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Topics - Garryl

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41
Garryl's Germinations / [3Psi] Powers - Updated Powers
« on: June 25, 2017, 02:21:32 AM »
Updated Powers
Powers based on the following sources:
Quote from: Expanding Your Mind: Thirteen New Slightly Evil Powers and More..., http://archive.wizards.com/default.asp?x=dnd/pse/20030628a
Vile Damage

(From the Book of Vile Darkness, page 34.)

Vile damage, like regular damage, results in the loss of hit points or ability score points. Unlike regular damage, vile damage can be healed only by magic cast within the area of a consecrate or hallow spell. Vile damage represents such an evil violation to a character's body or soul that only in a holy place can healing magic repair the damage.

Vile Displays

Normal psionic powers create various "displays" when they are manifested. However, some of the slightly darker powers create horrifying displays that show off the dreadful nature of the manifester. Some examples of vile displays may include the following:

    Auditory (Au): A dreadfully shrill death scream, rattling chains, or eerie howling winds that echo dissonantly.

    Material (Ma): Instead of an area being briefly slicked in goo, the area is slicked in bubbling pools of thick black tar or even sickening pools of blood.

    Mental (Me): Minds that notice the mental displays view a glimpse of absolute and personal fear taken form that sends shivers up their spine.

    Olfactory (Ol): The scent of rotted, decaying, or burning flesh fills the area.

    Visual (Vi): Instead of a rainbow or harmless light, a creeping mist or an eerie crimson light appear and the manifester's eyes burn may burn with crimson or an unwholesome green fire.

Psion Powers
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Psion Discipline Powers
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Psychic Warrior Powers
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Brittle Psyche
Telepathy [Mind-Affecting]
Level: Psychic Warrior 4, Telepath 3
Display: Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: None or Will negates; See text
Power Resistance: Yes
Power Points: Psychic Warrior 7, Telepath 5

The affected creature suffers a -2 morale penalty on attack rolls, weapon damage rolls, and saving throws. Creatures with 10 or more Hit Dice can avoid this effect with a successful Will save. Creatures with less than 10 Hit Dice get no saving throw to reduce the initial effect. Creatures who succeed at their first save are immune to the further effects of the power.

Furthermore, when the affected creature takes damage during a round, the penalties increase. At the beginning of each of the subject's turns, it must make an additional saving throw if it has taken any damage since the beginning of its previous turn. on a failed saving throw, the morale penalty increases by an additional -2. Successfully making a saving throw prevents the penalty from increasing but does nothing to prevent the penalty from increasing next round, nor does it rid the creature of penalties already accrued.

Augment: For every additional power point that you spend, the number of hit dice required to get a saving throw against this power's initial effect increases by 1. For every 2 power points spent this way, this power's save DC increases by 1.



Burning Blood
Psychokinesis [Evil]
Level: Psion 5
Display: Vi (see text)
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: 1 living creature at a time
Duration: Concentration, up to 1 round/level
Saving Throw: Fortitude negates (see text)
Power Resistance: Yes
Power Points: 9

Similar to matter agitation, you excite the blood of a living creature, heating it to the point of combustion over time. The subject of this power receives a Fortitude save to avoid the effect. If the save succeeds, it cannot be affected by this manifestation of the power, otherwise the subject's blood begins to heat up. If you shift your focus to another subject (normally a move action), the first subject's blood cools and the second subject begins to heat up. You automatically lose concentration if the subject leaves the power's range.

1st Round: The creature's blood heats up, causing 2d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 1 point of Strength damage.

2nd Round: The creature's blood boils, causing 3d6 points of fire damage. The creature must also make an additional Fortitude save to avoid taking 2 points of Strength damage.

3rd Round: The creature's blood ignites, causing 4d6 points of fire damage and 1d4+1 points of Strength damage. The creature must also make an additional Fortitude save or fall unconscious for as long as the power affects the creature.

4th+ Round: For every round of concentration beyond the 3rd, the subject takes 1d6 points of fire damage, since its blood continues to burn, and 1 point of Strength damage. The creature must also make an additional Fortitude save each round to avoid falling unconscious for as long as the power affects the creature.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the damage dealt each round by this power increases by 1, and the Strength damage dealt in the 3rd round increases by 1. Every 2 power points spent this way also increases this power's save DC by 1.
  • For every 4 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.
  • If you spend 2 additional power points, this power's range becomes medium (100 ft. + 10 ft./level).



Darkness Cloak
Clairsentience [Darkness]
Level: Psion 4, Psychic Warrior 4
Display: Vi
Manifestation Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 10 minutes/level
Saving Throw: Will negates (harmless)
Power Resistance: Yes (harmless)
Power Points: 7

This power shrouds the subject in an aura of shadow. This aura grants the recipient a +5 deflection bonus to Armor Class. The subject sees through the cloak as though it did not exist and is also afforded darkvision with a range of 60 feet. Finally, the subject gains a +2 bonus on saving throws against any light powers or effects.

Augment: For every 4 additional power points that you spend, the deflection bonus to Armor Class granted by this power increases by 1.



Discover Truth
Clairsentience
Level: Psion 2
Display: Au
Manifestation Time: 1 standard action
Range: Touch
Target: One creature
Duration: Instantaneous
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This subtle power uses the subject's memories to uncover hidden truths. When activated, the subject can visualize a specific 30-second period of time that he remembers. The subject sees not what he remembers but rather what was truly there. In the subject's memory, invisible creatures and objects can be seen, and illusions have no effect. For discover truth to work, the time period recalled must have occurred at least 24 hours before the power's activation.

Augment: For every 2 additional power points you spend, length of time that the subject can remember increases by 30 seconds and the save DC increases by 1.



Distraction
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

This power affects the mind of the subject, clouding his anticipation of attacks and disrupting his ability to focus on an attacker. The subject suffers a -2 circumstance penalty to its Armor Class, and it can be affected by Sneak Attack, Sudden Strike, and other abilities as though it was denied its Dexterity modifier to its Armor Class.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, the subject also provokes an attack of opportunity from all creatures that threaten it if it fails its saving throw against this power as you manifest it.
  • For every 2 additional power points that you spend, the circumstance penalty to the subject's Armor Class increases by -1.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Ectoplasmic Mist
Metacreativity
Level: Psion 2
Display: Ma, Ol
Manifestation Time: 1 full-round action
Range: Medium (100 ft. + 10 ft./level)
Effect: Cloud that spreads in 20-ft. radius, 20 ft. high
Duration: 10 minutes/level
Saving Throw: None; Will negates; Reflex half; See text
Power Resistance: No
Power Points: 3

You call forth a deep purple mist of ectoplasm that billows out from the point you designate. The mist obscures all sight, including darkvision, beyond 5 feet. A creature within 5 feet has concealment (attacks suffer a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker can't use sight to locate the target). A moderate wind (11+ mph) disperses the mist in 4 rounds; a strong wind (21+ mph) disperses the mist in 1 round. The power does not function underwater.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 2 additional power points, this power gains the [Evil] descriptor and anyone in the area takes 1d6 points of vile damage per round. A successful Will save negates the damage for the round for that creature, but provides no protection against damage in future rounds, nor does it allow the creature to see through the mist.
  • If you spend 4 additional power points, this power gains the [Fire] descriptor and the mist that it creates bursts into flames 3 rounds after you manifest this power. This burst of flame instantly deals 6d6 points of damage to all creatures within the mist (Reflex half), but burns up and dissipates the mist at the end of the round. For each additional power point you spend beyond that, the ectoplasmic mist smolders for an additional round instead of dissipating, dealing another 2d6 points of fire damage to those within (no save).
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.



Fairy Tale
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: Concentration + 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

Where illusions create images or sounds that do not exist, fairy tale causes its target to believe that something that does or did exist is merely imaginary. The caster chooses one object that becomes imaginary in the mind of the subject. The target acts as though any memories or appearances of the chosen object of creature are merely caused by her imagination.

Because the mind is very hard to influence in this way, the use of fairy tale is difficult. The target can avoid the power's effects with a successful Will save. Furthermore, even if the target fails her saving throw, each time she is exposed to the "imaginary" object, she gets another saving throw. The DM has the final word on what circumstances allow the target an additional saving throw. Any time the target of fairy tale is attacked by the object she believes to be imaginary, the effect automatically ends. Also, if the target comes in physical contact with the "imaginary" object or creature, the effects of fairy tale end.

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the duration of this power is permanent instead of Concentration + 1 round/level. It can still end if the subject is exposed to an "imaginary" object.
  • For every 2 additional power points that you spend, you can cause the target to believe that an additional object or thing is imaginary. After failing the initial saving throw, a successful Will save after being exposed to an "imaginary" object only ends this power with respect to that object.
  • For every 3 additional power points that you spend, you can affect one additional creature with this power. Each creature to be affected must be within 15 feet of every other creature to be affected when this power is manifested. Each creature treats the same objects as being imaginary.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Find the Heart
Clairsentience
Level: Psychic Warrior 2, Seer 2
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Saving Throw: None
Power Resistance: No
Power Points: 3

Find the heart gives its user an intuitive feel for striking a creature's anatomy. Using this insight allows you to make more precise, damaging strikes. This power grants you the equivalent of +2d6 Sneak Attack damage, as the Rogue ability. Unlike the actual Rogue ability, this bonus damage only applies to melee attacks. If you already have the Sneak Attack ability from another source, the bonus damage stacks when both apply.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 6 additional power points, you can manifest this power as a swift action.
  • For every 3 additional power points that you spend, you gain an additional +1d6 melee Sneak Attack damage.



Multiply Pain
Telepathy [Mind-Affecting]
Level: Psion 2
Display: Me
Manifestation Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One living creature
Duration: 1 minute/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 3

This power causes the subject to believe that any wounds it suffers while this power is in effect are worse than they actually are. This belief so strong that the sheer mental stress causes the subject to suffer physically, taking an additional 1d6 points of nonlethal damage for each attack against it that causes damage, once per round.

Augment: You can augment this power in one or both of the following ways:
  • For every 2 additional power points you spend, the number of times per round that the subject can suffer additional damage increases by 1 and this power's save DC increases by 1.
  • For every 2 additional power points you spend, this power can affect a secondary target. Any secondary target cannot be more than 15 feet from another target of the power.



Narrow Thoughts
Telepathy (Compulsion) [Mind-Affecting]
Level: Psion 1
Display: Vi, Au
Manifestation Time: 1 standard action
Range: Short (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Power Resistance: Yes
Power Points: 1

Like its counterpart distraction, narrow thoughts affects the subject's ability to concentrate on combat. However, where distraction dulls the perceptions and focus of the target, narrow thoughts heightens the subject's awareness of a single foe.

A creature affected by narrow thoughts must choose one visible creature that it considers an enemy to focus on when the power is manifested. For the duration of the power, the subject's Dexterity bonus, dodge bonuses, and shield bonus to AC apply only when attacked by the chosen enemy. Furthermore, the subject gains an additional +2 dodge bonus to AC against the chosen enemy. If the subject's chosen enemy is killed, destroyed, flees the battle, surrenders in a manner that the subject trusts to be genuine, or is otherwise rendered unable to hurt the subject, this power immediately ends.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 4 additional power points, you can choose which creature the subject focuses on when you manifest this power. The chosen creature must be a valid option that the subject could have chosen.
  • For every 2 additional power points that you spend, the subject also suffers a -1 circumstance penalty to its Armor Class, even against the creature that it focuses on.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power’s save DC increases by 1.



Psionic Armor
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 set of crystal armor or a crystal shield you possess
Duration: 1 minute/level
Power Points: 1

You infuse a set of crystal armor or a crystal shield with psionic energy. The item gains one or more special psionic abilities it does not currently have. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal.

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.



Psionic Weapon
Metacreativity
Level: Psion 1, Psychic Warrior 1
Display: Vi, Au, Me
Manifestation Time: 1 round
Range: Touch
Target: 1 crystal weapon you possess
Duration: 1 minute/level
Power Points: 1

You infuse a crystal weapon with psionic energy. The item gains one or more special psionic abilities it does not currently have from the appropriate table. A given item can only gain abilities appropriate to its type. Only abilities that are priced as an equivalent enhancement bonus and that require the Craft Psionic Arms and Armor feat can be added. You select the abilities when the power is manifested. The total number of abilities that can be selected cannot exceed one and the total market modifier of the selected abilities cannot exceed +1. The total market modifier of all bonuses and special abilities of the item cannot exceed +10. You can only infuse a given ability once per day, no matter how many times you manifest this power or how many crystal items you use it on. This power only affects items made of crystal and similar substances, such as deep crystal. If you possess a mind blade, you can affect your own mind blade with this power as though it was made of crystal, and the limit of the total market modifier of all bonuses and special abilities does not count the bonuses and special abilities of your mind blade that you gain as class features.
   Alternatively, you can affect up to fifty crystal arrows, bolts, bullets, or other units of ammunition. The projectiles must be of the same type, and they have to be together (such as in the same quiver). Projectiles, but not thrown weapons, lose their abilities when used. (Treat shuriken as projectiles, rather than thrown weapons, for the purpose of this power.) If you possess the ability to create mind arrows, you can choose to affect the next fifty of them that you would create as though they were made of crystal and were together, even though they don't exist yet. (The duration of this power counts from when you manifest it, not from when you create the mind arrows.)

Augment: You can augment this power in one or both of the following ways:
  • If you spend 3 additional power points, the duration of this power becomes 10 minutes per level. If you instead spend 6 additional power points, the duration becomes 1 hour per level instead.
  • For every 3 additional power points that you spend, the maximum number of abilities that you can add at once increases by 1.
In addition, for every 3 additional power points you spend to achieve any of these effects, the total market modifier of the abilities you add increases by +1.



Scream of Death
Psychokinesis [Death, Evil, Sonic]
Level: Psion 9
Display: Au
Manifestation Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature/level all unattended objects, and all undead creatures within a 30-ft-radius spread, centered on you
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 17

You release a terrible scream of negatively charged sonic energy that kills living creatures (except for yourself). Creatures closest to the point of origin are affected first. Creatures who successfully make their initial Fortitude save to avoid death, as well as unattended inanimate objects, still suffer 3d6 points of vile damage, as unseen razor sharp claws rip and tear at them relentlessly, rending large swatches of flesh from living victims. Damage dealt this way ignores hardness.

If the damage caused to an interposing barrier shatters or breaks through it, the sound may continue beyond the barrier if the power's range permits; otherwise, it stops there just as any other power effect does.

The negative energy of this power also rebukes undead creatures, causing them to cower in fear. Undead in the area may be rebuked. You make a turning check to rebuke them as a cleric of 2 levels lower than your manifester level. You cannot control undead through this power unless you have the ability to rebuke and control undead through other sources, in which case your normal limitations for controlling undead from those abilities apply.

Augment: For every 2 additional power points you spend, this power’s damage increases by 1d6 points and its save DC increases by 1.



Synaptic Shock
Psychometabolism
Level: Psion 1, Psychic Warrior 1
Display: Vi, Me
Manifestation Time: 1 standard action
Range: Touch
Target: One living creature touched
Duration: Instantaneous
Saving Throw: Fortitude partial (see text)
Power Resistance: Yes
Power Points: 1

This power shrouds your hand in a shimmering violet radiance that can cause synaptic damage to living opponent. A successful melee touch attack overloads synapses in the subject's body, causing 1d6 points of nonlethal damage and 2 points of Constitution damage. If the subject succeeds at a Fortitude save, it does not suffer any Constitution damage.

