to transform into a style of weapon that can be used against those around them, and fatigue and exhaustion from a ruined mental state become so familiar as to be welcomed as close kith and kin.
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of Neurasthenic Heteroclite to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an Neurasthenic Heteroclite, she must decide to which class she adds the new level of Neurasthenic Heteroclite for the purpose of determining power points per day, powers known, and manifester level.
  • Heteroclite Manifesting (Ex): Your ability to manifest has taken a strange and unusual turn of late, becoming infected with a taint of something else, something that does not belong. Powers that should have no affect are altering your body, if briefly, causing appearances that upset those around you, and you yourself, although you have begun to see the promise inherent in the changes, for if they can be controlled and manipulated, they can be a weapon for your use against all those around you. Whenever you manifest a power, your body changes to take on the form of an aberration body part, perhaps granting you the head of a chuul or the tentacles of an otyugh. Roll a d20 on the chart to the right, with a bonus equal to your manifester level. You may choose any effect with a total equal to or less than your result, including no effect. This grants you the natural attack listed, but not the special quantity. The effect lasts for a number of rounds equal to one half of the manifested power level, rounded up. You may only have one effect of this type active at a given time.
  • Internal Decay (Ex): While the powers granted by this new form of manifesting that you have acquired are legion, and apparently limitless, they come at a cost to your mental acuity and your physical strength. Every round that you are under the effect of Heteroclite Manifesting, you have a cumulative 5% chance of becoming affected by Internal Decay. This chance does not reset until you are unaffected by Heteroclite Manifesting for one minute. The first time you are affected, you become fatigued. If you are already fatigued, you become shaken, and if you are shaken, you become exhausted. This state lasts for a number of rounds equal to your class level.
  • Neurasthenic Assault (Ex): You have learned to push the mental breakdown and physical ailments that now accompany manifesting to others, letting them suffer as you yourself do in the pursuit of your craft, as these aberrant forces creep into your once pristine mental landscape. Each time your target fails a save against a mind affecting power, he is affected by Internal Decay. The first time the target is fatigued, the second shaken, and the third exhausted. The effect lasts a number of rounds equal to your class level.
  • Transitive Body (Ex): Your manifesting has become more warped and twisted, and strange things have begun appearing in the displays for your powers, while at the same time, the changes that come whenever you manifest are becoming more frequent, with more of your body altering each time. It is an aberration's taint that has infected your mind, and yet you are uncertain of how it arrived there. No matter. It has taken a hold of you, and there is little you can do to stop it. Whenever you use the Heteroclite Manifesting ability, roll a second time on the chart and gain the effects of that roll as well. Upon reaching seventh level, you now roll a third time, and gain the effects of all three rolls. You may only have one effect on a single limb at a time. Thus if you roll three effects that target your arms, reroll the third effect, while if you roll two different effects that grant you bite attacks, reroll the second. Continue to reroll until all effects are valid.
  • Morphic Strike (Ex): You have bridged the distance between the visual appearance of the altered body part and the actual form as known to the aberration from which it comes, allowing you to use that change to your manifesting more effectively, as you journey further into an unknown realm of psionic power. Whenever you use the Heteroclite Manifesting ability, you now gain the special qualities listed next to chosen attack on the chart. They function exactly as the monster ability of the same name, including the number of uses per day.
  • Afferent (Ex): Your ability to project your anguish and weakness that comes with manifesting has grown, and more creatures are now affected by your mental assaults. Neurasthenic Assault now occurs whenever the target fails against a telepathy discipline power.
  • Heteroclitic Neurasthenia (Ex): You have finally begun to see the good that can be brought by the aberration's mental infection, and the tiredness and weakness that it brings. Your body has changed over time, and rather than reject and fight against the changes as offered by your altered manifesting, it now welcomes them, seeing them as a restful boon that can restore health to your tired bones. Whenever you are affected by Internal Decay, the penalties from being fatigued, shaken, and exhausted are reversed, becoming insight bonuses.
Table 2: Heteroclite Manifesting

Roll   Monster             CR   Attack                   Special Quality
------------------------------------------------------------------------------------
01-04  Choker              02   Tentacle 1d3             Constrict
05-07  Folugub             02   Bite 2d4                 Liquefy Crystal
08-11  Skum                02   Bite 2d6                 Rake
12-14  Thought Eater       02   Tentacle 1d3             Eat Thoughts
15-18  Ethereal Filcher    03   Bite 1d4                 Ethereal Jaunt
19-21  Ettercap            03   Bite 1d8                 Web
22-25  Grick               03   Tentacle 1d4             Damage Reduction 10/magic
26-28  Rust Monster        03   Antennae 1d3             Rust
29-32  Temporal Filcher    03   Claw 1d6                 Time Filch
33-35  Mimic               04   Slam 1d8                 Crush
36-39  Otyugh              04   Bite 1d4                 Disease
40-42  Cloaker             05   Bite 1d4                 Engulf
43-46  Gibbering Mouther   05   Bite 1d3                 Spittle
47-49  Will-O’-Wisp        06   Shock 2d8 electricity    Natural Invisibility
50-53  Aboleth             07   Tentacle 1d6             Slime
54-56  Chuul               07   Claw 2d6                 Constrict
57-60  Drider              07   Bite 1d4                 Poison
61-63  Intellect Devourer  07   Claw 1d3                 Blindsight
64-67  Naga, Water         07   Bite 2d6                 Poison
68-70  Phasm               07   Slam 1d3                 Amorphous
71-74  Athach              08   Bite 2d8                 Poison
75-77  Destrachan          08   Claw 1d6                 Destructive Harmonics
78-81  Naga, Dark          08   Sting 2d4                Detect Thoughts
82-84  Delver              09   Slam 1d6 plus 2d6 acid   Corrosive Slime
85-88  Naga, Spirit        09   Bite 2d6                 Charming Gaze
89-91  Naga, Guardian      10   Bite 2d6                 Spit
92-95  Thought Slayer      13   Bite 3d6                 Mind-Consuming Gaze
96-100 Neothelid           15   Tentacle 2d6/19-20       Breath Weapon


31
Non-Arhosan Material / Twisted Minds Items [Twisted Minds]
« on: June 22, 2017, 10:30:56 AM »
Items
 
 Collar of Enslavement:
Worn about the neck, this collar ensures the placid behaviour of all those within. The wearer takes a -4 penalty to all saves against powers from the charm or compulsion subschools.
 Moderate telepathy; CL 8th; Craft Universal Item, dominate, psionic; 7,000 gp; Weight 1 lb.
 
 Bullhorn of Thrown Voice: This conical device is studded in strange designs, and must be held to the mouth to use. The bullhorn empowers any sonic attack made through it, increasing the damage and range by 50%.
 Moderate psychokinesis; CL 10th; Craft Universal Item, control sound; 36,000 gp;Weight 1 lb.
 
 Mask of Voice Misheard: A mask that fits over the wearer's face, it has the cherubic, but slightly frightening appearance of a children's doll. You may start any sonic effect that has a range greater than touch or personal at any location within 50', including choosing the direction of the effect.
 Moderate metacreativity; CL 7th; Craft Universal Item, create sound; 18,000 gp;Weight 1 lb.
 
 Slime Armour: This dull grey +2 hide armour has been created by a vile aberration known as an aboleth for one of its servants. The armour reeks of the smell of the creature, and a close inspection reveals a thin layer of aboleth slime coating the armour, making it slick and granting a +10 bonus to escape artist checks. A creature who grapples the wearer, or is grappled by the wearer, must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
 Faint psychometabolism; CL 8th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 44,000 gp; Cost 22,000 gp + 2,008 XP.
 
 Cloaker Hide: This black +1 hide armour is made from the hide a slain cloaker, and has been treated to retain some of the magic that is inherent in that beast. Whenever the wearer is within shadows, magical or otherwise, he gains partial concealment, and three times per day, the wearer may create a silent image spell at caster level 6.
 Moderate metacreativity; CL 6th; Craft Psionic Arms and Armour, concealing amorpha; Price 5,165 gp; Cost 2,665 gp + 200 XP.
 
 Amulet of Anomaly: This amulet, crafted from the bones of an aberration, has been imbued with psychic energy, allowing it to send out a beacon to all aberrations within one mile. They instinctively know the location at which the amulet has been used, and may begin moving in that direction if they choose. The signal that is sent out is appealing, and so any aberration not actively engaged in another task is likely to arrive. The aberrations's initial reaction improves to unfriendly, unless it is already better than that state. Activating this item takes one full minute.
 Moderate telepathy; CL 9th; Craft Universal Item, correspond; Price 18,000 gp.
 
 Putrefaction Blade: This +1 bastard sword has been created using one of the most vile poisons the wizard responsible could find: aboleth slime. Any who are struck by the sword must succeed on a DC 19 Fortitude save or begin to transform over the next 1d4+1 minutes, the skin gradually becoming a clear, slimy membrane. An afflicted creature must remain moistened with cool, fresh water or take 1d12 points of damage every 10 minutes. The slime reduces the creature’s natural armor bonus by 1 (but never to less than 0). A remove disease spell cast before the transformation is complete will restore an afflicted creature to normal. Afterwards, however, only a heal or mass heal spell can reverse the affliction.
 Strong psychometabolism; CL 15th; Craft Psionic Arms and Armour, truevenom or truevenom weapon; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.
 
 Cloak of Insanity: A cloak of many swirling and twisting patterns, it draws in the eye of all who see it. It has no effect until it is throw over a person's head, however, usually in a grapple or a surprise attack. Every round that a target is held under the cloak, they must succeed on a DC 17 Will save or take 1 point of wisdom damage. If they fail their save for three consecutive rounds, the affected creature becomes helpless and is afflicted by the nightmare spell.
 Moderate telepathy; CL 9th; Craft Universal Item, insanity; Price 14,000 gp;Weight 1 lb.
 
 Nightmind Swatch: A small piece of cloth often sewn onto another, larger item like a cloak, it grants the wearer a +5 competence bonus to hide when in shadows. Once per day as a 7th level manifester, the wearer may manifest the shadows of the mind power.
 Moderate metacreativity; CL 7th; Craft Universal Item, cloud mind, shadows of the mind; Price 16,800 gp;Weight 1 lb.
 