Augment: You can augment this power in one or more of the following ways:
  • For every additional power point that you spend, the nonlethal damage dealt by this power increases by 1d6. If you spend at least 4 additional power points this way, the damage dealt by this power becomes lethal damage instead of nonlethal.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, all Constitution damage and lethal damage it deals (if any) is considered vile damage, and a successful saving throw does not prevent the Constitution damage.
  • If you spend 2 additional power points, this power gains the [Evil] descriptor, causes 2d6 additional points of damage, and causes the subject to be dazed for 1d3 rounds on a failed Fortitude save, but it does not cause any Constitution damage.
In addition, for every 2 additional power points you spend to achieve any of these effects, this power's save DC increases by 1.



Targeted Mind
Clairsentience [Mind-Affecting]
Level: Psion 2, Psychic Warrior 2
Display: Vi
Manifestation Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One living creature with an Intelligence score
Duration: 1 round/level
Saving Throw: None
Power Resistance: Yes
Power Points: 3

You can pinpoint the location of a creature by knowing the location of its mind. The creature loses any concealment bonus it might have had. You must be able to perceive the creature initially when manifesting this power. If the target moves out of your line of sight after being targeted, you still know where it is. If the creature becomes immune to mind-affecting powers, this power ends. If the creature moves out of range, the power ends.

Augment: If you spend 6 additional power points, the duration of this power becomes 1 hour per level and it does not end if the subject moves out of range. You cannot pinpoint a creature on another plane, but you can tell what plane it is on.



Vile Claw
Psychometabolism [Evil]
Level: Psion 3, Psychic Warrior 3
Display: Vi, Ma
Manifestation Time: 1 standard action
Range: Personal
Target: You
Duration: 1 hour/level
Power Points: 5

Your fingers grow into long, dark talons that drip with ichor. The power grants you a natural claw attack with a base damage of 1d8 for a medium creature. You can use this claw attack with any free hand, but you can only make attacks as though you had one claw (you can use other claw attacks and take advantage of bonus attacks with this claw as normal).

Augment: You can augment this power in one or more of the following ways:
  • If you spend 2 additional power points, the base damage of the claw increases by one step and it causes 1 point of Constitution damage on each hit.
  • If you spend 2 additional power points, the base damage of the claw increases by one step and the damage it causes is considered vile damage.
  • If you spend 6 additional power points, the claw becomes semimaterial when you attack with it, allowing you to use it as an incorporeal touch attack instead of as a normal claw, whichever is more beneficial.



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42
Garryl's Germinations / [3Psi] Prestige Class - Truth Seeker
« on: June 25, 2017, 02:20:54 AM »
Truth Seeker prestige class
Based on The Splintered Mind: Rebels of the Scarlet Brotherhood, by Jesse Decker, Will McDermott, & Stephen Schubert, published 06/23/2002, originally appeared in Dragon Magazine #281.

   Alignment: Any non-evil.
   Base Attack Bonus: +5.
   Feats: Improved Unarmed Strike, Combat Reflexes.
   Skills: Diplomacy 8 ranks, Sense Motive 4 ranks.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Power
Points
Per Day

Powers
Known
Maximum
Power
Level
1+0+2+0+2Monk Abilities, Share Mind111st
2+1+3+0+3Share Mind (AC bonus +1)321st
3+2+3+1+3Psychoanalyst632nd
4+3+4+1+4Share Mind (Cannot be flanked)1042nd
5+3+4+1+4Share Mind (AC bonus +2)1553rd
6+4+5+2+5Share Mind (Attack bonus)2363rd
7+5+5+2+5Inquisitor3174rd
8+6+6+2+6Share Mind (Swap initiative)4384th
9+6+6+3+6Share Mind (AC bonus +3)5595th
10+7+7+3+7Share Mind (Grant share mind)71105th

Class skills (4 + Int modifier per level): Concentration, Diplomacy, Disguise, Forgery, Knowledge (local), Knowledge (nobility and royalty), Knowledge (psionics), Listen, Psicraft, Sense Motive.

Weapon and Armor Proficiency: As a truth seeker, you gain no new weapon or armor proficiencies.

Monk Abilities: Your truth seeker class levels stack with your monk levels for the purpose of determining your unarmed damage, or with levels in other classes that grant that ability as a monk. Your class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on. If you lack any levels in monk or similar classes, you instead gain the unarmed damage of a monk of your truth seeker level.

Power Points/Day: As a truth seeker, your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on the table above. In addition, you receive bonus power points per day if you have a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). Your race may also provide bonus power points per day, as may certain feats and items. If you have power points from a different class, those points are pooled together and usable to manifest powers from either class.

Powers Known: As a truth seeker, you learn one power of your choice at 1st level. At every class level after 1st, you unlock the knowledge of new powers.

As a truth seeker, you choose your powers from the psion power list, the psion (seer) power list, and the psion (telepath) power list, but only those of the Clairsentience or Telepathy disciplines. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow you to learn powers from the lists of other classes and from other disciplines.) You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against your truth seeker powers is 10 + the power’s level + the your Wisdom modifier.

Maximum Power Level Known: As a 1st level truth seeker, you gain the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

To learn or manifest a power, you must have a Wisdom score of at least 10 + the power’s level.

Share Mind (Ps): Truth seekers have the ability to connect to other minds and share thoughts and senses. Once per class level per day, you can create a lesser mindlink with one willing target. This functions as the mindlink power with a manifester level equal to your truth seeker manifester level, except that it can never be augmented. You can maintain share mind with only one creature at a time.

In addition to the mindlink, you (not your partner) gain some advantages, based on your level:
  • At 1st level, you tap into the emotions of your partner's mind. As a result, you gain any morale bonus or penalty that affects your partner.
  • At 2nd level, the additional awareness of your partner's mind gives you a +1 insight bonus to AC. This bonus increases to +2 at 5th level and to +3 at 9th level.
  • At 4th level, you gain even greater perception of your surroundings and cannot be flanked, provided you and your partner are within line of sight. You can still be flanked by a rogue of four levels higher than your character level.
  • At 6th level, by understanding how your partner is moving, you gain a +2 insight bonus to attack rolls against any target that both you and your partner threaten.
  • At 8th level, you can communicate to such a degree with your partner's mind that you are able to act when your partner would normally act, or cause your partner to act more quickly. Once during the duration of any share mind, your can swap initiatives with your partner. This must be declared at the beginning of a round, before anyone has acted, and your partner must be willing.
  • At 10th level, you can filter information back to your partner, bestowing any of the above abilities onto your partner, who acts as if he had used share mind on you. This ability lasts for 1 minute and can be used once per day. It can be activated as a free action.

You gain these benefits whenever a mindlink is established between you another willing creature, regardless of whether or not it came from your share mind ability or even if it was you who manifested it. If you are already mindlinked with another creature when a new mindlink is established, you must choose whether to maintain your original partner or switch to the new linked creature. You can only have one partner at any given time.

Psychoanalyst (Su): Beginning at 3rd level, you gain a +2 bonus to Diplomacy, Bluff, Intimidate, and Charisma checks (but not other Charisma-based skill checks), but only while you maintain your psionic focus.

Inquisitor: You gain the Inquisitor feat as a bonus feat at 7th level, even if you do not qualify for it.



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Garryl's Germinations / [3Psi] Prestige Class - Shadow Mind
« on: June 25, 2017, 02:17:53 AM »
Shadow Mind prestige class
Based on The Mind's Eye: Shadow Mind (Prestige Class), by Mark A. Jindra and Scott Brocius, published 10/25/2002.

   Alignment: Any nongood.
   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Feats: Conjunctive Mind and at least one metapsionic feat.
   Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2Control Shadow, Subpsionic Feats+1 level of existing manifesting class
2+1+0+0+3Low-light Vision, Subpsionic Defense +1+1 level of existing manifesting class
3+1+1+1+3Subpsionic Power +1, Tainted Construction+1 level of existing manifesting class
4+2+1+1+4Subpsionic Shield+1 level of existing manifesting class
5+2+1+1+4Subpsionic Defense +2+1 level of existing manifesting class
6+3+2+2+5Subpsionic Power +2+1 level of existing manifesting class
7+3+2+2+5Darkvision, Dream Travel+1 level of existing manifesting class
8+4+2+2+6Greater Subpsionic Shield, Subpsionic Defense +3+1 level of existing manifesting class
9+4+3+3+6Shadow Body, Subpsionic Power +3+1 level of existing manifesting class
10+5+3+3+7Subpsionic Double+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Disguise, Hide, Knowledge (Psionics), Profession, Psicraft.

Weapon and Armor Proficiency: As a shadow mind, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of shadow mind to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became a shadow mind, you must decide to which class you add the new level of shadow mind for the purpose of determining power points per day, powers known, and manifester level.

Subpsionic Feats: You gain the Insidious Mind and Tenacious Mind feats as bonus feats.

Control Shadow (Ps): You learn the control light power as a 1st level power. Additionally, you can manifest the control light power as a psi-like ability a number of times per day equal to your shadow mind level. Whenever you manifest control light, it has the Darkness descriptor instead of the Light descriptor.

Low-light Vision (Su): You gain low-light vision at 2nd level if you don't already have it.

Subpsionic Defense (Ex): Beginning at 2nd level, you gain a +1 bonus on your saving throws against powers from the Psychometabolism, Psychoportation, or Psychokinesis disciplines. This bonus increases by +1 for every three shadow mind levels you possess beyond 2nd.

Tainted Construction: You gain the Tainted Construction feat at 3rd-level as a bonus feat if you know the astral construct power. If you don't know the astral construct power, you instead gain the Expanded Knowledge (astral construct) feat as a bonus feat.

Subpsionic Power (Ex): Beginning at 3rd level, you gain a +1 bonus to your manifester level when manifesting powers from the Metacreativity, Clairsentience, and Telepathy disciplines. This bonus increases by +1 for every three shadow mind levels you possess beyond 3rd. This stacks with the benefit granted by being a subpsionic character.

Subpsionic Shield (Su): Beginning at 4th level, you gain the ability to create a mobile disk of purple-black force as a swift action. This subpsionic shield is made up of shadowstuff and psychokinetic force and intercepts attacks, providing a +4 deflection bonus to your Armor Class and a 20% miss chance against attacks. You can see and reach through the shield and it moves out of the way when you attack, so it does not provide cover or concealment to opponents.

The subpsionic shield lasts 1 round per manifester level per day and need not be used all at once. Creating or dismissing a subpsionic shield is a swift action.

Darkvision (Su): Beginning at 7th level, you gain darkvision out to 60 feet.

Dream Travel (Ps): Beginning at 7th level, you gain the ability to use dream travel as a psi-like ability once per day. In addition, once you gain the ability to manifest 7th level powers, you learn the dream travel power as a 7th level power.

Greater Subpsionic Shield (Su): Beginning at 8th level, your mastery of the subpsionic shield improves. It also grants you power resistance of 12 + your manifester level.

Shadow Body (Ps): Beginning at 9th level, you gain the ability to use shadow body as a psi-like ability once per day. In addition, once you gain the ability to manifest 8th level powers, you learn the shadow body power as an 8th level power.

Subpsionic Double (Su): Once per day at 10th level, you can use a standard action to create a double of yourself within 30 feet woven from shadowstuff and psychokinetic force. The double looks, sounds, and smells like you and has your ability scores, base AC, hit points, saves, attack bonuses, natural attacks, senses, and movement modes, but no equipment. Any apparent clothing or equipment is nonfunctional and the double's aforementioned statistics are as you would be without your equipment. Similarly, it does not benefit from any powers or effects active on you, even though it appears to. The double mimics your actions (including speech) unless you concentrate on making it act differently (a free action, see below). It can attack your enemies if given a weapon or items (since it can use anything you can). It does not have any other abilities you possess, even though it appears to use them as you do.

You can see through the double's eyes and hear through its ears as if you were standing where it is, and during your turn you can switch from seeing through its eyes to seeing normally, or back again, as a free action. If you desire, any power you manifest whose range is touch or greater can originate from the double instead of from you. The double is quasi-real -- just real enough to manifest powers that you originate. You can use it to manifest powers on itself only if those powers affect non-living creatures.

Mentally commanding the double is a free action. Using it as the originator of a power counts as an action for you and the double (the same action as manifesting the power). You must maintain a line of effect to the double at all times. If your line of effect is obstructed, or you manifest a power that teleports or plane shifts you or your double but not both, the double is dismissed. Causing you or your double to leave the plane you share dismisses the double.

The double lasts 1 round per manifester level. The death of the double does not affect you or vice versa. The double still lasts to the end of its duration if you die, acting as you would were you still alive, including seeming to manifest illusionary powers. If the double dies before its duration ends, it acts as you would if you were dead (usually by slumping on the ground as a corpse).



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Garryl's Germinations / [3Psi] Prestige Class - Percipient
« on: June 25, 2017, 02:16:47 AM »
Percipient prestige class
Based on The Mind's Eye: The Percipient (Prestige Class), by Scott Brocius and Mark A. Jindra, published 10/24/2003.

   Manifesting: Must be able to manifest 3rd-level or higher powers.
   Feats: Alertness. Must also have any one of the following feats: Burrowing Power, Craft Universal Item, Improved Initiative, Inquisitor, or Opportunity Power.
   Skills: Intimidate 2 ranks, Knowledge (Psionics) 8 ranks, Spot 4 ranks.
   Special: Must perform the Ritual of the Oculist.

Ritual of the Oculist: Individual DMs should tailor the ritual to fit their campaign as far as gold piece expenditures and XP cost (it should have a negligible cost for 5th level characters, if any). It should be a psionic process that allows the character to grow a third eye.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2Foresight (-2), Low-Light Vision, Skill Bonus +2, Third Eye+1 level of existing manifesting class
2+1+0+0+3Insightful Precognition, Uncanny Dodge+1 level of existing manifesting class
3+1+1+1+3Skill Bonus +4, Vigilant Sight+1 level of existing manifesting class
4+2+1+1+4Foresight (+0), Mesmerizing Gaze+1 level of existing manifesting class
5+2+1+1+4Darkvision, Focused Eye, Skill Bonus +6+1 level of existing manifesting class
6+3+2+2+5Pain Gaze+1 level of existing manifesting class
7+3+2+2+5Auric Sight, Foresight (+2)  Skill Bonus +8+1 level of existing manifesting class
8+4+2+2+6Improved Uncanny Dodge+1 level of existing manifesting class
9+4+3+3+6Skill Bonus +10, True Sight+1 level of existing manifesting class
10+5+3+3+7Death Gaze, Foresight (+4), Gaze of Many+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Concentration, Craft (all skills, taken individually), Diplomacy, Intimidate, Knowledge (all skills, taken individually), Listen, Profession, Psicraft, Search, Sense Motive, Spot.

Weapon and Armor Proficiency: As a percipient, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of percipient to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an percipient, you must decide to which class you add the new level of percipient for the purpose of determining power points per day, powers known, and manifester level.

Foresight (Ex): Starting at 1st level, the you add a modifier to your initiative roll. Initially this is a -2 penalty due to the increased amount of information processed by your third eye, which includes occasional glimpses into the immediate future. As you gain levels as a percipient, you gain the ability to better deal with this increased information in tense situations. At 4th level this penalty is negated. At 7th level this becomes a +2 bonus. At 10th level this becomes a +4 bonus.

Low-Light Vision (Su): At 1st level, you gain low-light vision, or have your range tripled instead of doubled if you already possess it. This ability only functions while you maintain your psychic focus.

Skill Bonus (Ex): At 1st level, you gain a +2 bonus on Search and Spot checks. This bonus increases by +2 at every odd percipient level thereafter.

Third Eye (Ex): When you finish the ritual at 1st level, you grow a physical third eye. While this eye provides many benefits, you lose the ability to directly use any third eye psionic items. Instead, by meditating for 1 minute with a third eye item in your possession, you can transfer its enchantments into your own third eye. If you do not have any enchantments already in your third eye, the psionic item becomes a mundane gemstone suitable for re-enchantment into a new third eye item. Otherwise, it gains the enchantments already present in your eye as your eye takes on the item's original abilities. The enchantments in your third eye can be suppressed as a psionic item, but are maintained even if your face item slot is occupied, such as by goggles or a mask.

Insightful Precognition (Ex): Beginning at 2nd level, you gain an insight bonus to your Armor Class equal to one half your percipient level.

Uncanny Dodge (Ex): At 2nd level, you gain the uncanny dodge ability as the 2nd level barbarian ability.

Vigilant Sight (Su): Beginning at 3rd level, you gain blindsense out to 30 feet and blindsight out to 10 feet. These effects are based on your ability to read the psychic auras of your environment, so magical silence does not obstruct it. This ability only functions while you maintain your psychic focus.

Mesmerizing Gaze (Su): At 4th level, you learn the brain lock power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 1, it can target and affect any living creature independent of its type and the power's augmentation, and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Darkvision (Su): Beginning at 5th level, you gain darkvision out to 60 feet, or add 60 feet to your existing darkvision range. This ability only functions while you maintain your psychic focus.

Focused Eye (Ex): Beginning at 5th level, all powers from the Clairsentience discipline cost 1 less power point to manifest than normal, to a minimum cost of 1 power point.

Pain Gaze (Su): At 6th level, you learn the inflict pain power as a 2nd level power. When you manifest it against a living creature that can see you, it's save DC increases by 2 and it can affect creatures immune to mind-affecting effects. These benefits only apply against living creatures.

Auric Sight (Su): Beginning at 7th level, you can see psionic auras clearly. While you maintain your psychic focus, you are considered to be under the effects of the arcane sight spell.

Improved Uncanny Dodge (Ex): At 8th level, you gain the improved uncanny dodge ability as the 5th level barbarian ability.

True Sight (Ex): At 9th level, you learn the true seeing, psionic power as a 5th level power. It costs 1 less power point to manifest than normal, to a minimum cost of 1 power point. This benefit stacks with the one granted by your Focused Eye ability.

Death Gaze (Su): At 10th level, you learn the recall death power as an 8th level power. When you manifest it against a living creature that can see you, it can affect creatures immune to mind-affecting effects. This benefit only applies against living creatures.

Gaze of Many (Su): Starting at 10th level, your ability to channel certain psionic powers through your third eye increases. Whenever you manifest or concentrate upon brain lock, inflict pain, or recall death as a standard action against a living creature that can see you, you can manifest or concentrate upon one of the above powers (the same or a different one) against a living creature that can see you as a swift action in the same round, instead of as a standard action. You can do this for a number of rounds each day equal to your Wisdom modifier plus one (minimum once per day).



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Garryl's Germinations / [3Psi] Prestige Class - Kineticist
« on: June 25, 2017, 02:14:54 AM »
Kineticist prestige class
Based on The Mind's Eye: The Kineticist (Prestige Class), by Mark A. Jindra, published 03/28/2003.

   Alignment: Any chaotic.
   Manifesting: Must be able to manifest 3rd-level or higher powers. Must know at least one power that can have the energy descriptor of his or her favored type when manifested.
   Skills: Concentration 8 ranks, Knowledge (Psionics) 4 ranks, Psicraft 4 ranks.
   Feats: Must have damaged or destroyed a structure or object by the use of a power of the favored energy type just to see what would happen or have survived a traumatic experience related to the character's favored energy such as being trapped in a burning building where someone close to the character died.

Hit Die: d6



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+2+0+2Energy Focus +1, Energy Lash, Favored Energy Type--
2+1+3+0+3Lesser Energy Barrier+1 level of existing manifesting class
3+2+3+1+3Bolt of Energy+1 level of existing manifesting class
4+3+4+1+4Energize Weapon+1 level of existing manifesting class
5+3+4+1+4Energy Breath, Energy Focus +2--
6+4+5+2+5Energy Walk+1 level of existing manifesting class
7+5+5+2+5Nimbus of Energy+1 level of existing manifesting class
8+6+6+2+6Piercing Energy+1 level of existing manifesting class
9+6+6+3+6Energy Death, Energy Focus +3+1 level of existing manifesting class
10+7+7+3+7Energy Lord, Greater Energy Barrier+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Bluff, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (Psionics), Psicraft.

Weapon and Armor Proficiency: As a kineticist, you gain proficiency with the whip.

Manifesting: At each level except 1st and 5th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of kineticist to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an kineticist, you must decide to which class you add the new level of kineticist for the purpose of determining power points per day, powers known, and manifester level.

Favored Energy Type: At 1st level, you choose a favored energy type. This must be either acid, cold, electricity, fire, or sonic. As you gain levels in this class, you gain abilities that focus on the chosen energy type.

If you select acid for your favored energy type, you gain an additional option when manifesting powers that allow you to select the type of energy to deal from among cold, electricity, fire, and sonic energy, but not acid. You can choose for such a power to deal acid damage instead. In such a case, the power ignores half of an object's hardness and requires a Fortitude save instead of a Reflex save to reduce the damage, if applicable.

Energy Focus (Ex): At 1st level, you gain a +1 bonus to your manifester level when manifesting powers with descriptors of your favored energy type. This bonus increases to +2 at 5th level and +3 at 9th level.

Energy Lash (Ps): You gain the ability to fashion a 15-foot-long whip of your favored energy type from unstable ectoplasm as a move action. You take no damage from holding an energy lash you create, and if you release your hold, it immediately dissipates. The lash deals 1d8 points of damage of the favored energy to a target within 15 feet on a successful ranged touch attack. You can take Weapon Focus, Weapon Specialization (if you otherwise meet the prerequisites), and similar feats in conjunction with the energy lash, as well as any feats that apply to the use of a standard whip. The energy lash remains in existence as long as you hold it.

Lesser Energy Barrier (Ex): At 2nd level, you learn the energy adaptation, specified power as a 2nd level power. If you already know it, you can choose to instead learn a single power of 2nd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy adaptation, specified to reduce its power point cost by 2 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to grant resistance to your favored energy type. The effect of this power is still limited by your manifester level.

Bolt of Energy (Ex): At 3rd level, you learn the energy bolt power as a 3rd level power. If you already know it, you can choose to instead learn a single power of 3rd level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting energy bolt to reduce its power point cost by 4 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.

Energize Weapon (Ex): At 4th level, you learn the claw of energy and weapon of energy powers as 4th level powers. If you already know both of them, you can choose to instead learn a single power of 4th level or lower that can have your favored energy type as a descriptor when manifested, even from another class's power list. In either case, you gain the ability to expend your psionic focus while manifesting claw of energy or weapon of energy to reduce the power's power point cost by 6 after including augmentations and metapsionics (to a minimum cost of 1), but only if you choose for the power to deal damage of your favored energy type. The effect of this power is still limited by your manifester level.

Additionally, you gain the ability to have claw of energy and weapon of energy deal damage of your favored energy type instead of their normal energy types. This must be chosen when you manifest the power. If you do so, you can manifest it as a move action instead of as a standard action.

Energy Breath (Ps): Beginning at 5th level, you can use the breath of the black dragon power as a psi-like ability once per day. It has a manifester level equal to your manifester level and deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you use this psi-like ability.

Additionally, once you know a power of 6th level or higher, you learn breath of the black dragon as a 6th level power. It deals damage and has the energy descriptor of your favored energy type instead of acid. If your favored energy type is acid, you can instead choose for the power to ignore half of the hardness of any object it damages and to require a Fortitude save instead of a Reflex save to reduce the damage. This choice must be made each time you manifest it.

Energy Walk (Su): Beginning at 6th level, as a free action a you can expend your psionic focus to literally walk on air. You can move at your normal speed in all directions, including vertically, but cannot move more than double your speed in a round. While energy walking, you leave footprints in the form of your favored energy type in the air (footprints of flame, a sheet of ice, sparking thunderclouds, floating globs of weak acid, invisible but audible sources of a buzzing sound, or other thematically appropriate effects) that disperse in 2 rounds, but your tread does not deal damage. You must pay 1 power point per round spent traveling in this fashion.

Nimbus of Energy (Su): Beginning at 7th level, you can activate this ability as a move action. Motes of your favored energy that harm neither you nor your equipment engulf your entire body. While you are aflame, your primary manifesting score increases by 4 (if you have multiple primary manifesting scores, choose one), you can make a melee touch attack in place of a normal attack for 2d6 points of damage of your favored energy, and you gain damage reduction 5/magic. If you are struck in melee, the attacker takes 2d6 points of damage of your favored energy. This ability lasts for up to 1 minute per kineticist level and is usable once per day.

Piercing Energy (Ex): Beginning at 8th level, you can expend your psionic focus while manifesting a power or activating a psi-like ability that deals damage of your favored energy to have half of the damage that it deals of your favored energy to ignore resistances and immunities.

Energy Death (Ps): Beginning at 9th level, you can expend your psionic focus and pay 13 power points as a full round action to overwhelm one living creature within 100 feet with lethal levels of your favored energy (such as through boiling its blood, freezing its heart, electrocuting its nervous system, dissolving its internal organs, causing it to explode due to vibrations at its resonant frequency, or other thematically appropriate effects). The target must succeed on a Fortitude saving throw (DC 17 + your primary manifesting ability modifier) or die horrifically. Even on a successful save, the target takes 4d8 points of damage of your favored energy type. Even creatures normally immune to your favored energy type can be killed by this ability (although they are still immune to the energy damage on a successful saving throw). This is the equivalent of a 7th level power.

Energy Lord (Su): At 10th level, you gain the ability to transform into an energy lord once per day for up to 1 hour, as though using the metamorphosis power. An energy lord has the statistics of a greater fire elemental, except that the energy type and subtype are altered to match the your favored type of energy and you do not gain the burn ability (unless your favored energy type is fire, see below). Additionally, you gain darkvision out to 60 feet and DR 10/- in this form. You and your equipment are unharmed by your new body for the duration, and are immune to damage of your favored energy type for the duration. You must maintain your psionic focus while using the ability or it may end prematurely. Each round in which you do not maintain your psionic focus counts as 10 minutes with respect to the remaining duration of this ability.

In this form, you gain a subtype, an ability (in place of the fire elemental's burn ability) and a restriction according to your energy type.

  • Acid Lord: An acid lord is forbidden from entering water or any other liquid except acid. You gain the Acid subtype and the Dissolve ability.
    Acid Subtype (Ex): Acid immunity, +50% damage from electricity.
    Dissolve (Ex): An acid lord's slam attack deals an extra 2d6 acid damage from the elemental’s acidic body. This acid damage ignores half the hardness of objects. Living creatures hit by a acid lord's slam attack also must succeed on a Fortitude save or be sickened from the fumes for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting an acid lord with natural weapons or unarmed attacks take acid damage as though hit by the elemental’s attack, and may also sickened if they are living creatures unless they succeed on a Fortitude save. Manufactured weapons that strike the acid lord take acid damage as though hit by the elemental’s attack, which ignores half of the weapon's hardness.

  • Cold Lord: A cold lord cannot enter water but can walk on the surface of the water, which causes 5 cubic feet of water to instantly freeze beneath their feat; they cannot otherwise enter liquids. You gain the Cold subtype and the Freeze ability.
    Cold Subtype (Ex): Cold immunity, +50% damage from fire.
    Freeze (Ex): A cold lord's slam attack deals an extra 2d8 cold damage from the elemental’s frozen body. Those hit by a cold lord's slam attack also must succeed on a Fortitude save or be entangled by ice and frost for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting a cold lord with natural weapons or unarmed attacks take cold damage as though hit by the elemental’s attack, and are also entangled unless they succeed on a Fortitude save.

  • Electricity Lord: An electricity lord is forbidden from entering water or any other liquid. You gain the Electricity subtype and the Shock ability.
    Electricity Subtype (Ex): Electricity immunity, +50% damage from acid.
    Shock (Ex): An electricity lord's slam attack deals an extra 2d6 electricity damage from the elemental’s electrified body. Those hit by an electricity lord's slam attack also must succeed on a Reflex save or become psionically and electrically charged. Charged creatures attract attract weapons, magic, and psionic powers, providing a -3 penalty to their Armor Class, spell resistance, and power resistance. This lasts for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting an electricity lord with natural weapons or unarmed attacks take electricity damage as though hit by the elemental’s attack, and also become charged unless they succeed on a Reflex save.

  • Fire Lord: A fire lord cannot enter water or any other nonflammable liquid. A body of water is an impassable barrier unless the fire elemental can step or jump over it. You gain the Fire subtype and the Burn ability.
    Fire Subtype (Ex): Fire immunity, +50% damage from cold.
    Burn (Ex): A fire lord's slam attack deals an extra 2d8 fire damage from the elemental’s flaming body. Those hit by a fire lord's slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. A burning creature can take a move action to put out the flame. Creatures hitting a fire lord with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.

  • Sonic Lord: A sonic lord is forbidden from entering areas affected by silence. You gain the Sonic subtype and the Resonate ability.
    Sonic Subtype (Ex): Sonic immunity. All abilities based on sonic energy cease to function in an area of magical silence provided you fail the Will save. You may attempt the save to negate the silence, if centered on you, each round. If you succeed within the duration of the energy lord ability, you return to that form.
    Resonate (Ex): A sonic lord's slam attack deals an extra 2d4 sonic damage from the elemental’s resonant body. This sonic damage ignores the hardness of objects. Those hit by a sonic lord's slam attack also must succeed on a Reflex save or become shaken for 1d4 rounds. This does not stack (a shaken creature does not become frightened, nor does a frightened creature become panicked). The save DC is equal to 10 + 1/2 the elemental's hit dice + the elemental's Constitution modifier. Creatures hitting a sonic lord with natural weapons or unarmed attacks take sonic damage as though hit by the elemental’s attack, and also become shaken unless they succeed on a Reflex save. Manufactured weapons that strike the sonic lord take sonic damage as though hit by the elemental’s attack, which ignores the weapon's hardness.
Greater Energy Barrier (Ex): Beginning at 10th level, you gain an additional augmentation option when manifesting energy adaptation, specified. If you expend 12 additional power points while manifesting energy adaptation, specified to gain resistance to your favored energy type, you also gain immunity to that energy type.



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Garryl's Germinations / [3Psi] Prestige Class - Grim Psion
« on: June 25, 2017, 02:09:57 AM »
Grim Psion prestige class
Based on The Mind's Eye: Grim Psion (Prestige Class), by Scott Brocius and Mark A. Jindra, published 06/28/2003.