 Soul Warping: A weapon designed for those who despise their foes, a soul warping weapon will transform your enemy. When the weapon is activated by expending your psionic focus, any foe struck by the wielder's next melee attack, and who fails a DC 18 Fortitude save, has his type change to aberration for the next ten rounds. No other facet of the creature struck changes.
 Faint psychometabolism; CL 5th; Craft Psionic Arms and Armour, metamorphosis; Price +1 bonus.
 
 Mindsoul: This armour has been specifically crafted to work only against aberrations, granting the wearer  a power resistance of 15, and a +1 luck bonus on all saves.
 Faint clairsentience; CL 9th; Craft Psionic Arms and Armour, power resistance; Price +3,750 gp.
 
 Mindsoul, Improved: As  mindsoul, except it grants a power resistance of 21 and a +2 save bonus.
 Moderate clairsentience; CL 12th; Craft Psionic Arms and Armour, power resistance; Price +15,000 gp.
 
 Mindsoul, Greater: As mindsoul, except it grants a power resistance of 25 and a +3 save bonus.
 Moderate clairsentience; CL 15th; Craft Psionic Arms and Armour, power resistance; Price +33,750 gp.
 
 Belt of Mind Theft: Braided from the skin of slain aberrations, this belt is dull grey, and held by a clasp of bone. When  activated by expending your psionic focus, you may make a touch attack against a single aberration. If it fails a DC 16 Fortitude save, the wielder deals the aberration 3d6 damage, and gains as many temporary power points as damage dealt. These power points disappear within one minute, and the belt can be used three times per day.
 Moderate psychometabolism; CL 10th; Craft Universal Item, psychic vampire; Price 13,000 gp; Weight 1 lb.
 
 Clock of Mental Time: This looks like a large grandfather clock, but there are three hands, and it doesn't tell anything resembling real time. What the hands actually symbolize is the plane the clock is currently residing upon. The clock is large enough that two medium creatures or one large creature can fit inside. Once inside, if they know the proper sequence, they can set and activate the clock to take them to any plane, as per plane shift. Otherwise, it activates randomly and takes them to any possible plane. Discovering the proper combination takes a Knowledge (the planes) check with a DC of 35. The clock arrives at the chosen location if activated properly, otherwise chosen a random location within the destination plane. The clock can be activated once per week.
 Strong psychoportation; CL 19th; Craft Universal Item, plane shift; Price 90,000 gp; Weight 500 lb.
 
 Silver Key of Dreams: A strange and oddly shaped key that seems to change its appearance whenever a new person looks at it, it must be held and focused upon for an hour to activate the item. Once activated, the wielder slips into a dream quest, as per the power. The key remains on the body of the manifester, and cannot be removed until the dream quest has ended.
 Strong telepathy; CL 17th; Craft Universal Item, dream quest; Price 38,400 gp; Weight 1/2 lb.
 
 Belt of Forgotten Self: While wearing the belt, the wielder gains the ability to change into a single aberration, chosen at the creation of the belt. The wearer may become the aberration as presented in the creature's entry as a standard action, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that the wearer may possess, with the sole exception that it is advanced so that its hit dice equals its level. Items are subsumed into the body of the creature and cease to function. For every day that the wearer is in the form, he has a 1% cumulative chance of forgetting himself entirely and becoming the aberration. Each week without activating the belt reduces the chance by 1%.
 Moderate psychometabolism; CL 10th; Craft Psionic Arms and Armour, metamorphosis; Price 26,700 gp; Weight 1 lb.

32
Non-Arhosan Material / Anomaly Scion [Twisted Minds PrC]
« on: June 22, 2017, 10:21:28 AM »
Anomaly Scion
"There are many with me, but only one with you."
- Hebion the Many, Human Anomaly Scion

There has always been a faint touch of the unusual about those who became anomaly scions. Perhaps it was the way they held their head when eating, cocked at an angle unlike those at the table around them, or turns of phrase that no-one else in the village or town used. They were possessed of mannerisms that did not fit, that seemed outlandish or unsuited, all leading to the comment that they had been “touched”, that in some way, their mental state was not as it should be. Those who had those intuitions were right. Anomaly scions are mentally out of balance, but it is not because their mind is damaged. Rather, their minds work at a far higher capability than those of the people around them, but at the same time, those minds are shared, split between their own, natural mind, and those of other creatures who have come into their heads to share that space.

Becoming a Anomaly Scion
Anomaly scions have almost always been targeted by a mental attack from an aberrant creature, and that is usually considered to be the source of the malady that affects them, but there must have been an underlying precondition that allowed that damage to take place and to remain. They come from all branches of manifester, although it is often assumed that wilders are the most susceptible to the invasion of the other minds, with the chaotic and emotionally charged thoughts that are less disciplined than those of the psionicists. Once in the class, they undergo changes as the other minds begin to assert themselves and their own racial makeup, resulting in a combination that is neither human nor aberration, but some midpoint on the journey between.

Table 1: Anomaly Scion
Hit Die: d6

Level  BAB    Ref   Fort  Will   Special Abilities           Manifesting
-------------------------------------------------------------------------
  1    +0     +0    +0    +2     Child in the Mind           ---
                                 Cacophony of the Children
  2    +1     +0    +0    +3     Unknowable Horde            +1 manifesting class
  3    +1     +1    +1    +3     Aberrant Mind               +1 manifesting class
  4    +2     +1    +1    +4     Children in the Mind        +1 manifesting class
  5    +2     +1    +1    +4     Anomaly Retreat             +1 manifesting class
  6    +3     +2    +2    +5     Anomalous Focus             +1 manifesting class
  7    +3     +2    +2    +5     Children in the Mind        +1 manifesting class
  8    +4     +2    +2    +6     Two-Fold Thrust             +1 manifesting class
  9    +4     +3    +3    +6     Intrusion Inimical          +1 manifesting class
  10   +5     +3    +3    +7     Children in the Mind        --- 
                                 Aberrant Form
                                 Anomaly Scion


Class skills (2 + Int modifier per level): Concentration, Craft, Decipher Script, Knowledge (All), Psicraft, Speak Language

Requirements:
Skills: Knowledge (dungeoneering) 9.
Feat: Gibbering Telepathy
Psionics: Able to manifest 3rd-level powers.
Special: Must have failed a will save versus an aberration's mental attack.

Class Features
Mental power that draws on multiple minds, the anomaly scion defends and is defended by those aberrant minds, all of them sheltering in one body, protecting that body, and even altering it for its defense.
  • Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This means that she adds the level of anomaly scion to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an anomaly scion, she must decide to which class she adds the new level of anomaly scion for the purpose of determining power points per day, powers known, and manifester level.
  • Child in the Mind (Ex): Within your brain, a legacy of a successful mental assault against you, a fragment of an aberration's brain has been lurking, and it now comes to full fruition. It is a complete, separate, and wholly independent mind residing within the same body as you, although it recognizes that keeping you and your friends alive is in its best interests, should it have the intelligence score to do so. However, it will sometimes attempt to step forward and claim the body as its own, should the aberration feel overly threatened by your actions or inaction. You may converse in any language that the aberration within your mind knows. Aberration types are chosen at random from those available.
    Fight for Dominance: A fight for dominance occurs whenever your hit points drop below one quarter of their maximum total, as the aberration becomes too frightened of dying to risk your control any longer. You make a Wisdom check versus the aberration. If you succeed, nothing happens. If the aberration succeeds, it steps forward, granting all mental special qualities of the aberration and all physical attack forms (claws, tentacles, bites, etc.), as you partially transform, giving you a twisted, half-human half-aberration appearance. The aberration may manifest at 6 levels below your level, using your power point reserve and powers known, but not your feats or psionic focus. Once the aberration has taken control, it remains in control until you can re-establish dominance. Once you have re-established dominance, the aberration is again quiescent until threatened. You may attempt a fight for dominance once every five rounds to recover control. The aberration attempts to gain control each round spent under one quarter total hit points. This uses your swift action for the round, no matter who starts it.
  • Cacophony of the Children (Ex): The noise inside your head of the aberrations bickering and chittering away with one another is distracting, even at the best of times, and at the worst it can make you seem the social fool. You take a penalty on concentration and all charisma based skills (except for use psionic device and use magic device) equal to the number of aberration minds.
  • Unknowable Horde (Ex): The explosive growth in the population of your mind has been at times troubling and at times beneficial, but one thing is certain: they all put the survival of the body that is their home uppermost. Whenever a foe attempts to use telepathy, be it granted by race, class, feat or power, to contact your mind, he rolls a d4. On a result of one, he contacts your mind. On any other result, he contacts the hostile mind of an aberration, and reels back in confusion. Your foe must make a Will save versus 15 + two per aberration existent within your mind, or be confused for a number of rounds equal to the number of aberrations within your mind.
  • Aberrant Mind (Ex): You have learned to coexist with the creature who shares your mind, and occasionally realize that it may have a better form of attack than you. By expending your psionic focus, you grant to the aberration a single mental standard action that it can use. It may either attack via one of its mental special qualities, or, if you wish, through use of your power point reserve as if it were a manifester of 6 levels lower than you. If you do so, it does not gain access to any feats, psionic focus, or other benefits that you may possess. If the aberration chooses to use one of its own abilities, it is limited to its standard uses per day. If you use this ability more than twice during an encounter, the aberration begins a Fight for Dominance on the third use of this ability and every use thereafter, until one minute after the encounter is over.
  • Children in the Mind (Ex): Your mind has become an increasingly populated place, as the first shard of aberrant activity has awakened other latent aberrations, either through a connection shared by all of their type, through other successful mental assaults, or through a method as yet unknown. At levels 4, 7, and 10, you gain another aberration mind within you. Whenever there is a fight for dominance, choose one of the aberrations at random to step forward and challenge you for control.
  • Anomaly Retreat (Ex): Sometimes, it has been better for you to retreat completely, forsaking any control over your body in the hopes that another mindset, and another set of tools, may assist your allies more effectively. The aberration within you surges forward, reworking your form into something more suited to its talents and abilities. You step back completely, losing all feats, skills, manifesting or spellcasting abilities, mental and physical scores, or special qualities that you may possess. You become the aberration as presented in the creature's entry, with the sole exception that it is advanced so that its hit dice equals your level. Items are subsumed into the body of the creature and cease to function. While it views your allies as allies, and enemies as enemies, in all other regards it behaves as a typical creature of its species. You may first attempt a fight for dominance 5 rounds after using this ability. It takes a standard action to transform.
  • Anomalous Focus (Ex): You have found that the aberrations in your mind can be used to assist in many tasks that would take a part of your own effort and energy, and diverting tasks among the various minds has become a natural way of life. Your aberration mind takes over the responsibility of maintaining concentration on any single power you have manifested and are concentrating on. While maintaining this concentration, the aberration mind is not available for any other tasks, including anomaly retreat and aberrant mind. However, if your hit points drop below one quarter of your total, it will drop concentration on the power and begin a fight for dominance. If necessary, the aberration mind makes Concentration checks using your Concentration modifier.
  • Two-Fold Thrust (Ex): Much as you may sometimes resent the presence of your aberration cohabitant, it has also proven to be a useful tool and assistance in times of trouble. Whenever your aberrant companion makes a mental attack against a target, via power, special quality or otherwise, and your psionic mind also makes a mental attack, the target takes a -2 penalty to his saves against both attacks. Attacks that qualify are any special quality that requires a Will save, or a power from the telepathy discipline, or that possess the mind-affecting descriptor.
  • Intrusion Inimical (Ex): While the aberration minds within yours may fight and squabble among themselves and with you over petty issues or over survival, whenever a foe attempts to introduce himself into the mix, he is viciously assaulted from all sides. Whenever a foe attempts to use a power on you from the charm or compulsion subschool, he rolls a d4. On a result of one, he contacts your mind. On any other result, he contacts the mind of an aberration. If the contacted mind is affected by the power, you or it roll your save normally. If the affected mind fails its save, it immediately attempts a fight for dominance to gain control of the body. If the affected mind (yours or aberration) is already in control, all other minds attempt a fight for dominance, with each one trying as soon as it is allowed. Thus if you fail a save against dominate person while there are two aberration minds, both of them will attempt a fight for dominance every five rounds.
  • Aberrant Form (Ex): You have finally become the thing that has resided in your mind this long time. Your type changes to aberration, you gain darkvision, and receive a permanent +2 to your Constitution score.
  • Anomaly Scion (Ex): You retreat, but not so far as you do in the past, for the aberrations have come to trust you more, and will willing grant you a small portion of their mind in order to act. This functions as anomaly retreat, except you may manifest powers at your normal level reduced by 6, including use of all feats and psionic focus that you may have normally.