   Alignment: Any non-good.
   Manifesting: Must be able to manifest 4th-level or higher powers.
   Skills: Knowledge (psionics) 5 ranks, Knowledge (religion) 5 ranks.
   Feats: Imprint Stone.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+2+0+2Psionic Resilience (half), Undeath--
2+1+3+0+3Ability Boost (1st), DR 2/-+1 level of existing manifesting class
3+1+3+1+3Fear Cone, Natural AC +2+1 level of existing manifesting class
4+2+4+1+4DR 3/-, Turn Immunity+1 level of existing manifesting class
5+2+4+1+4Ability Boost (2nd), Tainted Construction--
6+3+5+2+5Ability Boost (3rd), DR 4/-+1 level of existing manifesting class
7+3+5+2+5Cold Immunity+1 level of existing manifesting class
8+4+6+2+6DR 5/-, Natural AC +4+1 level of existing manifesting class
9+4+6+3+6Paralytic Touch+1 level of existing manifesting class
10+5+7+3+7Psionic Resilience (full), Astral Phylactery+1 level of existing manifesting class

Class skills (4 + Int modifier per level): Bluff, Craft, Concentration, Diplomacy, Knowledge (all skills, taken individually), Listen, Psicraft, Search, Sense Motive, Spot.

Weapon and Armor Proficiency: As a grim psion, you gain no new weapon or armor proficiencies.

Manifesting: At each level except 1st and 5th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of grim psion to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an grim psion, you must decide to which class you add the new level of grim psion for the purpose of determining power points per day, powers known, and manifester level.

Undeath (Ex): By embracing this path, you become an undead creature. Due to your new creature type, you gain the following traits:
  • You gain darkvision with a range of 60 feet.
  • You become immune to poison, sleep, paralysis, stunning, disease, and death effects.
  • You are not subject to critical hits, nonlethal damage, ability damage to your physical ability scores (Strength, Dexterity, and Constitution), ability drain, or energy drain, nor are you subject to fatigue and exhaustion effects.
  • You have no Constitution score and are therefore immune to any effect requiring a Fortitude save (unless it affects objects). This may alter your hit points and your Fortitude save modifier.
  • You use your Charisma modifier when making Concentration checks.
  • As an undead, you are no longer healed normally. You require negative energy (such as an inflict wounds spell) to heal, rather than positive energy (such as a cure wounds spell). You can still heal damage on your own, however, and fast healing effects work normally.
  • You are not at risk of death due to massive damage, but you are immediately destroyed if reduced to 0 hit points or less. You can no longer be raised or resurrected. You can be brought back to existence only through use of a wish, reality revision, or other effect capable of reviving undead.
  • You do not breathe, eat, or sleep. You must still rest as normal to regain your power points each day.
  • You can be turned.

In addition, you gain the augmented subtype for your previous type. Unlike most undead, you do not ignore mind-affecting effects.

Psionic Resilience (Ex): As an undead creature sustained physically by your own mental prowess, the source of your resilience and stamina shifts from biological fortitude to mental fortitude. You may use one half of your primary manifesting ability modifier in place of your Constitution modifier to determine the bonus hit points you gain at each level, where beneficial. If multiple ability scores could be considered your primary manifesting ability score (for example, if you are a multiclassed psion/psychic warrior), use the highest one.

At 10th level, this ability improves, allowing you to use your full primary manifesting ability modifier to determine your bonus hit points instead of only half.

Ability Boost (Ex): As you gain levels in this prestige class, your ability scores increase. At 2nd level, one of your Intelligence, Wisdom, or Charisma scores increases by 2. At 5th level, you can choose a second such ability score to also receive this bonus. At 6th level, the third of these ability scores also gains the bonus. You can select each ability score only once. These increases stack with all other adjustments and are gained as if through level advancement.

Damage Reduction (Ex): Beginning at 2nd level, your body toughens, giving you damage reduction of 2/-. This improves to DR 3/- at 4th level, 4/- at 6th level, and to 5/- at 8th level.

Fear Cone (Su): Beginning at 3rd level, you can create a cone of fear 30 feet long as a standard action. Creatures in the cone must make a Will save of DC 10 + your grim psion class level + your Charisma modifier. Those who fail are panicked for 2d6 rounds. This is a mind-affecting fear effect.

Natural Armor (Ex): Due to the increasing toughening of your body, you gain a +2 natural Armor Class bonus starting at 3rd level. This bonus improves to +4 at 8th level.

Turn Immunity (Ex): At 4th level, you become immune to turning effects. You cannot be turned, rebuked, or commanded, but you are still subject to spells and powers that affect undead.

Tainted Construction (Ex): At 5th level, you gain the Tainted Construction feat as a bonus feat even if you do not meet the prerequisites for it. Any construct you manifest will now be of tainted ectoplasm.

Cold Immunity (Ex): At 7th level, you become immune to cold damage.

Paralytic Touch (Su): At 9th level, you complete your connection to the Negative Energy Plane. You gain a touch attack that deals 1d8 points of negative energy damage; a Will save with a DC 10 + your grim psion class level + your Charisma modifier reduces the damage by half. If the target fails this save, it is also paralyzed for 1d3 rounds. Undead and other creatures that are healed by negative energy are neither healed nor harmed by this effect, although they may still become paralyzed. This is a Necromancy effect.

Astral Phylactery (Ps): At 10th level, you gain the ability to use a form of astral seed power at will as a psi-like ability, although with its normal manifesting time of 10 minutes. This astral phylactery functions identically to the astral seed power, except as follows:
  • Unlike with an astral seed, you cannot use ectoplasm to grow a new body for yourself. Instead, you must find a corpse of your original size and type (as appropriate to your type from before you entered this class and became undead) that was slain within the past 9 days. Upon making contact with the corpse, you may will the transfer, causing the storage crystal to shatter into dust. You become helpless for 24 hours, as the body decays to match your skeletal state.
  • An astral phylactery counts as an astral seed to determine the total number of astral seeds that you can have in existence at any given time. It also counts as a lich's phylactery for the purposes of powers and other effects.
  • Additionally, unlike with the astral seed power, you do not suffer any negative levels, level loss, or diminished psionic abilities for using this effect. Your powers known and maximum power points are as they were when you died, instead of when you manifested the power. In addition, you do not suffer an incurable negative level in your crystalline form, and you do not lose a level when you acquire a new body.


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47
Garryl's Germinations / [3Psi] Prestige Class - Ballisteer
« on: June 25, 2017, 02:08:14 AM »
Ballisteer prestige class
Based on The Mind's Eye: Ballisteer (Prestige Class), by Scott Brocius and Mark A. Jindra, published 04/26/2003.

   Base Attack Bonus: +3
   Manifesting: Must be able to manifest 2nd-level or higher powers.
   Feats: Dodge, Point Blank Shot, Precise Shot, Psionic Shot.
   Skills: Autohypnosis 6 ranks, Tumble 2 ranks.

Hit Die: d8



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+2+2Psionic Sidestep, Throw Anything--
2+1+0+3+3Invisible Shot+1 level of existing manifesting class
3+2+1+3+3Rebound Shot+1 level of existing manifesting class
4+3+1+4+4Energy Shot+1 level of existing manifesting class
5+3+1+4+4Ghost Shot+1 level of existing manifesting class
6+4+2+5+5Improved Precise Shot+1 level of existing manifesting class
7+5+2+5+5Explosive Shot--
8+6+2+6+6Focused Shot+1 level of existing manifesting class
9+6+3+6+6Phase Shot+1 level of existing manifesting class
10+7+3+7+7Infused Shot+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Autohypnosis, Balance, Climb, Concentration, Craft (all skills, taken individually), Jump, Knowledge (Psionics), Profession, Spot, Survival, Swim, Tumble, Use Rope.

Weapon and Armor Proficiency: As a ballisteer, you gain no new weapon or armor proficiencies.

Manifesting: At each level except 1st and 7th, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of ballisteer to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an ballisteer, you must decide to which class you add the new level of ballisteer for the purpose of determining power points per day, powers known, and manifester level.

Psionic Sidestep: You gain the Psionic Sidestep feat as a bonus feat, even if you do not qualify for it.

Throw Anything: You gain the Throw Anything feat as a bonus feat, even if you do not qualify for it.

Invisible Shot (Su): Beginning at 2nd level, you can expend your psionic focus to treat all ranged attacks you make this round as though you were invisible.

Rebound Shot (Su): Beginning at 3rd level, while you are psionically focused, your thrown weapons gain the Teleporting ability when you attack with them. In addition, they return to your hand immediately after the attack instead of at the beginning of your next turn, thus allowing you to make multiple attacks with the same weapon in a single round.

Energy Shot (Su): Beginning at 4th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat, the benefit applies to all ranged attacks you make this round.

Ghost Shot (Su): Beginning at 5th level, while you are psionically focused, your ranged weapons gain the Ghost Touch ability when you attack with them.

Improved Precise Shot: At 6th level, you gain the Improved Precise Shot feat as a bonus feat, even if you do not qualify for it.

Explosive Shot (Su): Beginning at 7th level, when you use your Psionic Shot feat or your Improved Psionic Shot feat with ranged attacks, you can choose to have the psychokinetic energy explode around your target. Each successful attack made this way explodes in a 20 foot radius burst, dealing the feat's bonus damage to all creatures within the burst other than the initial target. Affected creatures can make a Reflex save (DC 10 + your ballisteer level + your Wisdom modifier) to reduce the damage to half. Missed attacks have no effect.

Focused Shot (Su): Beginning at 8th level, when you make a full attack using only ranged weapon attacks, you can attempt to regain your psionic focus as a free action. You can only attempt to regain your psionic focus once per round this way. If you declare that you will only use ranged weapon attacks in a given full attack, you can attempt to regain your psionic focus before making any or all of the attacks.

Phase Shot (Su): Beginning at 9th level, you can expend your psionic focus to throw your weapons or shoot ammunition at your target through the Astral Plane. All ranged attacks you make this round can pass through solid barriers and other obstacles that provide cover or interfere with line of effect (although they still may provide concealment and attacks against targets you cannot see still have total concealment). However, due to inconsistencies in the Astral Plane, all attacks you make this way have a 20% chance of failing (this is not a miss chance and is checked separately from normal miss chances). In such a case, the thrown weapon or ammunition reappears at your feet at the beginning of your next turn (or earlier if the weapon has the Returning or Teleporting abilities, as normal for those abilities). This is considered a teleportation effect.

Infused Shot (Su): Beginning at 10th level, while you are psionically focused, your ranged weapons gain the psychokinetic burst ability when you attack with them. Additionally, if you use your explosive shot ability with a thrown weapon that has the psychokinetic or psychokinetic burst abilities, the area damage is increased by the weapon ability's bonus damage (normally 1d4, plus 1d6 or more on a critical hit).



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48
Garryl's Germinations / [3Psi] Prestige Class - Arch Psion
« on: June 25, 2017, 02:07:08 AM »
Arch Psion prestige class
Based on The Mind's Eye: Arch Psion (Prestige Class), by Mark A. Jindra, published 11/22/2002.

   Manifesting: Must be able to manifest 7th-level or higher powers. Must know 4th-level or higher powers from at least 3 disciplines.
   Feats: Greater Psionic Endowment, Psionic Endowment, Skill Focus (Psicraft).
   Skills: Knowledge (Psionics) 15 ranks, Psicraft 15 ranks.

Hit Die: d4



Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special


Manifesting
1+0+0+0+2High Psionics+1 level of existing manifesting class
2+1+0+0+3High Psionics+1 level of existing manifesting class
3+1+1+1+3High Psionics+1 level of existing manifesting class
4+2+1+1+4High Psionics+1 level of existing manifesting class
5+2+1+1+4High Psionics+1 level of existing manifesting class

Class skills (2 + Int modifier per level): Concentration, Craft (alchemy), Knowledge (all skills, taken individually), Profession, Psicraft.
   An Arch-Psion with a chosen discipline (such as from the Psion class) also treats skills associated with that discipline as class skills.
   Seer (Clairsentience): Gather Information, Listen, Spot.
   Shaper (Metacreativity): Bluff, Craft (all skills, taken individually), Disguise, Use Psionic Device.
   Kineticist (Psychokinesis): Autohypnosis, Disable Device, Intimidate.
   Egoist (Psychometabolism): Autohypnosis, Balance, Heal.
   Nomad (Psychoportation): Climb, Jump, Ride, Survival, Swim.
   Telepath (Telepathy): Bluff, Diplomacy, Gather Information, Sense Motive.

Weapon and Armor Proficiency: As an arch psion, you gain no new weapon or armor proficiencies.

Manifesting: At each level, you gain additional power points per day and access to new powers as if you had also gained a level in whatever manifesting class you belonged to before you added the prestige class. You do 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 essentially means that you add the level of arch psion to the level of whatever manifesting class you have, then determine power points per day, powers known, and manifester level accordingly. If you had more than one manifesting class before you became an arch psion, you must decide to which class you add the new level of arch psion for the purpose of determining power points per day, powers known, and manifester level.

High Psionics: An arch psion discovers secrets unknown to lesser psions. You gain the ability to select a special ability from among the following by permanently decreasing your daily power points total. The number of power points that are lost are listed below. At each level of this class, you can permanently select one of the following abilities. Each ability can be selected no more than once, unless otherwise stated.

Extra Power: You gain the Expanded Knowledge feat as a bonus feat. This ability permanently costs a number of power points equal to the normal power point cost to manifest the power learned this way. If the power learned is changed (such as through the psychic reformation power) the number of lost power points changes appropriately. This ability can be selected more than once. Each time, you gain Expanded Knowledge as a bonus feat again and lose an appropriate number of power points.

Innate Psionics (Ps): You gain the ability to manifest any one power you know as a psi-like ability twice per day using your highest manifester level as your manifester level for the psi-like ability. However, the power is only augmented to a total number of power points chosen at the time that this ability is selected (this is an exception to the rule that psi-like abilities are manifested as though augmented with a number of power points equal to their manifester level). This must be at least equal to the normal power point cost of the power and at most equal to your manifester level when selecting this ability. You lose 11 power points, plus a number of power points equal to the chosen power point cost of the selected power. You can reduce the total power points spent to augment the psi-like ability by 6 to be able to use the psi-like ability 4 times per day, or reduce it by 12 to be able to use it 6 times per day (this reduction in augmentation cannot reduce the effective number of power points spent to less that the normal power point cost of the power). This ability can be selected multiple times. Each time, it can apply to a different power, or to the same power. In the latter case, additional uses of that psi-like ability can be gained at different augmentation levels as appropriate to the power points lost each time.

Mastery of Power Negation: If you know the dispel psionics power, you can select to alter it so that it can be used to counter spells and powers as dispel magic. When used this way, the power gains the Counterspell option of the dispel magic spell, except that it can affect both spells and powers. This is an exception to the rule that powers cannot be countered. A spell (but not a power) countered this way is turned back on its caster as though it were affected by a spell turning spell, or is simply countered if it could not normally be affected by spell turning. This ability permanently costs 11 power points.

Power Focus: Your manifester level increases by 1. This ability permanently costs 11 power points. This option can be selected multiple times. It stacks with itself, but each time it is selected it costs 2 more power points than the previous time.

Psionic Energy Discharge: When you manifest a power that allows you to select the type of energy that it deals from among cold, electricity, fire, or sonic energy, you gain an additional option. You can choose to manifest the power using raw psionic energy. A power using such energy gains no special descriptor, deals damage of one die size smaller (1d6 becomes 1d4, 1d8 becomes 1d6, and so on), and deals untyped damage unaffected by resistances or damage reduction. Such a power is unaffected by power resistance. This ability permanently costs 11 power points.