33
Non-Arhosan Material / Preserving & Defiling [Wasteland Rules]
« on: June 22, 2017, 07:23:32 AM »
The material here is adapted from or based on Dark Sun 3.5, and something I got interested in after building the Walker in the Wastes class mentioned below.
Preserving and Defiling
 Magic-users using preserving and defiling drains energy from the surrounding soil. The method used labels these magic-users as defilers or preservers. Preservers have the self–control to gather energy without destroying plants, but the strength of their magic suffers as a result. Those who do not, or who feel no remorse about the damage caused, become defilers. Defilers leave behind sterile soil and infertile ash when they cast spells, slowly changing the world they inhabit into a barren wasteland. Such is the price of power.

 
 Preserving and defiling is a cast mechanic that originally appeared in Dark Sun, where magic-users slowly turned the world into a barren desert in their pursuit of greater glory, but it is something that can be dropped onto any caster with ease. When using this ruleset, a magic-user chooses whether to be a preserver or defiler at character creation. In Dark Sun, this choice is only applied to arcane casters, but depending on the setting can be applied to any class. Walker in the Wastesis a defiling divine class, for instance.

Preserving
 Preservers are those casters who have decided to protect the land, to take only what they need and nothing more. This can be for many reasons, be they noble, selfish, or otherwise, but universally preservers recognize the need to protect the plant life that fuels their magics. To a preserver, power might be just as important as to a defiler, but they can see the to the future, beyond a time when a momentary abuse of power strips away possibilities and options. Unlike defilers, a preserver can be of any alignment, for choosing to preserve the land in no way determines the strength or desires of a preserver's soul.

 
 When casting a spell as a preserver, a magic-user leaves behind a circle of wilted, but not destroyed, plant life as he draws energy from the surrounding flora. The radius of this wilting is 5 ft. x spell slot level expended. While this loss of life energy does not kill the plants, if a preserver continues to draw on the same terrain repeatedly, he will eventually draw enough energy to turn the area to ash, much like a defiler. If a square is used to provide energy for more than three spells in a 24 hour period, the plant life in that square collapses to ash as if it had been defiled. This does not count as a use of defiling. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. In addition, preservers take a -2 penalty to caster level and spell DCs, for their magic is inherently weaker than that of defilers. Magic-users cannot draw energy to cast spells from inside an area that has been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.
 
 Defiling
 The choice to defile is a voluntary one, one most often undertaken because it is the quickest and easiest route to power. Certainly, in a straight contest, a defiler will always succeed versus a preserver. But magical power such as that wielded by a defiler comes at a cost, both to the land and to the soul. Defilers cannot be good, and indeed are almost always evil, for to wield their magics they must voluntarily inflict pain and suffering upon those around them, often including their own allies.

 
 When casting a spell using defiling, a magic-user leaves behind an ashen circle of destroyed plant life. The radius is 5 ft. x spell slot level expended. Creatures except the magic-user caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer 4 hp damage x spell level of the slot expended. Terrain types affect magic depending on the amount of plant life available. Barren and desolate terrains weaken spells, while fertile and abundant terrains boost spells. Spell save DCs and caster level checks are affected as indicated in Table 1: Terrain Modifiers. Magic-users cannot draw energy to cast spells from inside an area that has already been defiled. Any attempt to do so means the spell fails. Likewise, any attempt to cast a spell in a completely lifeless area (such as flying too high above the ground) will cause the spell to fail from lack of energy.
 
 Corruption & Atonement
 At any time, a preserver can choose to cast a spell by defiling. This is usually done in a moment of extreme need, when the penalty to caster level from casting a spell via preserving makes taking the risk of defiling acceptable. It should be noted that this is an evil act, as the preserver is wilfully killing plant life and causing pain to living creatures when such is not necessary. It is this wanton disregard for the health of the ecosystem and the needs of those who live there that makes almost all defilers eventually fall to evil.

 
 Any preservers who defile must roll a Will save DC 10 + spell level + amount of times previously defiled. Failing this save, they become defilers. Preservers succeeding the save lose their preserver status and become tainted. Tainted preservers are not defilers, but risk becoming so. Tainted preservers may seek redemption from a druid. The druid, if willing and able, can cast a conversion spell on the tainted preserver, restoring her preserver status (reset the number of times defiled to zero). The preserver loses 100 XP per spellcaster level. Defilers can also seek redemption, but lose 1000 XP per spellcaster level. Usually the defiler must undertake a quest or otherwise demonstrate a true willingness to redeem herself before the druid casts the conversion spell.
 
 Repairing the land damaged by defiling requires the intercession of a nature priest or a druid. The means by which they can reinvigorate flora burnt to ash is by investing the drained terrain with magical energy drawn from another source through the use of the rejuvenate spell, detailed below.
 
 Table 1: Terrain Modifiers
 
 Terrain Type   Examples                                           DC Modifier   Caster Level Modifier
 -----------------------------------------------------------------------------------------------------
 Lifeless       Air, obsidian planes, negative energy plane        Spell Fails   Spell Fails
 Desolate       Salt flats, glaciers                               –2            –2
 Barren         Boulder fields, stony barrens, scrublands, taiga   –1            –1
 Infertile      Cities, rocky badlands, stony barrens, scrubland   +0            +0
 Fertile        Verdant plains, savannahs, swamps, mud flats       +1            +1
 Abundant       Forests, oceans, gardens                           +2            +2

34
Non-Arhosan Material / Wasteland Items [Wasteland]
« on: June 22, 2017, 07:22:58 AM »
Wasteland Items

Blackened Orb: This magical orb of elegantly crafted obsidian, weighing about two pounds and engraved with deep carvings, can be used to contain plant energy for fueling spells without defiling at casting time. The defiler can at any time use the orb as a conduit for defiling magic, tapping into the land at his current location, and leaving behind a circle of ash equal to 5 ft. per spell level of energy gathered into the orb. The orb can store spell levels equal to the crafter’s caster level. Stored energy can be used to substitute energy gathering at casting time, as a free action. For example, with an unmodified blackened orb, a defiler could cast any combination of spells that total seven spell levels before the orb is depleted of energy (for this purpose, cantrips are treated as 0.5 spell levels).
Moderate transmutation; CL 7th, Blight; Craft Wondrous Item; Cost: 3,000gp.

Verdant Speculum: This magical circle of metal, etched with curling and sinuous patterns, is actually a portal of magical essence, allowing a preserver to draw power from a verdant grove or private arboretum that he has been able to protect against the ravages of the outside world. By attuning the verdant speculum to the location where the preserver is standing, an act that takes 100 XP and three hours to perform, the preserver can then draw from that area as a free action when casting a spell, regardless of how far away he is from it. However, he must be careful not to draw too much energy and accidentally defile the chosen location.
Moderate transmutation; CL 12th, Commune with Nature; Craft Wondrous Item; Cost: 9,000gp.

35
Non-Arhosan Material / Wasteland Feats [Wasteland]
« on: June 22, 2017, 07:21:37 AM »
Feats

Conservation Feats
Conservation feats are feats that require the spellcaster to be a preserver, and can only be applied when preserving. Multiple conservation feats can be applied simultaneously. A wizard’s bonus feats can be used to acquire conservation feats if the wizard fulfils the feat prerequisites.

Efficient Gathering [Conservation]
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you preserve. E.g. a spell cast in barren terrain is treated as if cast in infertile terrain.

Powerful Gathering [Conservation]
You can gather energy from a larger area.
Benefits: When preserving, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your preserving radius increases by 10 ft. when using Powerful Gathering.