Psionic Reach: You can use touch powers on targets up to 30 feet away. If the power requires a touch attack (melee or ranged), you must make a ranged touch attack. If selected a second time as a special ability, the range increases to 60 feet. This ability permanently costs 11 power points. This ability can be selected up to two times.

Sculpt Power: You can modify an area power by changing the area's shape. The new area must be chosen from the following list: cylinder (10-foot radius, 30 feet high), 40-foot cone, four 10-foot cubes, or a ball (20-foot radius spread). The sculpted power works normally in all respects except for its shape. You can further alter the shape to create spaces within the power's area of effect that are not subject to the power. The minimum dimension for these spaces is a 5-foot cube. This ability permanently costs 9 power points.



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49
Garryl's Germinations / [3Psi] Feat - Updated Feats
« on: June 25, 2017, 02:02:17 AM »
Updated Feats
Feats based on the following sources:
Subpsionics (Psionics of the subconscious mind)
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Psionic FeatsPrerequisitesBenefit
Conjunctive MindInt, Wis, or Cha 15Use subpsionics, +1 ML with Metacreativity, Clairsentience, and Telepathy.
   Insidious MindConjunctive MindYour powers are harder to detect by non-subpsionic creatures.
   Tenacious MindConjunctive MindYour powers are harder to dispel by non-subpsionic creatures.
   Tainted ConstructionConjunctive Mind, ability to manifest astral constructYour Astral Constructs use tainted ectoplasm and have additional options.
Psionic SidestepDex 13, Wis 13, DodgeAvoid attacks of opportunity once per round while you maintain your psionic focus.
   Improved Psionic SidestepDex 15, Wis 15, Dodge, Psionic SidestepUse Psionic Sidestep one more time per round and move farther when you do.



Conjunctive Mind [Psionic, Subpsionic]
Prerequisite: Intelligence, Wisdom, or Charisma 15.
Benefit: You are now a subpsionic character. From now on, your powers and psionic abilities have become integrated with your subconscious mind. You can also activate subpsionic items without taking damage. You gain the subpsionic subtype. This grants you the following benefits and penalties.

You gain a +1 bonus to your manifester level when manifesting powers or psi-like abilities from the Metacreativity, Clairsentience, and Telepathy disciplines.

The subconscious mind proves less than optimal for powers from the Psychometabolism, Psychoportation, and Psychokinesis disciplines. You suffer a -1 penalty to your manifester level when manifesting powers or psi-like abilities from these disciplines. You cannot use a psi-like ability if this reduces your manifester level to less than the normal power point cost of the power it mimics.

From now on any psionic item you create is a subpsionic item.
Special: Knowledge of the subconscious mind has a price. When you acquire this feat, choose one of your Intelligence, Wisdom, or Charisma scores. You suffer a -2 penalty to the chosen ability score for the purposes of ability checks, skill checks, fulfilling prerequisites, determining save DCs, and determining bonus spells and power points per day.



Insidious Mind [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to detect. When a non-subpsionic creature employs a psi-like ability, a psionic item, or a power (such as detect psionics) that can detect the psionic aura of one of your powers, the non-subpsionic creature must make a manifester level check (DC 11 + your manifester level) to successful detect your powers. Similarly, a non-subpsionic creature attempting to use a power to reveal the effects of one of your powers, such as detect teleportation, must make a manifester level check to reveal your power's effects. The non-subpsionic creature can check only once for each power used, no matter how many of your powers effects are operating in an area. This benefit only extends to powers you manifest from the Metacreativity, Clairsentience, and Telepathy disciplines.

From now on, your ability to detect non-subpsionic powers is impaired. Any power you use to detect a non-subpsionic power from the Psychometabolism, Psychoportation, or Psychokinesis disciplines is successful only if you make a manifester level check against a DC of 9 + the manifester level. This penalty does not extend to powers from other disciplines; you detect them normally.
Special: Only creatures with the subpsionic subtype are subpsionic creatures. Non-subpsionic powers are powers manifested by creatures that were non-subpsionic at the time of manifesting.



Improved Psionic Sidestep [Psionic]
Prerequisites: Dex 15, Wis 15, Dodge, Psionic Sidestep.
Benefit: You can use your Psionic Sidestep feat an additional time per round (to a total of twice per round). It allows you to move up to 5 additional feet (to a total of 10 feet) and the dodge bonus to your Armor Class improves by +2 (to a total of +4).



Psionic Sidestep [Psionic]
Prerequisites: Dex 13, Wis 13, Dodge.
Benefit: While you maintain your psionic focus, once per round when you provoke an attack of opportunity, you can move up to 5 feet as a free action. If this movement takes you out of the attacker's reach, the attack of opportunity fails. This 5 feet of movement does not itself provoke any attacks of opportunity. If your free 5 feet of movement does not take you out of the attacker's reach, the attack does not automatically fail; however, you gain an additional +2 dodge bonus to your Armor Class for this attack.
Special: This feat also counts as the Mobility feat for the purposes of qualifying for feats, prestige classes, and other options.



Tenacious Mind [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character.
Benefit: You can use your subconscious mind to make your powers harder for non-subpsionic creatures to nullify. Your powers resist dispel attempts by non-subpsionic creatures. When a non-subpsionic creature makes a dispel check to dispel one of your Metacreativity, Clairsentience, or Telepathy powers, the DC increases by +4 (to 15 + your manifester level). This benefit does not extend to powers from other disciplines.

From now on your ability to dispel non-subpsionic powers is impaired. You suffer a -2 penalty on dispel checks to dispel a non-subpsionic Psychometabolism, Psychoportation, or Psychokinesis power.
Special: Only creatures with the subpsionic subtype are subpsionic creatures.



Tainted Construction [Psionic, Subpsionic]
Prerequisite: Must be a subpsionic character, ability to manifest astral construct.
Benefit: As a subpsionic character, you can tap into the subconscious mind when shaping astral constructs. You can select astral construct abilities from an extended menu. Each special ability can come from your normal menu or Table: Subpsionic Extended Construct Abilities. Astral constructs you create are formed from a darker tainted ectoplasm. Their surface is a shimmering black bathed in a deep purple glow. As an additional benefit, the natural weapons and manufactured weapons that your tainted constructs use bypass damage reduction as though they were Evil-aligned.

Table: Subpsionic Extended Construct Abilities
  • Menu A
    • Lesser Aura of Fear (Su): Creatures within 10 feet of the construct must make a Will save (DC 5 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the aura of fear or greater aura of fear abilities.
    • Lesser Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 5 + 1/2 the construct's HD) or take 1 point of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the withering or greater withering abilities.
  • Menu B
    • Aura of Fear (Su): Creatures within 20 feet of the construct must make a Will save (DC 10 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become frightened for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or greater aura of fear abilities.
    • Putrescence (Su): Any creature struck by the construct must make a Fortitude save (DC 10 + 1/2 construct's HD) or contract astral rot (incubation period 1d6 days; damage 1d3 Constitution). Unlike normal diseases, astral rot continues until the victim reaches Constitution 0 (and dies) or receives a remove disease spell or similar magic. Successful saving throws are not sufficient to cure a victim of astral rot.
    • Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 10 + 1/2 the construct's HD) or take 1d3 points of ability damage to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.
  • Menu C
    • Greater Aura of Fear (Su): Creatures within 30 feet of the construct must make a Will save (DC 15 + 1/2 the construct's HD) or become shaken for as long as they remain within the aura's range. Creatures that make a successful saving throw against the fear need not make another saving throw unless they leave and re-enter the aura. Creatures that fail the saving throw must make an additional saving throw each round that they remain within the aura or instead become panicked for as long as they remain within the aura's range. Anyone whose HD exceed those of the construct are not affected. An astral construct with this ability cannot gain the lesser aura of fear or aura of fear abilities.
    • Greater Withering (Ex): Each time a target is struck by the construct, it must make a Fortitude save (DC 15 + 1/2 the construct's HD) or take 1d3 points of ability damage and 1 point of ability drain to the ability score chosen by the manifester at the time the construct is created. An astral construct with this ability cannot gain the lesser withering or greater withering abilities.


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51
Videogames / Dungeons and Dragons Online
« on: June 24, 2017, 03:55:05 PM »
I've been trying out DDO lately. I've pretty much exhausted the free to play content with my level 14 Ranger on Cannith, who has no trouble soloing level 16-17 quests on Hard with a merc, and level 14 and under on elite. I'm kind of done with the game, at least for solo play, but if anyone else is also playing, I'd be interested.

52
Garryl's Germinations / Microbrews
« on: June 23, 2017, 01:50:42 AM »
ACFs and Variants



Armored Sage
Level: Swordsage 1st
Replaces: Quick to Act, AC Bonus.
Benefit: Your Swordsage HD increases from d8 to d10 and you gain proficiency with shields (other than tower shields). At 2nd level, you gain proficiency with medium armor, and medium armor counts as light armor when determining your movement and which class features you can use, where beneficial. At 10th level, this also applies to heavy armor.
Special: You cannot combine this alternative class feature with other Swordsage variants and alternative class features that remove your light armor proficiency.



Ascetic Swordsage
Level: Swordsage 2nd
Replaces: Your AC Bonus ability only applies while you are unarmored, instead of while wearing light armor. You do not gain proficiency with light armor.
Benefit: Your AC Bonus ability grants a +2 armor bonus to your Armor Class in addition to its normal effects. This armor bonus increases by 1 at 4th level and every 4 levels thereafter.
Special: You can combine this alternative class feature with the Unarmed Swordsage variant, despite it also removing your light armor proficiency.



Battlefield Commander
Level: Warblade 1st
Replaces: You do not gain any of the Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery class features. In addition, you know and can ready one fewer maneuver than normal.
Benefit: You can learn and project auras similar to a marshal of your class level, using your Intelligence modifier in place of your Charisma modifier. You know 2 minor auras at first level and learn a new one at each of 3rd, 7th, 11th, 15th, and 20th level. At 4th level, 10th level, and 16th level, in place of learning a new stance, you can choose to instead learn a major aura of your choice, treating it as a stance aura. Stance auras count as stances (from the White Raven discipline and of a level equal to your aura bonus, if relevant), and count against the number of stances you can be in at once.
Special: You cannot combine this alternative class feature with other Warblade variants and alternative class features that remove your access to the White Raven discipline.
Note: This is designed for use with the auras of my revised marshal as much as with the original Miniatures Handbook marshal.



Discipline Specialization
Level: Swordsage 1st
Replaces: You lose access to any two Swordsage disciplines of your choice, other than your specialized discipline. In addition, you do not gain the second instances of Discipline Focus (insightful strike and defensive stance) at levels 12 and 16, and the ones at levels 1, 4, and 8 must be with your specialized discipline. Your stance and at least one maneuver at 1st level must come from your specialized discipline, and when you learn a new maneuver from attaining an even Swordsage level, at least one maneuver learned must come from your specialized discipline.
Benefit: Choose a martial discipline available to you as a Swordsage. You specialize in using that discipline's maneuvers. You gain an extra maneuver readied, which must be a maneuver from your specialized discipline, at levels 1, 8, and 16. You gain a +2 bonus on Martial Lore checks related to your specialized discipline. You can recover an expended maneuver of your choice from your specialized discipline as a swift action, or all expended maneuvers from your specialized discipline as a standard action.



Divine Retribution
Level: Crusader 1st
Replaces: Furious Counterstrike, Indomitable Will, Mettle.
Benefit: You can channel your fury and resolve into divine power. Once per round while you have at least 1 point of damage in your delayed damage pool, you can cast a spell from the cleric spell list as a spell-like ability as a swift action with a caster level equal to your initiator level. This does not provoke attacks of opportunity. This spell must have a casting time of no more than one standard action, and must and can only target an opponent that damaged you within the last 1 round. You must expend a readied and granted maneuver of at least one level higher than the spell's level in order to cast it. You must have at least 5 points of damage in your delayed damage pool for every level of the spell being cast. Like a cleric, you cannot cast spells with alignment descriptors opposed to your or your deity's alignment.



Favored Nemesis
Level: Ranger 1st
Replaces: Favored Enemy.
Benefit: Instead of choosing a creature type for your favored enemy, you instead choose a category of character classes. You gain your bonuses against any character with at least one level in a class that matches that category. Creatures with racial abilities that both match a category and count as the ability granted by a class that matches that category also count as favored enemies, but not those with similar abilities. For example, a dragon with spellcasting as a Sorcerer would count as an arcane spellcaster class, but a Reth Dekala would not count as a martial adept class because its racial maneuvers do not function as though used by any martial adept class. This ability otherwise functions as and counts as Favored Enemy.
  • Arcane Spellcaster: Any class that grants the ability to cast arcane spells, including most shadowcasters.
  • Divine Spellcaster: Any class that grants the ability to cast divine spells.
  • Manifester: Any class that grants the ability to manifest powers.
  • Binder: Any class that grants the Soul Binding ability.
  • Meldshaper: Any class that grants the ability to shape soulmelds.
  • Invoker: Any class that grants the ability to cast invocations.
  • Martial Adept: Any class that grants the ability to initiate martial maneuvers.
  • Skillful: Any class that grants at least 6 + Int skill points per level.
  • Warrior: Any class that grants full Base Attack Bonus.


Furious Assault
Level: Crusader 1st
Replaces: Steely Resolve, Furious Counterstrike.
Benefit: You can voluntarily take any amount of damage as part of making an attack to gain a bonus on all attack and weapon damage rolls made as part of that attack. The bonus is equal to the amount of damage you take in this way, to a maximum of 1 + 1 per 4 Crusader levels. You cannot choose to deal more damage to yourself than is necessary to gain the maximum bonus.



Instinctive Combatant
Level: Warblade 1st
Benefit: Your Battle Clarity, Battle Ardor, Battle Cunning, Battle Skill, and Battle Mastery abilities use your Charisma modifier in place of your Intelligence modifier when determining their effects.



Redoubled Passion
Level: Crusader 6th
Replaces: Smite.
Benefit: Once per day as a free action, you can recover all of your Crusader maneuvers, determining granted maneuvers anew as though at the start of an encounter. At 18th level, you can use this ability a second time each day.



Uncanny Warcraft
Level: Warblade 2nd
Replaces: Uncanny Dodge, Improved Uncanny Dodge.
Benefit: Once per day as a free action, you can change one of your readied, unexpended Warblade maneuvers, replacing it with another unreadied Warblade maneuver you know. The new maneuver is unexpended and is available for use immediately, and remains readied until you change it. Starting at 6th level, you can instead use this ability once per encounter.



Change Log
(click to show/hide)

TODO:
- ACFs summary table.
- Elf Fighter racial subs - http://www.minmaxboards.com/index.php?topic=243.0;msg=45384

53
This is the discussion and suggestions thread for all things related to Leaders of Men - Aura Classes.

Leaders of Men - Aura Classes material is identified with the [Aura] prefix in this subforum.

54
Garryl's Germinations / [Aura] Spells
« on: June 22, 2017, 08:34:23 PM »
New Spells
Many of the new spells here are designed to enhance a paladin's smiting ability. However, any spellcaster who can cast these spells can use them with any smiting abilities they may have, such as the granted power of the Destruction domain or the smite good ability of a blackguard. These new smite spells share certain things in common. They all have a casting time of 1 swift action, a range of personal, and a target entry of "your smite attack". They affect a single smite attack made immediately after casting.