Distant Gathering [Conservation]
You can gather energy for spells at a distance.
Benefits: You can move the centre of your preserving circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of preserving.
Normal: Your preserving circle is centred on you.


Dustform Feats
Dustform feats are those that apply to the creation of dustform creatures, primarily, although a few apply the tenets of dust to the magic of the wielder. As such, they are mostly used by those who wish to see the world become a wasteland, a barren thing, although there are those who see the use of dust as merely a strong tool in the arsenal of a magic user.

Arenose Beginning [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes. Any living creature that could normally be animated as a dustform creature and that does not possess more than double your Hit Dice, when slain outright by a arenose beginning spell, rises as a dustform creature under your control at the beginning of your next action. Even if you kill several creatures with a single arenose beginning spell, you can't create more Hit Dice of dustform than twice your caster level. The standard rules for controlling dustform (see animate dustform) apply to newly created dustform gained through this metamagic feat. An arenose beginning spell uses up a spell slot three levels higher than the spell's actual level.

Arenose Dehydrate [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes so that any creature that is dealt damage also becomes dehydrated for 1 minute. An arenose dehydrate spell uses up a spell slot two levels higher than the spell's actual level.

Arenose Laming [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a -4 penalty to Dexterity for 1 minute. Dexterity penalties from multiple spells enhanced by the Arenose Laming feat do not stack. An Arenose Laming spell uses up a spell slot one level higher than the spell's actual level.

Arenose Reinforcement [Dustform, Metamagic]
Prerequisites: Dustcrafter
Benefit: Any numerical bonus granted by a spell modified with this feat increases by +2 for all dustform creatures it affects. This increase does not apply to factors such as range, save DC, healing, or other numerical factors relating to a spell. Only effects described as bonuses gain this benefit. An Arenose Reinforcement spell uses up a spell slot one level higher than the spell's actual level.

Ashen Cauldron [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create reduces the recharge time on its breath weapon to 1d4 rounds and increases the range to a 20 ft. cone. In addition, if its charisma score is below 10, it is treated as 10 for the purposes of the braeth weapon's reflex DC.

Buried Under Ash [Dustform]
Prerequisites: Dustcrafter, three other dustform feats
Benefit: When one of your dustform creatures strikes an opponent with a melee attack, the target provokes an attack of opportunity from all other dustform creatures within melee range of that target. With this ability, your dustform creatures can make an attack of opportunity against a particular target only once per round. In addition, dustform creatures do not grant cover against your enemies when targeted by other dustform creatures.

Choking Collapse [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create releases a burst of choking dust upon its death. Every creature within a 10-foot spread (Fortitude DC 15) has its lungs filled with sand and must make Constitution checks to avoid suffocation. Alternately, they can cough up the sand by taking a full-round action. In addition, for 1 round per 2 hit dice of the dustform creature, a thick haze of swirling dust and sand fills the 10 ft. spread. The effect obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.

Deadly Parch [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create deals an extra 1d6 desiccation damage with its natural weapons.

Dustcrafter [Dustform]
Prerequisites: None
Benefit: Each dustform creature you create gains a +4 enhancement bonus to Strength and +2 hit points per Hit Die.

Embrace of Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: When your dustform creatures form a flank with another dustform creature, they gain an additional +2 bonus on attack rolls and damage rolls against the flanked opponent.

From The Earth Born [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a burrow speed equal to half its normal movement speed.

Improved Adhesion [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +4 bonus on saves to resist dissolution via bludgeoning weapons.

Memories of Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +4 enhancement bonus to Charisma and a +2 bonus on saving throws.

Oncoming Storm [Dustform]
Prerequisites: Dustcrafter
Benefit: Dustform creatures you control can charge across difficult terrain and can turn up 90 degrees during a charge.

Press of Ages [Dustform]
Prerequisites: Dustcrafter, five other dustform feats
Benefit: If three or more of your dustform creatures strike a target in the same round, that target must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third dustform creature to strike or be destroyed. This can affect undead, constructs, and other creatures normally immune to critical hits.

Resilient Form [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains damage reduction 3/magic and bludgeoning in place of its existing damage reduction.

The Softest Hammer [Dustform]
Prerequisites: Dustcrafter, three other dustform feats
Benefit: If three or more of your dustform creatures strike a target in the same round, that target must make a fortitude save vs 10 + 1/2 class level + the strength modifier of the third dustform creature to strike or be staggered for one round.

Thickened Dust [Dustform]
Prerequisites: Dustcrafter
Benefit: Each dustform creature you create gains a +2 bonus to natural armour.


General Feats
General feats are those that are generally applicable to the world of the wastes, but do not have to directly apply to dustform, preserving & defiling, or the classes that comprise the wasteland setting.

Rejected Vows
Prerequisites: Must be an ex-druid
Benefit: You forsake all prior druidic knowledge, dismissing it as a foolish notion for wistful dupes. You may trade in your druid levels for walker in the wastes levels, including replacing any feats for which you no longer meet the prerequisites (this does not apply to Rejected Vows). In addition, you now possess a smouldering hatred for all things green and bountiful. Your spells and abilities increase their DC by +1 when affecting animals and plants, and you increase your caster level by an additional +1 when defiling in Fertile or Abundant terrain.


Raze Feats
Raze feats are feats that require the spellcaster to be a defiler, and can only be applied when defiling. Multiple raze feats can be applied simultaneously. For example, a defiler who has Distance Raze, Destructive Raze and Fast Raze can benefit from all of them when casting a single spell. A wizard’s bonus feats can be used to acquire Raze feats if the wizard fulfills the feat prerequisites.

Agonizing Radius [Raze]
Your defiling techniques are particularly painful.
Benefits: The penalties for being caught within your defiling radius increase by one (i.e. from –1 to –2).

Ashen Raze [Raze]
When you defile, you raise a cloud of ash.
Benefits: When defiling, the area you raze becomes affected as if by an obscuring mist spell for one round.

Controlled Raze [Raze]
You increase your defiling radius and may specify unaffected squares.
Benefits: Your defiling radius increases by 5 feet. You can specify one 5 ft. square per 5 ft. radius of your defiling circle that is unaffected by your energy gathering. Creatures in unaffected squares do not suffer the adverse effects of being caught in the defiling circle, nor is vegetation in that square turned to ash.

Distance Raze [Raze]
You can gather energy for spells at a distance.
Benefits: You can move the centre of your defiling circle (on the ground) up to 10 feet per caster level, in effect moving the entire circle of defiling.
Normal: Your defiling circle is centred on you.

Desiccating Raze [Raze]
Your defiling techniques suck the moisture out of the living, as well as from plants
Benefits: Creature that would take a penalty from your defiling also takes 1d4 desiccation damage per point of penalty.

Destructive Raze [Raze]
You can focus the energy you absorb from plants to increase the damage your spells inflict.
Benefits: Add +1 to damage per damage die inflicted by your spells when defiling.

Draining Raze [Raze]
When you defile, you pull strongly on the lifeforce of those inside the circle of ash.
Benefits: A creature that would take a penalty from your defiling also takes 1 point of constitution damage.

Efficient Raze [Raze]
You can gather energy more efficiently, utilizing the maximum energy potential of a given terrain.
Benefits: Treat the terrain you gather energy in as one category better when you defile. E.g. a spell cast in barren terrain (–1 spell save DC and –1 penalty to caster level checks) is treated as if cast in infertile terrain (no spell save modifier and no penalty to caster level checks). In abundant terrain the bonuses to spell save DCs and spell checks are increased by an additional +1.

Exterminating Raze [Raze]
Your defiling techniques are particularly damaging to plant creatures.
Benefits: Plant creatures caught in your defiling radius suffer 8 points of damage per spell level.
Normal: Plant creatures caught in your defiling radius suffer 4 points of damage per spell level

Fast Raze [Raze]
You can gather energy faster.
Benefits: When defiling, you can spend a move action to gain a +1 caster level bonus. Spells with a normal casting time of 1 round or longer require an extra round to be cast in this manner. Your defiling radius increases by 5 ft. when using Fast Raze.

Fields of Waste [Raze]
The terrain you defile becomes even more ruined and lumpen.
Benefits: The area you defile becomes difficult terrain.

Sickening Raze [Raze]
Your defilement makes others sick.
Prerequisites: Agonizing Radius.
Benefits: Creatures within your defiling radius become sickened in addition to any other penalties for 1 round.

36
Non-Arhosan Material / Preserver [Wasteland Base]
« on: June 22, 2017, 07:20:02 AM »
Preserver
"Text."
- Excasard the Brilliant, Human Preserver

Text

Making a Preserver
Text

Abilities: Intelligence is the ability that the Preserver uses to give him extra spells.

Races: Preserver appear amongst all races, for their talents are widespread.

Alignment: Preserver can not be evil.

Table 1: The Preserver

Level  BAB   Ref   Fort  Will  Abilities                                                                   
--------------------------------------------------------------------------------------------------------------
1      +0    +0    +0    +2    Bonus Feat, Subdual Magic
2      +1    +0    +0    +3    Path Dexter 
3      +1    +1    +1    +3    Hidden Casting
4      +2    +1    +1    +4    Always Prepared, Bonus Feat
5      +2    +1    +1    +4    Reactive Defense
6      +3    +2    +2    +5    Hidden Casting
7      +3    +2    +2    +5    In Safety, Life
8      +4    +2    +2    +6    Bonus Feat
9      +4    +3    +3    +6    Hidden Casting
10     +5    +3    +3    +7    Reactive Defense
11     +5    +3    +3    +7    Preserving Metamagic
12     +6    +4    +4    +8    Bonus Feat
13     +6    +4    +4    +8    Insight Mystical
14     +7    +4    +4    +9    Defend the Weak
15     +7    +5    +5    +9    Reactive Defense
16     +8    +5    +5    +10   Bonus Feat
17     +8    +5    +5    +10   Preserving Metamagic
18     +9    +6    +6    +11   Encompassing Boon
19     +9    +6    +6    +11   Against Harm
20     +10   +6    +6    +12   Preservation Unyielding, Bonus Feat   


Game Rule Information
Preserver have the following game statistics.