Sidebar: Smite Spells
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New Blackguard Spells
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New Cleric Spells
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New Paladin Spells
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Admixtured Smite
Evocation [See Text]
Level: Blackguard 2, Cleric 2, Paladin 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Choose two of the following energy types: cold, electricity, or fire. Your smite's bonus damage applies twice, once as each of the two chosen energy types instead of its normal type. This spell's descriptor is the same as the two types of energy you choose (for example, if you chose both cold and fire, this would be an Evocation [Cold, Fire] spell).

Admixtured smite, elemental smite, and energized smite do not stack with each other. Only the most powerful one applies.



Anchoring Smite
Abjuration
Level: Blackguard 4, Paladin 5
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round/level
Saving Throw: Reflex negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject's movements, both physical and metaphysical, become impeded. On a failed save, the subject is entangled and held fast and is blocked from extradimensional travel, as per the dimensional anchor spell. On a successful saving throw, the subject is still entangled, but can move at half speed and is not blocked from extradimensional travel.



Awesome Smite
Transmutation
Level: Blackguard 2, Paladin 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: Reflex negates
Spell Resistance: No

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject must make a saving throw. On a failure, the subject is knocked flying 10 feet in a direction of your choice and falls prone. You can only push the subject in a straight line, and the subject can’t move closer to you than the square it started in. If an obstacle prevents the completion of the subject’s move, the subject and the obstacle each take 1d6 points of damage, and the subject stops in the space adjacent to the obstacle. The subject's movement in this way does not provoke attacks of opportunity from you, although it may from other creatures.



Banishing Smite
Abjuration
Level: Blackguard 4, Paladin 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject and that subject is an extraplanar creature, it may be sent back to its home plane. The subject must make a special Will save (DC = spell's save DC - subject's HD + your caster level) or be instantly whisked away, as per the dismissal spell. Just like dismissal, there is a 20% chance of actually sending the subject to a plane other than its own.



Blinding Smite
Necromancy
Level: Blackguard 2, Cleric 3, Paladin 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject is blinded.



Dazzling Smite
Evocation
Level: Blackguard 1, Cleric 0, Paladin 0
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round/level
Saving Throw: Fort negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject is dazzled.



Dispelling Smite
Abjuration
Level: Blackguard 3, Cleric 3, Paladin 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, any magical auras affecting the subject are at risk of being dispelled. This functions as a targeted dispel magic spell against the subject.



Dispelling Smite, Greater
Level: Cleric 6, Paladin 5

This spell functions as dispelling smite, except that functions as a targeted greater dispel magic spell against the subject instead.



Disrupting Smite
Necromancy
Level: Cleric 4, Paladin 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No

This spell enhances a smite attack that you make. If your smite attack hits a valid subject and that subject is an undead creature, the subject is destroyed on a failed save.



Distant Smite
Transmutation
Level: Blackguard 1, Cleric 2, Paladin 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your melee smite attack

This spell enhances a smite attack that you make as a melee attack. Your reach is tripled.



Efficient Smite
Evocation
Level: Blackguard 1, Cleric 1, Paladin 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Your smite attempt does not count against your limited daily number of smite attempts. This spell does not apply to forms of smiting that do not have a daily limit.



Elemental Smite
Evocation [Cold, Electricity, Fire]
Level: Blackguard 4, Paladin 4
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Your smite's bonus damage applies three times, once as each of cold, electricity, and fire damage.

Admixtured smite, elemental smite, and energized smite do not stack with each other. Only the most powerful one applies.



Empowered Smite
Evocation
Level: Blackguard 1, Cleric 1, Paladin 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. The bonus on your attack roll is increased by +2 and the bonus damage is increased by +50%. These benefits only apply if you attempt to smite a valid subject.



Energized Smite
Evocation [See Text]
Level: Blackguard 1, Cleric 0, Paladin 0
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Choose one of the following energy types: cold, electricity, or fire. Your smite's bonus damage is of the chosen energy type, instead of its normal type. This spell's descriptor is the same as the type of energy you choose.

Admixtured smite, elemental smite, and energized smite do not stack with each other. Only the most powerful one applies.



Extended Smite
Transmutation
Level: Blackguard 3, Paladin 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round
Saving Throw: None
Spell Resistance: No

This spell enhances a smite attack that you make. After resolving your smite attack, each subsequent attack that you make against the same subject to which you could apply your smite ability counts as a smite attack, using the same smite ability as the original, although they do not count against your limited of uses of your smite ability. These benefits only apply if you attempt to smite a valid subject.



Far Smite
Transmutation
Level: Blackguard 1, Cleric 0, Paladin 0
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. You can smite with a ranged attack, instead of only a melee attack.



Heal Planar Servant
Conjuration (Healing)
Level: Paladin (Celestial Servant ACF) 4
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Your planar servant touched
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like heal, but it affects only the caster’s planar servant, and it heals it regardless of whether it is healed or harmed by cure spells and positive energy. This spell even fully affects creatures that normally cannot be healed (such as Constructs) and creatures that normally receive a reduced effect from healing spells (such as creatures with the Living Construct subtype). In addition, the planar servant can lower its spell resistance with respect to this spell and immediately raise it afterwards without an action, even if it is unconscious or unaware or this spell.



Merciful Smite
Abjuration [Good]
Level: Cleric 0, Paladin 0
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Your smite attack deals all of its damage as nonlethal damage instead of lethal. This includes both the bonus damage from your smite ability, and the normal damage of the attack, including any bonus damage dice such as Sneak Attack or a Flaming weapon. This benefit only applies if you attempt to smite a valid subject.



Persistent Smite
Transmutation
Level: Paladin 6
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 24 hours (D)
Saving Throw: None
Spell Resistance: No

This spell enhances a smite attack that you make. After resolving your smite attack, each subsequent attack that you make against the same subject to which you could apply your smite ability counts as a smite attack, using the same smite ability as the original, although they do not count against your limited of uses of your smite ability. These benefits only apply if you attempt to smite a valid subject.



Piercing Smite
Transmutation
Level: Blackguard 1, Paladin 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. Your smite attack's damage ignores all damage reduction, resistances, and hardness. Immunities still apply normally. This includes both the bonus damage from your smite ability, and the normal damage of the attack, including any bonus damage dice such as Sneak Attack or a Flaming weapon. This benefit only applies if you attempt to smite a valid subject.



Piercing Smite, Greater
Level: Blackguard 3, Paladin 3

This spell functions as piercing smite, except that your smite's damage also ignores all immunities and regeneration. Effects that have a chance of negating the extra damage from critical hits and precision damage do not apply against your smite attack. Consequently, this may allow you to deal precision damage to creatures that are normally have an immunity that would prevent it, although creatures that are unaffected by precision damage without being specifically immune to it or to critical hits (such as creatures without discernible anatomies) remain unaffected. Immunities still apply to any additional, non-damage effects of your smite attack.



Punishing Smite
Necromancy
Level: Blackguard 1, Paladin 1
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round/level
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject is sickened.



Ravaging Smite
Necromancy [Evil]
Level: Blackguard 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject is infected with a disease, as per the contagion spell. Just like contagion, the disease strikes with no incubation time, dealing its damage immediately.



Reckoning Smite
Necromancy [Death]
Level: Paladin 6
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject dies.



Seeking Smite
Divination
Level: Blackguard 2, Cleric 2, Paladin 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. You gain an additional +20 insight bonus on your attack roll and you ignore the miss chance imposed by any form of concealment. These benefits only apply if you attempt to smite a valid subject.



Shielding Smite
Abjuration
Level: Cleric 2, Paladin 2
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round
Saving Throw: None (harmless)
Spell Resistance: No

This spell enhances a smite attack that you make. You gain a deflection bonus to your Armor Class equal to the bonus your smite ability granted on your attack roll and you gain DR /- equal to the bonus it granted on your damage roll. These benefits only apply against the attacks of the subject of your smite attack. These benefits only apply if you attempt to smite a valid subject.



Stunning Smite
Evocation
Level: Blackguard 3, Cleric 4, Paladin 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack
Duration: 1 round
Saving Throw: Fort negates
Spell Resistance: No

This spell enhances a smite attack that you make. If your smite attack hits a valid subject, the subject is stunned.



Twin Smite
Transmutation
Level: Blackguard 3, Paladin 3
Components: V
Casting Time: 1 swift action
Range: Personal
Target: Your smite attack

This spell enhances a smite attack that you make. After resolving your smite attack, you may make an extra attack at the same attack bonus against the same subject using the same weapon. This extra attack also counts as a smite attack, using the same smite ability as the original, although it does not count against your limit of uses of your smite ability. These benefits only apply if you attempt to smite a valid subject.



Change Log
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55
Garryl's Germinations / [Aura] Feats
« on: June 22, 2017, 08:34:04 PM »
New Feats
This section contains a number of new feats. While most of them are designed primarily for use with the classes presented here, characters of other classes can frequently benefit from them, too.

Table: New Feats
General FeatsPrerequisitesBenefit
Aura FocusAbility to project an auraGet +1 aura bonus and +2 DC with an aura
Aura KnowledgeAbility to project an auraLearn a new aura or two minor auras
Backup PlanPresence, ability to use tactical commandsRecover marshal level in presence a few times per day.
Command PresenceDiplomacy 6 ranks, ability to project an auraLearn and use two momentary commands.
Extra Aura12 HD, two or more auras of the same typeProject two auras of the same type simultaneously
Master CommanderSkill Focus, presenceAdd presence score as a bonus on focused skills.
Veteran CommanderCha 13, Diplomacy 4 ranks, presence+2 maximum presence score.
   Improved Veteran CommanderCha 15, Diplomacy 9 ranks, Veteran Commander, presence+4 maximum presence score.
      Greater Veteran CommanderCha 17, Diplomacy 14 ranks, Improved Veteran Commander, Veteran Commander, presence+6 maximum presence score.
Breath FeatsPrerequisitesBenefit
Vitalizing BreathCon 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality, dragonblood subtypeYour breath weapon heals instead of harming
Draconic FeatsPrerequisitesBenefit
Draconic RecoveryCon 13, Cha 11, dragonblood subtypeGain a pool of draconic vitality with which to heal your wounds
Persistent Aura BoostCha 13, draconic aura, draconic vitality, dragonblood subtypeMake draconic aura boosts last 24 hours
Project Draconic AuraCha 13, 3 HD, draconic vitality, dragonblood subtypeLearn to project a draconic aura
Projection BoostCha 13, draconic aura, draconic vitality, dragonblood subtypeBoost draconic auras as you activate them
Touch of VitalityCha 13, draconic vitality, dragonblood subtypeHeal wounds by touch
   Rejuvenating VitalityCha 15, Touch of Vitality, 6 HD, draconic vitality, dragonblood subtypeRemove conditions with Touch of Vitality
   Vitalizing BreathCon 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality, dragonblood subtypeYour breath weapon heals instead of harming
Leader FeatsPrerequisitesBenefit
March of NationsCha 13, Leadership, knowledge (geography) 8 ranks, survival 4 ranksLead groups on a journey to distant locations
   March of WorldsCha 13, Leadership, March of Nations, knowledge (geography) 12 ranks, knowledge (the planes) 12 ranks, survival 4 ranksLead groups on a journey to other planes
Metabreath FeatsPrerequisitesBenefit
Breath Energy SubstitutionCon 13, breath weaponYour breath weapon deals damage of a different energy type
Psionic FeatsPrerequisitesBenefit
Share Mantle Granted PowerCha 13, mantle auraExpend your psionic focus to share mantle granted powers



Aura Focus [General]
Prerequisite: Ability to project an aura.
Benefit: Choose a single aura that can project. You gain a +1 bonus to your aura bonus with this aura, and a +2 bonus to its save DC.
Special: You can select this feat multiple times. Each time, choose a different aura.



Aura Knowledge [General]
Prerequisite: Ability to project an aura.
Benefit: Choose a type of aura that you can project (draconic, divine, major, mantle, minor, etc.), then choose a single aura of that type that you don't already know. If you chose minor auras, instead choose up to two minor auras that you don't already know. You learn to project the chosen aura. This functions as another aura of the chosen type that you know, and you can project it as per your existing abilities.
Special: You can select this feat multiple times. Each time, choose a different aura (or auras, in the case of minor auras) that you don't already know. You can choose from the same or different types of auras each time.



Backup Plan [General]
Prerequisite: Presence, ability to use tactical commands.
Benefit: Once per day per 3 marshal levels, you can regain presence equal to your marshal level as a swift action.



Breath Energy Substitution [Metabreath]
Prerequisite: Con 13, breath weapon.
Benefit: Your breath weapon has its normal effect, but deals damage of a different type. When you use this feat, choose from among acid, cold, electricity, or fire. Your breath weapon deals that type of damage instead of its normal type. If your breath weapon normally deals nonlethal damage, it instead deals lethal damage. If your breath weapon normally counts as having a special descriptor relating to how it deals damage (such as the breath of a crystal dragon shaman), it loses that descriptor.

This feat only works on a breath weapon that deals hit point damage, such as energy damage (acid, cold, electricity, fire, or sonic), physical damage (bludgeoning, piercing, or slashing), or even untyped damage.

When you use this feat, add +1 to the number of rounds you must wait before using your breath weapon again.



Command Presence [General]
Prerequisite: Diplomacy 6 ranks, ability to project an aura.
Benefit: Choose two momentary commands. You gain the ability to use them as a marshal of 1/2 your character level. You have a maximum presence score of 2. If you already have a presence score, your maximum presence instead increases by 1.



Draconic Recovery [Draconic]
Prerequisite: Con 13, Cha 11, dragonblood subtype.
Benefit: You gain a pool of draconic vitality, as per the dragon shaman ability. The size of this pool is equal to twice your character level. If you already have a pool of draconic vitality, the two pools stack into a single combined pool. You can draw upon your draconic vitality to heal your wounds. Using this ability is a swift action. You heal a number of hit points equal to half the amount of DV you expend. Without any other abilities that modify your draconic vitality pool or provide other uses for it, this effectively allows you to heal a number of hit points equal to your character level each day as a swift action, divided among however many uses as you choose.



Extra Aura [General]
Prerequisite: 12 HD, ability to project two different auras of the same type.
Benefit: Choose a type of aura (minor, major, draconic, etc.) for which you can project at least two different auras. You can project one more aura of that type at a time than normal (usually for a total of 2 auras of that type). You must still activate or dismiss your auras separately.
Special: You can select this feat multiple times. Each time, choose a different type of aura.
Note: This feat is intended to replace the Double Draconic Aura feat printed in Dragon Magic.



Greater Veteran Commander [General]
Prerequisite: Cha 17, Diplomacy 14 ranks, Improved Veteran Commander, Veteran Commander, presence.
Benefit: Your maximum presence increases by 2. This stacks with Veteran Commander and Improved Veteran Commander, for a total increase of 6.



Improved Veteran Commander [General]
Prerequisite: Cha 15, Diplomacy 9 ranks, Veteran Commander, presence.
Benefit: Your maximum presence increases by 2. This stacks with Veteran Commander, for a total increase of 4.