Alignment: Any
Hit Die: d4
Starting Gold: As wizard
Starting Age: Complex (as wizard)

Class skills
As Wizard
Skill Points at 1st level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Class Features
All the following are class features of the Preserver class.
  • Weapon and Armour Proficiency: As Wizard.
  • Spellcasting: As Wizard.
  • Preserving: The Preserver is a Preserver, and follows all the rules therein.
  • Bonus Feats (Ex): At 1st, 4th, 8th, 12th, 16th, and 20th levels, the Preserver may choose a single Conservation or Wizard feat for which he meets the requirements.
  • Subdual Magic (Ex): Preservers often seek to avoid bloodshed. When they cast spells that inflict damage (e.g. magic missile or fireball) they can choose to have a given spell deal non-lethal damage rather than normal damage.   
  • Path Dexter (Ex): For each character level he has, the Preserver chooses two spells he knows from the divination and/or abjuration schools. He increases the caster level cap (so fireball can now reach 11d6 instead of 10d6) by one. Every time he gains another level of Preserver, he chooses two new spells.
  • Hidden Casting (Ex): At 3rd level, a Preserver learns to disguise his spellcasting so as not to reveal himself. All spells he casts are treated as if the Silent metamagic feat is applied. At 6th level, as if both the Silent and Still metamagic feats are applied. At 9th level, any spell he casts with a range of Personal or from the Divination school has no visual effect. Those with detect magic, see invisibility, or true seeing spells or effects active see whatever visual manifestations typically accompany the spell.
  • Always Prepared (Ex): A Preserver can channel stored spell energy into casting abjuration or divination spells he did not prepare ahead of time. The Preserver can “lose” any prepared spell in order to cast a abjuration or divination spell that is of the same spell level as the prepared spell or lower (just like a cleric can lose prepared spells in order to cast cure spells of the same level or lower.) He may do this once per day per two class levels.
  • Reactive Defense (Ex): Defending oneself against the predations of defilers is a common occurence for preservers, and so they are skilled in the matter. At 5th level, they gain the ability to cast any Personal range abjuration spell with a casting time of a standard action or less as an immediate action once per day. They gain another use at 10th level and 15th level.
  • In Safety, Life (Ex): To a preserver, life is sacred. Any time he successfully affects an ally with an abjuration or divination spell a moment of pleasure touches the preserver. For the rest of that round, if he must make a save against an effect, spell, or ability, he may roll twice and take the result of his choice.
  • Preserving Metamagic (Ex): Once per day the Preserver can apply a metamagic feat he knows to a spell at casting time. This does not increase the spell’s level or require a higher level spell slot. Casting time metamagic doubles the casting time of the spell (a casting time of 1 action becomes 1 full round). At 11th level the Preserver can use casting time metamagic once per day (2 times at 17th), but only once per spell. Only metamagic feats that would increase a spell slot by 3 or less may be applied with casting time metamagic.
  • Insight Mystical (Ex): When casting a divination spell, a preserver never needs to risk being detected. In addition, he gains a +1 bonus to caster level against any creature he has affected with a divination spell in the last 24 hrs.
  • Defend the Weak (Ex): When casting a standard action or longer spell, preservers can cast a 1st, 2nd, or 3rd-level arcane divination or abjuration spell simultaneously. The spell must have a casting time of 1 standard action or less.
  • Encompassing Boon (Ex): A preserver often works closely with allies, and needs to defend them. He can cast any personal range abjuration or divination spell on an ally within 5 feet, instead of himself.
  • Against Harm (Ex): Any time he successfully affects an enemy with an abjuration or divination spell, he regains the use of one abjuration or divination spell of any level he had memorized at the beginning of the day. He cannot do this for spells of the highest two levels he knows.
  • Preservation Unyielding (Ex): By now, a preserver has internalized all that is necessary in order for him to protect what he wishes. He can now cast any abjuration or divination spell in his spellbook without memorizing it.

37
Non-Arhosan Material / Walker in the Wastes [Wasteland Base]
« on: June 22, 2017, 07:11:30 AM »
Thematically, the Walker in the Wastes is an anti-druid, a character that wants to see the verdant life of the forest, jungles, and plains reduced to nothing more than the chill deserts of snow and ice or burning wastes of sun-scorched earth. To that end, most of his class abilities are centred around either desiccation, defiling, or making the landscape inhospitable. Classes that sacrificed themselves/inspired this guy are the Walker in the Wastes, Blighter, Sand Shaper, Dark Sun Defiler, Arch-Defiler, and Leech. The Raze feats are modified, but originally from Dark Sun as well. The Desiccated One is a combination of a Dry Lich and a Dustform Creature, with a few modifications.

Walker in the Wastes
"Text."
- Excasard the Brilliant, Human Walker in the Wastes

Text

Making a Walker in the Wastes
Text

Abilities: Wisdom is the ability that the Walker in the Wastes uses to give him extra spells.

Races: Walker in the Wastes appear amongst all races, for their talents are widespread.

Alignment: Walker in the Wastes can only be nongood.

Table 1: The Walker in the Wastes

Level  BAB   Ref   Fort  Will  Abilities                                                                    1st 2nd 3rd 4th 5th 6th 7th 8th 9th
-----------------------------------------------------------------------------------------------------------------------------------------------
1      +0    +0    +2    +2    Defiling, Desiccating Burst, Tainted Aura                                    1   —   —   —   —   —   —   —   —
2      +1    +0    +3    +3    Wasteland Living, Barren Magics                                              2   —   —   —   —   —   —   —   —
3      +2    +1    +3    +3    Wasteland Shaping                                                            2   1   —   —   —   —   —   —   —
4      +3    +1    +4    +4    Razing Bonus Feat                                                            3   2   —   —   —   —   —   —   —
5      +3    +1    +4    +4    Local Drought                                                                3   2   1   —   —   —   —   —   —
6      +4    +2    +5    +5    Dustform Wild Shape                                                          3   3   2   —   —   —   —   —   —
7      +5    +2    +5    +5    The Wasting                                                                  4   3   2   1   —   —   —   —   —
8      +6    +2    +6    +6    Razing Bonus Feat, Improved Wasteland Shaping, Dustform Wild Shape (Large)   4   3   3   2   —   —   —   —   —
9      +6    +3    +6    +6    Wilderness Travel, Life in a Desert                                          4   4   3   2   1   —   —   —   —
10     +7    +3    +7    +7    Improved Barren Magics                                                       4   4   3   3   2   —   —   —   —
11     +8    +3    +7    +7    Wasteland Slumber, Dryness of Dust, Dustform Wild Shape (Tiny)               4   4   4   3   2   1   —   —   —
12     +9    +4    +8    +8    Razing Bonus Feat, Greater Drought, Dustform Wild Shape (Plants)             4   4   4   3   3   2   —   —   —
13     +9    +4    +8    +8    Vigor of Sand                                                                4   4   4   4   3   2   1   —   —
14     +10   +4    +9    +9    Defiled Souls                                                                4   4   4   4   3   3   2   —   —
15     +11   +5    +9    +9    Dustform Wild Shape (Huge)                                                   4   4   4   4   4   3   2   1   —
16     +12   +5    +10   +10   Razing Bonus Feat, Dustform Wild Shape (Elemental)                           4   4   4   4   4   3   3   2   —
17     +12   +5    +10   +10   Champion of the Wastes                                                       4   4   4   4   4   4   3   2   1
18     +13   +6    +11   +11   Greater Barren Magics                                                        4   4   4   4   4   4   3   3   2
19     +14   +6    +11   +11   Born of Dust                                                                 4   4   4   4   4   4   4   3   3
20     +15   +6    +12   +12   Razing Bonus Feat, Desiccated One, Dustform Wild Shape (Huge Elemental)      4   4   4   4   4   4   4   4   4


Game Rule Information
Walker in the Wastes have the following game statistics.

Alignment: Any
Hit Die: d8
Starting Gold: 5d4 x 10 (125 gp)
Starting Age: Complex (as Druid)

Class skills
Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)
Skill Points at 1st level: (4 + Int modifier) x 4
Skill Points at Each Additional Level: 4 + Int modifier

Class Features
All the following are class features of the Walker in the Wastes class.
  • Weapon and Armour Proficiency: Walker in the Wastes are proficient with all simple and martial weapons, and light, medium and heavy armour, as well as shields.
  • Spells: A Walker in the Wastes gains the ability to cast a number of divine spells, which are drawn from the Walker in the Wastes spell list. A Walker in the Wastes must choose and prepare his spells in advance. To prepare or cast a spell, a Walker in the Wastes must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Walker in the Wastes’s spell is 10 + the spell level + the Walker in the Wastes’s Wisdom modifier. Like other spellcasters, a Walker in the Wastes can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Walker in the Wastes. In addition, he receives bonus spells per day if he has a high Wisdom score. The Walker in the Wastes does not have access to any domain spells or granted powers, as a cleric does. A Walker in the Wastes prepares and casts spells the way a cleric does, though he cannot lose a prepared spell to cast a cure spell in its place. A Walker in the Wastes may prepare and cast any spell on the Walker in the Wastes spell list, provided that he can cast spells of that level, but he must choose which spells to prepare during his daily meditation. A Walker in the Wastes can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can "lose" a prepared spell in order to cast any Summon Nature's Ally spell of the same level or lower. Creatures summoned via Summon Nature's Ally automatically have the Dustform template (Sandstorm) applied to them.
  • Defiling: The Walker in the Waste is a defiler, and cannot cast spells without defiling.
  • Desiccating Burst: Starting at 1st level, as a standard action, a Walker in the Wastes can unleash a desiccating burst. This effect deals 1d4 points of desiccation damage to all creatures in a 10 foot burst (Fortitude half; save DC is 10 + 1/2 Walker in the Wastes’s class level + Walker in the Wastes’s Wis modifier). Range is 10 feet per class level, and the damage increases by 1d4 Desiccation damage at every odd level to a max of 10d4 at 19th level. Creatures that fail the save become fatigued.
  • Tainted Aura (Su): You are tainted by your wasteland ways in such a matter that it is noticeable. People feel uncomfortable and wary when you are present and animals whimper when you approach. You suffer a –1 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every even level of Walker in the Wastes you have. Likewise, you receive a +1 circumstance bonus to Intimidate checks for every odd level of Walker in the Wastes gained. The tainted aura has a range of 5 feet per Walker in the Wastes level.
  • Wasteland Living (Ex): You can survive even in the most extreme natural temperature conditions. You can exist normally in temperatures between -20 and 140 degrees, and gain a +2 fortitude bonus on saves against any temperature or weather related effects.
  • Barren Magics (Ex): When casting a spell that deals hit point damage, you may choose to reduce your caster level by 1. If you do, that spell deals desiccation damage instead of its normal type. Any caster level bonus from defiling is also applied as a bonus to desiccation damage dice.
  • Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the sand shape ability of the Sand Shaper prestige class.
  • Razing Bonus Feat: At each indicated level you gain a bonus feat from the list of Razing feats presented below. You must still meet all the prequisites of the feat in question.
  • Local Drought (Su): Beginning at 5th level, you can change conditions in a 20-foot-radius emanation with you at the center. The temperature band in that area rises by one step or to hot, whichever produces the hotter result. You may instead choose to lower the temperature by one step or to cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again.
  • Dustform Wild Shape (Su): At 6th level, the Walker in the Wastes gains a version of the wild shape ability. Dustform wild shape functions like the druid’s wild shape ability, except that the Walker in the Wastes adds a version of the dustform template to the forms he chooses to transform into. The Walker in the Wastes’ form is altered as follows:
     — Type changes to construct.
     — Natural armor bonus is increased by +5
     — +4 Strength, -2 Dexterity, no Constitution score.
     — Blindsight (Ex): Dustform creatures are blind, but they can sense all creatures within 60 feet as a sighted creature would by defecting subtle vibrations in the air around them. Beyond that range, they treat all targets as having total concealment.
     — Breath Weapon (Su): As a standard action every 2d4 rounds, a dustform creature can spew out a 10-foot cone of dust and sand. The cone deals 1d6 points of damage for each 2 Hit Dice the creature possesses, and creatures within the area can make Reflex saves for half damage. The save DC is Charisma-based. If the base creature already has a breath weapon, that breath weapon changes to sand, with a Charisma-based saving throw DC. Otherwise, all details remain the same. For example, a dustform juvenile blue dragon could spew forth a line of sand (rather than lightning) once every 1d4 rounds, dealing 8d8 points of damage, with a Reflex save DC of 19.
     — Damage reduction 5/magic.
     
     Unlike a normal Dustform creature, Dustform Wild Shape does not grant a slam attack, nor does it remove the base creature's special attacks or the weakness to bludgeoning weapons.
     
     At 8th level, the Walker in the Wastes gains the ability to change into a large animal. At 11th, a tiny animal. At 12th, plants. At 15th, huge animals. At 16th, small, medium, and large elementals. At 20th, huge elementals. When the Walker in the Wastes gains the ability to Wild Shape into Plants or Elementals, he applies the Dustform changes detailed above to those creatures as well. At 6th, 10th, 14th, and 18th levels he gains two uses of his Dustform Wild Shape, with each use lasting for one hour. Treat this ability as Wild Shape for all prerequisites.
  • The Wasting (Su): On reaching 7th level, your Desiccating Burst attack takes on a hideous disease. Opponents who fail the save against your Desiccating Burst contracts the wasting, a supernatural affliction that gradually mummifies its victims (see Disease, Sandstorm page 21). In addition, any spell you cast that deals desiccation damage also inflicts the wasting.
  • Improved Wasteland Shaping (Ex): You gain the ability to shape sand, silt, dust, snow, or ice as per the improved sand shape ability of the Sand Shaper prestige class.
  • Wilderness Travel (Sp): At 9th level and higher, you can fly as by means of the overland flight spell once per day. You must begin and end your flight on a square of waste (dust, salt, sand, snow, ice all qualify) terrain; if your movement crosses a different type of terrain, your flight ends immediately, dropping you abruptly (albeit safely) to the ground.
  • Life in a Desert (Ex): There are times when extreme measures are necessary, when the gift from plants alone is not enough. A Walker in the Wastes can cancel out penalties from the Terrain Modifier table by paying 2d8 hit points per point of penalty cancelled.
  • Improved Barren Magics (Ex): When casting a spell with a positive caster level bonus from defiling, you may instead apply a metamagic feat you know as a free action to the cast spell. The metamagic feat must have a spell slot adjustment equal to or less than the caster level bonus from defiling. You lose the caster level and DC bonus on any spell you apply a metamagic feat to.
  • Wasteland Slumber (Ex): At 11th level and higher, if you lie beneath surface the wastes, you regrow severed body members, mend broken bones, and restore ruined organs as though a regenerate spell had been cast upon you. The soil (including salt, dust, snow, ice, or sand) must be at least deep enough, and occupy a large enough area, to cover all but your face. You can use this ability once per day.
  • Dryness of Dust (Su): Whenever you are using Dustform Wild Shape, you gain an emanation that deals 1d4 desiccation damage each round to any creature within 10 ft. of you.
  • Greater Drought (Su): Beginning at 12th level, you can produce extreme conditions in a 100-foot radius emanation with you at the center. The temperature band in that area rises by two steps or to severe heat, whichever produces the hotter result. You may instead choose to lower the temperature by two steps or to severe cold. You can suppress this effect for 1 round as a free action, but it renews automatically on your next turn unless you consciously suppress it again. This effect supersedes that of the local drought ability.
  • Vigor of Sand (Ex): A Walker in the Wastes has learned how to drain the energy of the world into himself, rather than his spells. As a standard action, he may defile up to a 5 ft. per class level radius. For every 5 ft. of the radius, he heals 1d6 damage. Apply the bonus from the Terrain Modifier table as a benefit or a penalty to the 1d6 healing.
  • Defiled Souls (Ex): When pushed to the utmost, a Walker in the Wastes can draw power from the living creatures about him, instead of just the plantlife. Every living creature in the defiling area (including the Walker in the Wastes) takes 1d8 points of desiccation damage per spell level, and the casting time is increased to 1 round (or increased by an addition round, if it was already 1 round). The spell is cast with a -3 caster level penalty. A spell cast this way can be cast in an already defiled area.
  • Champion of the Wastes (Su): While in his Dustform Wild Shape, a Walker in the Wastes may defile up to a 5 ft. per class level radius as a standard action. For every 5 ft. of the radius, the duration of his Dustform Wild Shape increases by 1 hour. In addition, for every 5 ft. of the radius he gains a +1 bonus on attack rolls, damage rolls, and saving throws. These bonuses last for one minute after the defiling.
  • Greater Barren Magics (Ex): By doubling the area that you are defiling, you can choose to empower, enlarge, extend, silence, still, maximize or widen your spell as a free action.
  • Born of Dust (Su): Any creature slain by your defiling or desiccation damage rises after 1d4 days as a dustform creature under your control. You may control 4 hit dice worth of dustform creatures per class level.
  • Desiccated One: On reaching 20th level, you learn to apply the secrets of wasteland preservation to your own body, becoming a Desiccated one. See the Desiccated one template below for more information. If you enter Dustform Wild Shape after gaining this ability, you retain your Desiccated One abilities where they would overlap with any granted by Dustform Wild Shape.
Walker in the Wastes Spell List
Add these spells known to the spells known of the Blighter prestige class in Complete Divine.
  • First Babau Slime (SpC), Blood Wind (SpC), Ice Slick (Frost), Lesser Shiving Touch (Frost), Magic Fang, Parching Touch (Sand), Produce Flame, Raging Flame (SpC), Rot of Ages (DrMagic) Silver Claws (BoED), Snowdrift (Frost), Snowsight (Frost), Summon Nature's Ally I (Sand), Sunstroke (Sand), Wall of Smoke (SpC), Waste Strider (Sand)
  • Second Align Fang (SpC), Ashstar (Sand), Black Sand (Sand), Blood Snow (Frost), Brumal Stiffening (Frost), Countermoon (SpC), Creeping Cold (CoDi, SpC), Desiccate (Sand), Drifts of the Shalm (ash only) (PHBII), Freedom of Breath,  (Sand), Halo of Sand (Sand), Heartfire (SpC), Heat Leech (Frost), Lesser Frostburn (Frost), Obscuring Snow (Frost), Protection from Desiccation (Sand), Scimitar of Sand (Sand), Snow Walk (Frost), Summon Nature's Ally II (Sand)
  • Third Animate Dustform (see here), Arctic Frost (Frost), Artic Haze (Frost), Binding Snow (Frost), Body Blaze (Sand), Column of Ice (Frost), Control Sand (Sand), Control Snow and Ice (Frost), Crumble (SpC), Dehydrate (SpC), Flashfreeze (Frost), Haboob (Sand), Heatstroke (SpC), Hypothermia (SpC), Infestation of Maggots (CoDi, SpC), Greater Magic Fang, Ice Shape (Frost), Junglerazer (SpC), Lesser Aura of Cold (Frost), Numbing Sphere (Frost), Shivering Touch (Frost), Soul of the Waste (Sand), Storm Mote (Sand), Summon Nature's Ally III (Sand), Tormenting Thirst (Sand), Whispering Sand (Sand), Zone of Glacial Cold (Frost)
  • Fourth Blast of Sand (Sand), Bleakness (PHBII), Bright Worms (PHBII), Contingent Energy Resistance (SpC), Dispel Water (Sand), Freeze Armour (Frost), Frostburn (Frost), Greater Creeping Cold (SpC), Giant Vermin, Miasma of Entropy (SpC), Mindfrost (Frost), Parboil (Sand), Pyroburst (PHBII), Sandform (Sand), Searing Exposure (Sand), Skin of the Cactus (Sand), Slipsand (Sand), Starvation (SpC), Superior Magic Fang (SpC), Summon Nature's Ally IV (Sand), Unholy Beast (CoR), Wall of Salt (Sand), Wall of Sand (Sand), Winter's Embrace (Frost), Wither (Sand), Wood Rot (SpC)
  • Fifth Blizzard (Frost), Boreal Wind (Frost), Call Avalanche (Frost), Choking Sands (Sand), Cold Snap (SpC), Death Ward, Dispel Fire (Frost), Flaywind Burst (Sand), Flesh to Salt (Sand), Frostbite (Frost), Fuse Sand (Sand), Hibernate (Frost), Inferno (SpC), Mass Contagion (SpC), Mass Desiccate (Sand), Sleep Mote (Sand), Snow Wave (Frost), Summon Nature's Ally V (Sand), Transmute Sand to Glass (Sand), Transmute Sand to Stone (Sand), Transmute Stone to Sand (Sand), Toxic Weapon (PHBII), Unearthly Heat (Sand)
  • Sixth Ashen Union (Sand), Awaken Sand (Sand), Cometfall (SpC), Death Hail (Frost), Energy Immunity (SpC), Entomb (Frost), Enveloping Cocoon (SpC), Chasing Perfection (PHBII), Fleshiver (SpC), Heartfreeze (Frost), Ice Rift (Frost), Mass Frostburn (Frost), Miasma (SpC), Mummify (Sand), Sandstorm (Sand), Scalding Mud (Sand), Summon Nature's Ally VI (Sand), Symbol of Thirst (Sand), Wall of Magma (Sand)
  • Seventh Greater Aura of Cold (Frost), Mass Flesh to Salt (Sand), Mephit Mog (Sand), Plague (PHBII), Pulse of Hate (PHBII), Raise Ice Forest (Frost), Slime Wave (SpC), Summon Nature's Ally VII (Sand), Swamp Lumg (SpC), Vitrify (Sand), Whiteout (Frost), Wrack Earth (PHBII)
  • Eighth Bodak's Glare (SpC), Deadfall (SpC), Desert Binding (Sand), Dustbowl (see here), Fimbulwinter (Frost), Frostfell (Frost), Glacier (Frost), Heat Drain (SpC), Horrid Wilting, Mass Death Ward (SpC), Red Tide (SpC), Summon Nature's Ally VIII (Sand), Wall of Greater Dispel Magic
  • Ninth Cast in Stone (SpC), Detonate (PHBII), Energy Drain, Enervating Breath (SpC), Iceberg (Frost), Summon Nature's Ally IX (Sand), Transmute Rock to Lava (SpC)