March of Nations [Leader]
Prerequisite: Cha 13, Leadership, knowledge (geography) 8 ranks, survival 4 ranks.
Benefit: You can lead yourself or a group of followers and allies into an impossible, meandering journey. A journey can lead from anywhere to anywhere, but only if you know your way (see below). You and your fellow travelers need no special tools to undertake this journey, although those who are unprepared for the environments they may traverse are not protected from them. While you decide the starting point your intended ending point of a journey, the path you take along your journey is not under your control. It can be a straight line, a wandering path, or even a series of discontinuous, nonsensical jaunts. You might find yourself traveling through equatorial jungles, only to step out of them and into a frozen tundra in the polar regions.

You can bring other willing creatures with you, provided that these subjects are present and are able to follow you at the time you set out on your journey. These fellow travelers are dependent upon you and must accompany you at all times. If something happens to you during the journey that causes you to break line of sight for more than a short time, your companions are stranded wherever you leave them. You need not personally maintain line of sight with all of your fellow travelers; travelers can follow other travelers in a sequence leading up to you.

Beginning a journey always takes at least 1 hour. This can include time spent organizing your group, checking supplies, confirming your destination, and other preparations. Even if none of these are necessary (for example, you are traveling alone to a location you know by heart), it still takes 1 hour to get underway.

The journey lasts while you and your fellow travelers continue to travel together, until either (1) you reach your intended destination, (2) you desire to end the journey while still traveling, (3) you or anyone traveling with you breaks the line of sight chain connecting the travelers for more than 2 rounds, or (4) the journey is terminated by some outside means. When the journey ends, you and your fellow travelers halt in whatever portion of the land or plane you happen to be traversing. You immediately know when the journey ends.

Table: March of Nations
Destination
Knowledge
Knowledge (geography)
Check Modifier
None1n/a
Secondhand (you have heard of the destination)-10
Firsthand (you have visited before)+0
Familiar (you have visited three or more times)+5
1. If you have no direct knowledge of your destination, you must
have some connection to it in order to travel there; see below.

Connection
Knowledge (geography)
Check Modifier
Likeness or picture of destination+2
Object from destination+4
Cartographer’s map of destination+10
Journey
Distance
Journey
Complexity
Arrival
Distance
Same country32-40 (2d20) miles
Same continent45-100 (5d20) miles
Same planet510-200 (10d20) miles

Depending on your knowledge of geography, your journey may take a longer or shorter period of time. For each 24 hours you travel, make a Knowledge (geography) check. Unless a location is particularly hard to find and well guarded, or conversely easy to find and well advertised, the average DC for a journey should be set at 20. Hidden, obscure, or particularly inaccessible locations can have DCs of 25, 30, or higher. You cannot take 20 on this check, though you can take 10. Each check may be modified by your degree of familiarity with the destination or by some connection you have with the place; see the associated tables.

Each successful check indicates that you are one step closer to your goal. To finally arrive at your location, you must succeed on a number of checks equal to or greater than the journey's complexity within a span of 12 days. (If you fail to make enough successful checks within the first 12 days, you can continue to make one check per day until you get the requisite successes within a span of 12 consecutive days). When you successfully make the requisite number of checks, the journey ends, and you appear within the indicated distance of your intended destination.



March of Worlds [Leader]
Prerequisite: Cha 13, Leadership, March of Nations, knowledge (geography) 12 ranks, knowledge (the planes) 12 ranks, survival 4 ranks.
Benefit: Your journeys can lead further than before, even to other planes of existence. You gain the following additional options when making a journey with March of Nations:

Table: March of Worlds
Journey
Distance
Journey
Complexity
Arrival
Distance
Same plane, different planet610-1000 (10d%) miles
Coterminous or coexistent plane610-1000 (10d%) miles
Non-coterminous plane810-1000 (10d%) miles
Alternate Prime Material plane1010-1000 (10d%) miles
Dimensionally locked or otherwise inaccessible plane12100-10000 (10d% x10) miles

When journeying to another plane, you must make Knowledge (the planes) checks instead of Knowledge (geography) checks. The same special modifiers due to your knowledge of and connection to the destination apply to your Knowledge (the planes) skill check.



Master Commander [General]
Prerequisite: Skill Focus, presence.
Benefit: As long as your presence is greater than 0, you add your presence score as an enhancement bonus on all skill checks for skills with which you have the Skill Focus feat.



Persistent Aura Boost [Draconic]
Prerequisite: Cha 13, ability to project a draconic aura, draconic vitality pool, dragonblood subtype.
Benefit: Whenever you boost a draconic aura, you can you can spend ten times the normal amount of draconic vitality and an additional 1 minute of concentration. If you do, the boost's duration becomes 24 hours. The boost still ends early if the aura is dismissed or the target ceases to be affected, as normal. You can only apply this feat to boost effects with durations of at least 1 round. Instantaneous boosts (such as that of the Stamina aura) and boosts that lack durations entirely (such as that of the Resistance aura) cannot be used with this feat.



Project Draconic Aura [Draconic]
Prerequisite: Cha 13, 3 HD, draconic vitality pool, dragonblood subtype.
Benefit: Choose a single draconic aura that you don't already know. You learn to project this aura. If you can already project draconic auras, this functions as another draconic aura you know, and you can project it as per your existing abilities. If you cannot yet project draconic auras, you learn to project it as a dragon shaman projects auras. Your draconic aura bonus is +1, and the save DC of your aura is equal to 10 + 1/2 your character level + your Charisma modifier, and your effective dragon shaman level is equal to your character level.
Special: You can select this feat multiple times. Each time, choose a different draconic aura that you don't already know.
Note: This feat is intended to replace the Draconic Aura feat printed in Dragon Magic.



Projection Boost [Draconic]
Prerequisite: Cha 13, ability to project a draconic aura, draconic vitality pool, dragonblood subtype.
Benefit: Whenever you activate a draconic aura, you can also boost it as part of the same action.



Rejuvenating Vitality [Draconic]
Prerequisite: Cha 15, Touch of Vitality, 6 HD, draconic vitality pool, dragonblood subtype.
Benefit: When you use Touch of Vitality, you can choose to spend some of your draconic vitality to remove other harmful conditions affecting the target.
  • For every 5 DV you expend, you can cure 1 point of ability damage or remove one of the dazed, fatigued, or sickened conditions from one individual.
  • For every 10 DV you expend, you can remove one of the exhausted, nauseated, poisoned, or stunned conditions from one individual.
  • For every 20 DV you expend, you can remove a negative level, cure all diseases (as the remove disease spell), or remove one of the blinded or deafened conditions from one individual.
You can remove a condition (or more than one condition) and heal damage with the same touch, so long as you expend the required number of points. For example, if you wanted to heal 12 points of damage and remove the blinded and exhausted conditions from a target, you would have to expend 42 DV (12 hit points restored plus 20 DV for blinded plus 10 DV for exhausted).



Share Mantle Granted Power [Psionic]
Prerequisite: Cha 13, ability to project a mantle aura.
Benefit: Whenever you activate a mantle aura, you can expend your psionic focus in order to more fully share the power of that mantle. If you do, your mantle aura also grants that mantle's granted power to your allies, in addition to the aura's normal effects. This feat has no effect if you do not have the granted power of the mantle whose aura you project; you can only share granted powers that you yourself have. Even if you can project multiple mantle auras at once, you can only apply this feat's benefit to one mantle at a time.



Touch of Vitality [Draconic]
Prerequisite: Cha 13, draconic vitality pool, dragonblood subtype.
Benefit: You can heal the wounds of living creatures (your own or those of others) by touch. Using Touch of Vitality is a standard action. You heal the subject that you touch for a number of hit points equal to the amount of DV you expend. This is not a positive energy effect, so living constructs and living creatures that are harmed instead of healed by positive energy still receive the full effect of this feat's healing. However, nonliving creatures are not affected by this ability, being neither healed nor harmed. This is a supernatural ability.



Veteran Commander [General]
Prerequisite: Cha 13, Diplomacy 4 ranks, presence.
Benefit: Your maximum presence increases by 2.



Vitalizing Breath [Breath, Draconic]
Prerequisite: Con 13, Cha 13, Touch of Vitality, breath weapon, draconic vitality pool, dragonblood subtype.
Benefit: When you use your breath weapon, you can choose to charge it with restorative energies. You must expend 5 DV for every die of damage your breath weapon deals. If you do, your breath weapon does not deal damage. Instead, all living creatures other than yourself within the area of your breath weapon are healed. Subjects heal an amount of hit points equal to the full normal damage your breath weapon would normally do, excluding resistances, immunities, and vulnerabilities. This is not a positive energy effect, so living constructs and living creatures that are harmed instead of healed by positive energy still receive the full effect of your breath weapon's healing. However, nonliving creatures are not affected by this ability, being neither healed nor harmed.



Change Log
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56
Garryl's Germinations / [Aura] Base Class - Paladin
« on: June 22, 2017, 08:33:18 PM »
Paladin base class
A re-envisioning of the original paladin with some fancy new aura features. Many of the class's auras draw conceptually from the Diablo 2 paladin.

Paladin auras are more personal than those of other projectors. The paladin's faith and conviction powers her auras, and while a strong faith can be inspiring to others, the greatest heroics are inspired within the one with the faith itself. The effective radius for most auras is 1/6th the normal radius, rounded up to the nearest multiple of 5 feet. In exchange, paladin auras grant greater benefits to the projector herself, as noted under the "Personal" entry of the aura. A paladin still benefits from the normal benefits of her auras, although the normal and personal benefits of a given aura do not stack; where they both apply to the same statistic or otherwise provide similar benefits, only the strongest applies.

Alignment: Any good

Hit Die: d10

Table: The Paladin


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special

Auras Known

Spells Per Day
MinorDivine01st2nd3rd4th5th6th
1+1+2+0+2Aura of Good, Detect Evil, Minor Aura, Smite Evil 1/day2--2------------
2+2+3+0+3Lay on Hands3--30----------
3+3+3+1+3Divine Aura +1, Divine Health3231----------
4+4+4+1+4Turn Undead42320--------
5+5+4+1+4Smite Evil 2/day, Special Mount43331--------
6+6/+1+5+2+5Multismite (2 spells), Remove Disease 1/week43332--------
7+7/+2+5+2+5Dilate Aura (90 feet/15 feet)533320------
8+8/+3+6+2+6Divine Aura +2533331------
9+9/+4+6+3+6Mettle of Fortitude, Remove Disease 2/week633332------
10+10/+5+7+3+7Smite Evil 3/day6433320----
11+11/+6/+1+7+3+7Multismite (3 spells)6433331----
12+12/+7/+2+8+4+8Dilate Aura (120 feet/20 feet), Remove Disease 3/week, Share Personal Aura7433332----
13+13/+8/+3+8+4+8Divine Aura +374333320--
14+14/+9/+4+9+4+9Mettle of Will84433331--
15+15/+10/+5+9+5+9Remove Disease 4/week, Smite Evil 4/day85443332--
16+16/+11/+6/+1+10+5+10Multismite (4 spells)854443320
17+17/+12/+7/+2+10+5+10Dilate Aura (150 feet/25 feet)954444331
18+18/+13/+8/+3+11+6+11Divine Aura +4, Remove Disease 5/week954444432
19+19/+14/+9/+4+11+6+11--1054444443
20+20/+15/+10/+5+12+6+12Champion of Good, Smite Evil 5/day1064444444

Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Intimidate, Jump, Knowledge (all skills, taken individually), Perform, Profession, Ride, Sense Motive, Spellcraft, and Swim.

Weapon and Armor Proficiency: As a paladin, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Aura of Good (Ex): The power of your aura of good (see the detect good spell) is equal to your paladin level.

Auras (Su): As a paladin, your faith and conviction power your auras. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 3rd level) one divine aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a dragon shaman 2/paladin 3 would be able to project both a divine aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (divine or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a paladin, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your paladin level increases, you gain access to new auras, as indicated on the table above.

Divine Auras: Beginning at 3rd level, you can project a divine aura in addition to your minor aura. A divine aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your divine auras is initially +1, and it improves by 1 at 8th level and every 5 levels thereafter. You learn two divine auras of your choice at 3rd level. As your paladin level increases, you gain access to new auras, as indicated on the table above.

Faith powers your divine auras, and while a strong faith may inspire others to better themselves, the greatest changes are in the faithful individual himself. Most divine auras have a personal effect. This personal effect applies to you and only you while you project the aura. You, alongside your allies, still benefit from the normal effects of the aura, but the full effects of the aura are reserved for you and you alone. Where an aura grants the same or similar bonuses for both its normal effect and its personal effect, they do not stack; only the strongest applies to you.

As the powers of your auras are focused more heavily into you, they cannot as easily affect your allies. All divine auras with a personal effect have a reduced area of effect. Such auras have only one sixth the normal radius, rounded up to the nearest multiple of 5 feet. Thus, their effective base radius is only 10 feet, and increasing by 5 feet each time your Dilate Aura ability would normally increase your aura radius by 30 feet. Divine auras with no specific additional personal effect and auras of other types still use your full normal aura radius.

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Detect Evil (Sp): At will, you can use detect evil, as the spell.

Smite Evil (Su): Once per day, you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per paladin level. If you accidentally smite a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, you may smite evil one additional time per day, as indicated on the table above, to a maximum of five times per day at 20th level.

Spells: As a paladin, you gain the ability to cast a small number of divine spells, which are drawn from the paladin spell list. You must choose and prepare your spells in advance.

To prepare or cast a spell, you must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against your spell is 10 + the spell level + your Wisdom modifier.

Like other spellcasters, you can cast only a certain number of spells of each spell level per day. Your base daily spell allotment is given on the table above. In addition, you receive bonus spells per day if you have a high Wisdom score. When the table above indicates that you get 0 spells per day of a given spell level, you gain only the bonus spells you would be entitled to based on your Wisdom score for that spell level.

You prepare and cast spells the way a cleric does, though you cannot lose a prepared spell to spontaneously cast a cure spell in its place. You may prepare and cast any spell on the paladin spell list, provided that you can cast spells of that level, but you must choose which spells to prepare during your daily meditation.

Lay on Hands (Su): Beginning at 2nd level, you can heal wounds (your own or those of others) by touch. Each day you can heal a total number of hit points of damage equal to your paladin level × your Charisma bonus (minimum +1). You may choose to divide your healing among multiple recipients, and you don’t have to use it all at once. Using this ability is a standard action.

Alternatively, you can use any or all of this healing power to deal damage to undead creatures. Using this ability in this way requires a successful melee touch attack and doesn’t provoke an attack of opportunity. You decide how many of your daily allotment of points to use as damage after successfully touching an undead creature.

Divine Health (Ex): At 3rd level, you gain immunity to all diseases, including supernatural and magical diseases.

Turn Undead (Su): When you reach 4th level, you gain the supernatural ability to turn undead. You may use this ability a number of times per day equal to 3 + your Charisma modifier (minimum 1/day). You turn undead as a cleric of your level would.

Special Mount (Sp): Upon reaching 5th level, you gain the service of an unusually intelligent, strong, and loyal steed to serve you in your crusade against evil. This mount is usually a heavy warhorse (for a Medium paladin) or a warpony (for a Small paladin).

Once per day, as a full-round action, you may magically call your mount from the celestial realms in which it resides. This ability is the equivalent of a spell of a level equal to one-third your level. The mount immediately appears adjacent to you and remains for 2 hours per paladin level; it may be dismissed at any time as a free action. The mount is the same creature each time it is called, though you may release a particular mount from service.