38
Non-Arhosan Material / Wasteland Spells [Wasteland]
« on: June 22, 2017, 07:03:41 AM »
Spells
  • Animate Dustform - Animate a creature using the dustform template
  • Conversion - Redeem defilers and fallen preservers
  • Create Blightespawn - Create a blightspawned creature
  • Dustbowl - Create area of barren heat and storms
  • Rejuvenate - Undo the effects of defiling
  • Summon Blighted One - Summon blightspawned creatures
Spell Descriptions

Animate Dustform
Transmutation
Level: Walker in the wastes 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more corpses touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell turns the bones or bodies of dead creatures into dustform creatures (Sandstorm p163) that follow your spoken commands.

The dustform creatures can follow you, or they can remain in an area and attack any creature (or just a specific kind of creature) entering the place. They remain animated until they are destroyed. (A destroyed dustform creature can’t be animated again.)

The dustform creatures you create remain under your control indefinitely. No matter how many times you use this spell, however, you can only control creatures whose total combined CR is equal to your ECL. If you exceed this, excess dustform creatures become uncontrolled. (You choose which creatures are released.) You can never create a creature through this spell that has a CR greater than your ECL -2.

Material Component
You must place a chalcedony gem worth at least 25 gp per Hit Die of the dustform creature into the mouth or eye socket of each corpse you intend to animate. The magic of the spell turns these gems into worthless, burned-out shells.

Conversion
Abjuration
Level: Drd 5
Components: V, S, M, F, XP
Casting Time: 1 hour
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None

This spell removes the burden of acts of defiling from a magic-user. The magic-user seeking atonement must be truly repentant and desirous of setting right their destruction of plant life. If the subject defiled while under some sort of magical or psionic compulsion or was otherwise unwilling, conversion operates normally at no cost to you. However, if the defiling was deliberate and wilful, you must expend personal energy to cleanse the subject. This costs the caster 500 experience points to expunge the subject’s taint of defiling. Naturally, many casters first assign the subject some sort of quest (via geas/quest) or similar penance to make sure the creature is truly repentant before casting conversion on its behalf. The caster must be at least one level higher that the subject. Conversion may be cast for one of several purposes, depending on being cast on a preserver or a defiler:
Preserver: This removes all taint of defiling from the spellcaster. Thus, the Will save DC to resist falling to the path of the defiler is now reset to 10 + level of spell cast by defiling.
Defiler: A repentant defiler becomes a preserver and can cast spells without damaging plant life.
XP Cost: When cast for the benefit of a creature whose guilt was the result of deliberate acts, the cost to you is 500 XP. If the subject is a defiler, this cost is doubled.
Material Component: Burning incense.
Focus: Rare plants and herbs worth at least 500 Gp.

Create Blightspawned
Transmutation
Level: Blighter 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Targets: One or more creatures touched
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: No

This spell turns living animals, vermin, and plants into blightspawned creatures (Unapproachable East) that follow your spoken commands. 

The blightspawned creatures you create remain under your control indefinitely. No matter how many times you use this spell, however, you can only control creatures whose total combined CR is equal to your ECL. If you exceed this, excess blightspawned creatures become uncontrolled. (You choose which creatures are released.) You can never create a creature through this spell that has a CR greater than your ECL -2.

Material Component
You must place an emerald gem worth at least 10 gp per Hit Die of the blightspawned creature into the mouth each creature you intend to transform. The magic of the spell turns these gems into worthless, burned-out shells.

Dustbowl
Transmutation [Fire]
Level: Cleric 9, druid 8, sorcerer/wizard 8, walker in the wastes 8
Components: V, S, XP
Casting Time: 10 minutes (see text)
Range: 1 mile/level
Area: 1 mile/level radius, centred on you
Duration: 4d12 weeks
Saving Throw: None
Spell Resistance: No

You change the weather to a state of permanent sweltering heat and wind. It takes 10 minutes to cast the spell and an additional 10 minutes for the effects to manifest themselves. The current, natural weather conditions are determined by the DM. You then choose what conditions you want to manifest; the strength of the dustbowl depends on the existing climate and season of the area.

Season   Possible Weather
-----------------------------------------------------------------------
Spring   Frequent duststorms, daily heat
Summer   Constant duststorms, occasional sandstorms, severe heat
Autumn   Frequent duststorms, daily heat
Winter   Moderate temperatures, occasional thunderstorms, constant rain   
Daily wind and temperature adjustment during a dustbowl are determined using the table below. Add +8 to the roll when cast during summer, +4 in spring or autumn, –2 in winter, +2 for a hot climate, –2 for a temperate climate, and –6 for a cold climate. Roll separately for wind and temperature. The temperature and wind shown are the maximum possible for the day; at your option, there can be less wind or temperature.

d20 Roll    Temperature Adjustment           Amount of Wind
0 or less   -10 degrees                      Weak (0–10 mph)
1—5         0   degrees                      Weak (0–10 mph)
6—10        +10 degrees                      Moderate (11+ mph)
11—15       +20 degrees                      Moderate (11+ mph)
16—20       +30 degrees                      Strong (21+ mph)
21—25       +40 degrees                      Strong (21+ mph)
26+         +50 degrees                      Very strong (31+ mph)

You control the general tendencies of the weather, such as the direction and intensity of the wind. When you select a certain weather condition to occur, the weather assumes that condition 10 minutes later (changing gradually, not abruptly). The weather continues as you left it for the duration, or until you use a standard action to designate a new kind of weather (which fully manifests itself 10 minutes later).
XP Cost: 100 XP.

Rejuvenate
Transmutation
Level: Clr 6, Drd 5
Components: V, S, M
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Area: Circle of ground extending out to range
Duration: Instantaneous
Saving Throw: None
Spell Resistance: None 

Ash and dust is whirled up into the air and takes on a bright green glow, resembling that of fireflies. As they fall on the sterile land, the ground feels soft and moist once more.  You grant the ability to support vegetation to an area of ground. In the case of ground made sterile by defiler magic, rejuvenate dispels the ground’s sterility, making it immediately capable of supporting vegetation. A circle of ground extending out from you is enriched and moistened, and a blanket of fine grass appears instantly. The soil and grass are not magical, however, and are subject to normal weather conditions. However, the grass will survive for at least a week, even in the worst of weather. The spell may also be cast on any ground short of solid rock. If cast on an area that can already support plant life, rejuvenate increases the ground’s fertility as the enrichment effect of the spell plant growth, and the range is a half mile.
Material Component: A seed (any kind) and a drop of water.

Summon Blighted One I
Conjuration (Summoning)
Level: Blightlord 1
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One or more creatures, no two of which can be more than 30 ft. apart
Duration: 1 round/level (D)
Saving Throw: None
Spell Resistance: No

This spell summons a blighted animal, plant, or vermin of appropriate CR, as described below (Ignore the blightspawned template when choosing which CR is appropriate). It appears where you designate and acts immediately, on your turn. It attacks your opponents to the best of its ability. If you can communicate with the creature, you can direct it not to attack, to attack particular enemies, or to perform other actions. A summoned creature cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a porpoise may only be summoned in an aquatic environment.

Summon Blighted One CR table

Spell Level    Summon CR   Summon 1d3 CR   Summon 1d4+1 CR
––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
1              1/2         N/A             N/A
2              1           1/2             N/A
3              2           1               1/2
4              3           2               1
5              5           3               2
6              7           5               3
7              8           6               4
8              9           7               5
9              11          9               7

Summon Blighted One II
Level: Blightlord 2

As Summon Blighted One I

Summon Blighted One III
Level: Blightlord 3

As Summon Blighted One I

Summon Blighted One IV
Level: Blightlord 4

As Summon Blighted One I

Summon Blighted One V
Level: Blightlord 5

As Summon Blighted One I

Summon Blighted One VI
Level: Blightlord 6

As Summon Blighted One I

Summon Blighted One VII
Level: Blightlord 7

As Summon Blighted One I

Summon Blighted One VIII
Level: Blightlord 8

As Summon Blighted One I

Summon Blighted One IX
Level: Blightlord 9

As Summon Blighted One I

Dust Domain
Granted Power: Rebuke or command dustform creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. You also gain damage reduction 2/- against desiccation damage.

Dust Domain Spells
1st: Halo of Sand
2nd: Haboob
3rd: Animate Dustform
4th: Choking Sands
5th: Desiccate, Mass
6th: Sandstorm
7th: Awaken Sand
8th: Horrid Wilting
9th: Dustbowl

39
Non-Arhosan Material / Parasite [Wasteland PrC]
« on: June 22, 2017, 07:01:04 AM »
Parasite
"Pain, both your own and that of others, is a threshold you must overcome."
 – Gorgatohr, Human Parasite
 
Parasites are magic-users who have discovered how to utilize the life force of animals, intelligent beings, and even themselves, to power their magic. This is not without consequences, for Parasites cause animals and people to be nervous in their presence. To command their magics and cannibalize their own bodies, a Parasite needs physical stamina. Some sages claim the methods used by Parasites are similar to that of the ritual magic wielded by martyrs, however the only similarity is the use of life force from living beings to power spells. Parasites are but dabblers in their field compared to the depth of sacrifice a martyr undergoes.
 
Becoming a Parasite
Parasites can be found anywhere. Some are loners, practicing their art in secrecy, while others seek employment and safety in organizations and groups that ask few questions.
 
Table 1: The Parasite
Hit Die: d4

Level  BAB    Ref   Fort  Will   Special Abilities             Casting
–––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––––
  1    +0     +0    +0    +2     Tainted Aura, Life-draining   +1 Casting
  2    +1     +0    +0    +3     Cannibalize                   +1 Casting
  3    +1     +1    +1    +3     Twinned Power                 +1 Casting


Class skills (2 + Int modifier per level): Bluff (Cha), Concentration (Con), Craft (Int), Decipher Script (Int), Disguise (Cha), Intimidate (Cha), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
 
Requirements:
Skills: Concentration 8 ranks, Knowledge (arcana, religion, or nature) 8 ranks, Spellcraft 5 ranks. 
Feats: Great Fortitude. 
Spells: Able to cast 2nd level spells.
Alignment: Nongood.
               
Class Features
Text
  • Casting: The Parasite increases all casting features as if the character had gained a level in the appropriate class at each indicated level.
  • Tainted Aura: The Parasite is tainted by her magical ways in such a manner that it is noticeable. People feel uncomfortable and wary when she is present and animals whimper when she approaches. The Parasite suffers a -2 circumstance penalty to Bluff, Diplomacy, Gather Information and Handle Animal checks for every level of Parasite gained. She receives a similar circumstance bonus to Intimidate checks. The tainted aura has a range of 5 feet per Parasite level.
  • Life-draining (Ex): Living beings caught in the Parasite’s defiling or preserving radius suffer 2 points of damage per level of the spell being cast, but plant life (aside from plant creatures) are unaffected. Plant creatures take double the damage from life-draining. Instead of the Terrain Modifier table presented above, a Parasite uses the Creature Modifiers table from below.
  • Cannibalize (Ex): The Parasite can cannibalize her own life force to power her spells. When casting a spell, a Parasite can choose to cannibalize herself instead of draw energy from her preserving or defiling radius. She takes 1d8+1 damage per spell level of the spell cast. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.
  • Twinned Power (Ex): By both cannibalizing herself and draining energy from the land around her, a Parasite can boost her spells to heights other casters could never manage. While casting a spell, the Parasite can increase her caster level by one in exchange for 1d8 points of damage, or by two in exchange for 3d8 points of damage, or by three in exchange for 5d8 points of damage. This damage ignores temporary hit points and any means of damage prevention or redirection, but does not cause a concentration check during casting. This requires no extra actions as part of casting a spell.
Table 1: Creature Modifiers

Creatures in Radius    DC Modifier   Caster Level Modifier
----------------------------------------------------------
0                      Spell Fails   Spell Fails
1                      –2            –2
2-3                    –1            –1
4-5                    +0            +0
6-7                    +1            +1
8+                     +2            +2

40
Non-Arhosan Material / Master of Dust [Wasteland PrC]
« on: June 22, 2017, 06:57:11 AM »
Master of Dust
"They breed but to be killed"
- Lanlinariu, Elven Master of Dust

Text

Becoming a Master of Dust
Text

Table 1: The Master of Dust
Hit Die: d8


Level  BAB    Ref   Fort  Will   Special Abilities                  Spellcasting
----------------------------------------------------------------------------------
  1    +0     +0    +2    +2     Animate Dustform, Cinder Mastery   ---
  2    +1     +0    +3    +3     Breath of Desiccation              +1 Caster Level 
  3    +2     +1    +3    +3     Dustform Feat                      +1 Caster Level 
  4    +3     +1    +4    +4     Lesser Mastery of Dust             +1 Caster Level 
  5    +3     +1    +4    +4     Memories of Ash                    +1 Caster Level 
  6    +4     +2    +5    +5     Dustform Feat                      +1 Caster Level 
  7    +5     +2    +5    +5     Drift Magic                        +1 Caster Level 
  8    +6     +2    +6    +6     Greater Mastery of Dust            +1 Caster Level 
  9    +6     +3    +6    +6     Dustform Feat                      +1 Caster Level 
  10   +7     +3    +7    +7     One With Dust                      +1 Caster Level


Class skills (4 + Int modifier per level): Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (arcana, geography, local, nature) (Int), Listen (Wis), Profession (herbalist) (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str)

Requirements:
Skills: Knowledge (arcana) 8, Knowledge (nature) 8, Survival 8
Spells: Must be able to cast Animate Dustform
Feats: Dustcrafter
             
Class Features
Text
  • Spellcasting: The Master of Dust increases his caster level as if the character had gained a level in the class used to enter Master of Dust at each indicated level.
  • Cinder Mastery (Su): Beginning at first level, and every 3 levels thereafter, the amount of dustform a Master of Dust can control increases by 1x HD, so at level 1 he may control 3x HD, at level 4 4x HD, at level 7 5x HD, and 6x at 10th level.
  • Animate Dust (Sp): Twice per day, the Master of Dust may cast Animate Dustform as a spell-like ability.
  • Breath of Desiccation (Su): The Master of Dust has learned how to spew a desiccating 60 ft. cone of ash, salt, and dust as a standard action every 1d4 rounds. It deals 1d8 desiccation damage per character level, reflex of 10 + 1/2 character level + charisma for half. This counts as a breath weapon for purposes of all prerequisites.
  • Dustform Feat (Ex): At 3rd, 6th, and 9th level, the Master of Dust chooses a Dustform feat as a bonus feat.
  • Memories of Ash (Ex): When creating a dustform creature, the Master of Dust no longer removes that creature's special attacks.
  • Lesser Mastery of Dust (Ex): A Master of Dust has focused his whole being on creating the perfect dustform creatures, and has learned to use his skills to create additional benefits for his children. These bonuses apply to every dustform creature the Master of Dust has created, provided he had the applicable feat when he created that creature.
    • Ashen Cauldron: The dustform breath weapon now deals 1d6 per hit dice, instead of 1d6 per 2 hit dice, and increases its range to 30 ft.
    • Choking Collapse: The Fortitude save is increased to DC 10 + 1/2 hit dice + charisma modifier if higher than DC 15.
    • Deadly Parch: Dustform creatures now heal 1 hit point for every 3 points of desiccation damage they do.
    • Improved Adhesion: Dustform creatures can no longer be destroyed by dissolution, and gain fast healing 1 in any dry environment.
    • Resilient Form: The damage reduction doubles to 6/magic and bludgeoning.
    • Thickened Dust: The dustform creature adds its Charisma modifier to its Reflex and Fortitude saves (minimum of a +2 bonus).
  • Drift Magic (Su): The Master of Dust gains Drift Magic (Sandstorm, p49) as a bonus feat.
  • Greater Mastery of Dust (Ex): A Master of Dust now understands how to perfect his dustform creations. These bonuses apply to every dustform creature the Master of Dust has created, provided he had the applicable feat when he created that creature.
    • Ashen Cauldron: Whenever a dustform creature uses its breath weapon, the squares affected by the cone are thereafter treated as shallow sand (Sandstorm, p18). Its range increases to 60 ft.
    • Choking Collapse: When struck by a melee attack, a dustform creature releases a burst of dust that fills every square adjacent to it for one round, obscuring all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment, while creatures farther away have total concealment.
    • Deadly Parch: Any creature struck by two or more desiccating natural attacks in a round must make a DC 10 + 1/2 hit dice + charisma modifier fortitude save or become dehydrated (Sandstorm, p15).
    • Improved Adhesion: The dustform creature now gains bonus hit points based on its size. See the table below.
    • Resilient Form: The damage reduction doubles again, to 12/magic and bludgeoning.
    • Thickened Dust: The dustform creature can engulf creatures one or more size categories smaller if it successfully hits with its slam attack. As part of hitting the target, the dustform creature moves into its square if desired. Creatures must make a DC 10 + 1/2 hit dice + strength modifier reflex save to avoid being engulfed. Engulfed opponents are considered grappled and are trapped within the dustform creature's body. The dustform creature deals 1d6+3 points of damage to trapped opponents each round after the one in which it engulfed them. Opponents that need to breathe risk suffocation.
  • One With Dust (Su): At 10th level, the Master of Dust becomes a dustform creature. His type changes to construct (recalculate hit dice), he increases (or gains if he did not have one before) his natural armour score by +5, gains +4 Strength, gains blindsight out to 60 ft., and gains damage reduction 10/magic. In addition, if the Master of Dust lies beneath the surface of the wastes, he regrows severed bodyparts, mends broken bones, and restores ruined organs as though a regenerate spell had been cast upon him. The dust must be at least deep enough, and occupy a large enough area, to cover all but his face. He can use this ability once per day.

 Dustform Size   Bonus Hit Points
 --------------------------------
 Small           10
 Medium          20
 Large           30
 Huge            40
 Gargantuan      60
 Colossal        80


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