Each time the mount is called, it appears in full health, regardless of any damage it may have taken previously. The mount also appears wearing or carrying any gear it had when it was last dismissed. Calling a mount is a conjuration (calling) effect.

Should your mount die, it immediately disappears, leaving behind any equipment it was carrying. You may not summon another mount for thirty days or until you gain you level, whichever comes first, even if the mount is somehow returned from the dead. During this thirty-day period, you take a -1 penalty on attack and weapon damage rolls.

Multismite (Ex): Beginning at 6th level, you learn to channel even more power into a single smite attack. You can cast multiple personal smite spells (spells that target your own smite attack) as part of the same action. The casting time becomes equal to the longest casting time of all such spells, and all spells cast must target the same smite attack. If one or more of the spells would provoke an attack of opportunity, you only provoke a single attack of opportunity for this action. The total spell level of the spells you cast this way cannot exceed 1/3 your paladin level. A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.

Starting at 6th level, you can cast up to two spells at once this way. This improves to three spells at 11th level and four spells at 16th level.

Remove Disease (Sp): At 6th level, you can produce a remove disease effect, as the spell, once per week. You can use this ability one additional time per week for every three levels after 6th (twice per week at 9th, three times at 12th, and so forth).

Dilate Aura (Ex): Starting at 7th level, the range of your auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again at each of 12th and 17th level. As the range of most of your divine auras is only 1/6th the normal range, their range effectively only increases by 5 feet at each of these levels.

Mettle of Fortitude (Ex): Starting at 9th level, your faith fortifies your body. Whenever you make a successful Fortitude saving throw against an effect that would normally have a lesser effect on a successful save, you may choose to instead completely negate the effect. If you also possess the mettle of will ability, the two abilities together also count as the mettle ability for the purposes of meeting prerequisites and other options.

Share Personal Aura (Ex): Beginning at 12th level, adjacent allies also gain the personal benefits of the divine aura you project. If you have the ability to project multiple divine auras, you must choose which one aura to share each time you change which divine auras you are projecting.

Mettle of Will (Ex): Starting at 14th level, your faith fortifies your mind. Whenever you make a successful Will saving throw against an effect that would normally have a lesser effect on a successful save, you may choose to instead completely negate the effect. If you also possess the mettle of fortitude ability, the two abilities together also count as the mettle ability for the purposes of meeting prerequisites and other options.

Champion of Good (Ex): Beginning at 20th level, you become one with the concept and power of good. You gain the half-celestial template, even if you would not normally be eligible, and with no level adjustment or challenge rating modification.

Further, your alignment can never unwillingly be changed from good. Effects that would alter your alignment away from good fail to do so. Such effects may still alter your alignment on the lawful to chaotic axis. You cannot be charmed or compelled to commit evil acts, and you automatically recognize any sort of trickery or illusion, be they mundane, magical, or otherwise, intended to convince you to commit an evil act. These protections are effective even against epic-, deity-, or artifact-level effects.

Code of Conduct: A paladin must be of good alignment and loses all class abilities if she ever willingly and intentionally commits an evil act.

Additionally, a paladin’s code requires that she act with honor, help those in need (provided they do not use the help for evil ends or other purposes opposed to the paladin's ideals), and punish those who harm or threaten innocents. What acting with honor means exactly varies from paladin to paladin. For lawful paladins, it frequently involves some variation of not lying, not cheating, not using poison, and so forth. Acting with honor instead might mean holding oneself to higher standards of helping the powerless and downtrodden, holding to one's ideals regardless of social custom, and so forth for chaotic paladins.

Ex-Paladins: A paladin who ceases to be good, who willfully commits an evil act, or who grossly violates her code of conduct loses all paladin spells and class features (including the service of the paladin’s mount, but not weapon, armor, and shield proficiencies). She may not progress any farther in levels as a paladin. She regains her abilities and advancement potential if she atones for her violations (see the atonement spell description), as appropriate.

Paladin Spell List
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The Paladin’s Special Mount
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Alternative Special Mounts
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Alternative Class Features
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Change Log
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57
Garryl's Germinations / [Aura] Base Class - Marshal
« on: June 22, 2017, 08:32:55 PM »
Marshal base class
This version of the marshal is a bit more active than the original. In addition to auras (which should be a bit more interesting and useful now), the marshal has a variety of commands to use which provide a variety of temporary buffs and debuffs. This marshal uses a new mechanic, presence, which ebbs and flows based on how much you use your abilities. The more you shout about, the less effect each command will have, but if you take the time you make every command count, they'll keep their prime potency.

Hit Die: d8

Table: The Marshal

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Maximum
Presence
Auras Known
MinorMajor
1+0+2+0+2Major Aura +1, Minor Aura, Skill Focus (Diplomacy)--22
2+1+3+0+3Aura Shift (2 auras), Commands (momentary)233
3+2+3+1+3Dilate Aura (90 feet)343
4+3+4+1+4Major Aura +2, Voice of the People443
5+3+4+1+4Extra Aura (Minor)554
6+4+5+2+5Commands (tactical), Dilate Aura (120 feet), Leadership654
7+5+5+2+5Aura Shift (2 auras, 1 immediate)764
8+6/+1+6+2+6Major Aura +3864
9+6/+1+6+3+6Dilate Aura (150 feet)974
10+7/+2+7+3+7Commands (strategic), Extra Aura (Major)1075
11+8/+3+7+3+7Fearless Leader1185
12+9/+4+8+4+8Dilate Aura (180 feet), Major Aura +41285
13+9/+4+8+4+8Aura Shift (3 auras, 1 immediate)1395
14+10/+5+9+4+9Commands (warmaster), Contingent Command1495
15+11/+6/+1+9+5+9Dilate Aura (210 feet)15106
16+12/+7/+2+10+5+10Major Aura +516106
17+12/+7/+2+10+5+10--17116
18+13/+8/+3+11+6+11Commands (overlord), Dilate Aura (240 feet)18116
19+14/+9/+4+11+6+11Aura Shift (3 auras, 2 immediate)19126
20+15/+10/+5+12+6+12Aura Mastery, Aura Shift (all auras, 2 immediate), Major Aura +620127

Class skills (6 + Int modifier per level): Bluff, Climb, Concentration, Craft, Diplomacy, Handle Animal, Intimidate, Jump, Knowledge (all skills, taken individually), Listen, Perform, Profession, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.

Weapon and Armor Proficiency: As a marshal, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Auras (Ex): As a marshal, your presence and leadership exerts an effect on allies in your vicinity. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and one major aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a divine mind 2/marshal 2 would be able to project both a major aura and a mantle aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (major or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a marshal, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) that you can communicate with, even if you don't share a language. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to communicate.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your marshal level increases, you gain access to new auras, as indicated on the table above.

Major Aura: You can project a major aura in addition to your minor aura. A major aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your major auras is initially +1, and it improves by 1 at 4th level and every 4 levels thereafter. You begin play knowing two major auras of your choice. As your marshal level increases, you gain access to new auras, as indicated on the table above.
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Skill Focus (Diplomacy): Because you have a way with people, you gain Skill Focus (Diplomacy) as a bonus feat. If you already have that feat, you can choose a different one that you qualify for.

Aura Shift (Ex): You can activate multiple auras at once. Beginning at 2nd level, you can activate two auras as part of the same swift action. At 13th level, this improves to three auras at once. Once you reach 20th level, you can activate any number of auras at once.

In addition, starting at 7th level, you can dismiss a single aura and activate a new one of the same type in its place as an immediate action. Beginning at 19th level, you can do so with two auras as an immediate action.

Commands: Beginning at 2nd level, you learn to use commands.

Commands have the same range as your auras. The save DC of a command is 10 + 1/2 your current presence score + your Charisma modifier.

Commands are mind-affecting compulsion effects (although many have additional descriptors) and have no effect on creatures that are unaware of your presence or with which you cannot communicate (body language is usually sufficient, even if spoken language is impossible).

You are never affected by your own commands except where explicitly indicated. You cannot target yourself with your own command.

Commands are normally extraordinary abilities. The few supernatural commands have an effective caster level equal to your presence score.

You know and can use every marshal command of the ranks available to you. Initially, you can only use momentary commands. You gain access to tactical commands at 6th level, strategic commands at 10th level, warmaster commands at 14th level, and overlord commands at 18th level.

Most commands grow stronger or weaker with higher or lower presence scores. Determine a command's effect using your presence at the time you used it, before applying its presence cost. Any changes to your presence score after you use the command do not affect it.

In order to use a command, you must have a presence score of at least 1. After using a command, your presence score decreases by the command's presence cost. You need not have as much presence as the command's presence cost, but if you do not, you will have a negative presence score afterwards as a result.

Presence: Your presence score is a numerical representation of ability to lead in the heat of battle. You use your presence to determine the potency and effects of your commands. Each time you use a command, your presence decreases after resolving that ability's effects, which may reduce it below 0. The amount decreased depends on the command used. If your presence is 0 or lower, you cannot use commands.

Beginning at 2nd level, your maximum presence is equal to your marshal level. Lost presence returns at a rate of 1 point per round. You can also spend a full-round action to take stock of the battlefield in order to restore your presence to its maximum value.

Dilate Aura (Ex): Starting at 3rd level, the range of your auras and commands increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again every 3 levels thereafter.

Voice of the People (Ex): Beginning at 4th level, you learn to communicate across language barriers. Through a combination of body language, tone, and expression, you can make yourself understood by those who do not speak your language, and you can interpret their meaning the same way. Simple concepts that can be conveyed in a few words (such as "Help!" or "Drop your weapon!") can be conveyed automatically. More complex concepts require you to make a modified level check: d20 + your class level + either your Wisdom modifier (if trying to understand someone else) or Charisma modifier (if trying to make someone else understand you). Roll each only once per conversation. If you fail, you cannot try to communicate with that specific individual via this ability until you have gained a level. (Thus, it is possible, if you succeed in one roll but fail in the other, to hold a conversation where you can understand the other speaker but he cannot understand you, or vice-versa.)

The DC of the roll depends on creature type and how closely the individual's language is related to any of your own. The base DC for this roll is 20, and it increases or decreases based on how compatible your linguistic and nonverbal communication methods are with the individual. The ability works most effectively with other creatures of your type who speak a language that uses the same alphabet as a language you speak. (See Speak Language, PH 82, for this information.) Use the best modifier from each category to determine the DC of the check.

Table: Voice of the People
Creature's TypeDC Modifier
Same as yours+0
Humanoid+2
Fey, Giant, or Monstrous Humanoid+5
Deathless, Dragon, Elemental, Outsider, or Undead+10
Other creature type+20
Creature's LanguagesDC Modifier
Knows a language that uses the same alphabet as a language you know+0
Knows at least 5 languages+5
Knows at least one language+10
Knows no languages, Int 3 or higher+20
Knows no languages, Int 2 or less+30
Mindless+40

If the individual is deliberately trying to make himself understood, you gain a +2 circumstance bonus on this roll. If you are attempting to interpret his speech from outside normal conversational distance (such as eavesdropping), you take a -4 penalty on this roll.

You can employ this ability with your commands in order to affect creatures that do not share a language with you. For the purpose of this ability, commands count as simple concepts and do not require a check.

If you have 5 or more ranks in Diplomacy, you gain a +2 bonus on this check for the purpose of making yourself understood. If you have 5 or more ranks in Sense Motive, you gain a +2 bonus on this check for the purpose of understanding another creature.

Extra Aura: At 5th level, you gain Extra Aura (minor aura) as a bonus feat, allowing you to project one more minor aura at once than normal (for a total of 2 minor auras and 1 major aura). At 10th level, you also gain Extra Aura (major aura) as a bonus feat, allowing you to project one more major aura at once than normal (for a total of 2 minor auras and 2 major auras). You must activate or dismiss your auras separately. You need not meet the prerequisites of these feats.

Leadership (Ex): Beginning at 6th level, you gain a Leadership score and you can attract followers as though you had the Leadership feat. This ability counts as the Leadership feat for the purposes of meeting the prerequisites of feats and other options. Consequently, this allows you to select most Leader feats. This does not grant any other benefits of the Leadership feat, however, such as the ability to attract a cohort.

If you ever take the Leadership feat, you gain a +2 bonus to your Leadership score and can use your Leadership score in place of your presence score when determining the effects of your commands on your followers (this doesn't let you use commands if you have an insufficient presence).

Fearless Leader (Ex): Beginning at 11th level, whenever you make a saving throw against a fear effect, you can elect to use your presence score (maximum 20) in place of the d20 roll. You do not automatically fail your saving throw if you use this ability with a presence of 1, nor do you automatically succeed with a presence of 20 or higher. This otherwise works just like a normal saving throw where you had rolled the indicated value, similar to taking 10 on a check. You must have at least 1 point of presence to use this ability. You can decide whether or not to use this ability after rolling your saving throw but before determining the results of the save.

Contingent Command (Ex): Starting at 14th level, you can prepare a plan of action with your allies. Select a single command you can use each time you use this ability. You must designate the targets of your command beforehand when you prepare it as a contingent command, all of whom must be willing and all of whom must be valid targets throughout the preparation time. This process takes at least 10 minutes to complete. If the command takes longer than 10 minutes, use that instead.

At any time, with no action, any of the targets of the command can will it to immediately come into effect. If the command targets multiple allies, any of them electing to use it causes the command to come into effect on all of them. Allies that are no longer in range are still affected by the command, although allies that are no longer valid targets of the command for other reasons are unaffected.

You can have only one contingent command at a time; if a second is prepared, the first one (if still active) is cancelled.

A command used this way does not reduce your presence score by its cost and its effects are determined as though you had your normal maximum presence, regardless of your presence score at the time.

Aura Mastery (Ex): Beginning at 20th level, once per day as a swift action, you can project any number of minor auras and major auras at once for a number of rounds equal to your Charisma modifier (minimum 1 round). You can change which major and minor auras you are projecting and activate new ones as part of this action.



Marshal Command List
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Change Log
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58
Garryl's Germinations / [Aura] Base Class - Dragon Shaman
« on: June 22, 2017, 08:32:33 PM »
Dragon Shaman base class
A remake of the original dragon shaman with some fancy new aura features that build on what was once touch of vitality's healing pool.

Hit Die: d10

Table: The Dragon Shaman

Level
Base
Attack Bonus
Fort
Save
Ref
Save
Will
Save

Special
Draconic
Vitality
Auras Known
MinorDraconic
1+0+2+0+2Breath Weapon, Dragontouched, Minor Aura, Totem Dragon102--
2+1+3+0+3Bonus Feat, Draconic Aura +12033
3+2+3+1+3Dilate Aura (90 feet), Draconic Adaptation3043
4+3+4+1+4Draconic Resolve4043
5+3+4+1+4Scales +25054
6+4+5+2+5Draconic Aura +27054
7+5+5+2+5Bonus Feat, Dilate Aura (120 feet)9064
8+6/+1+6+2+6Share Draconic Adaptation11064
9+6/+1+6+3+6Totem Immunity13074
10+7/+2+7+3+7Breath Weapon (double range), Draconic Aura +315075
11+8/+3+7+3+7Dilate Aura (150 feet), Scales +318085
12+9/+4+8+4+8Extra Aura21085
13+9/+4+8+4+8Bonus Feat24095
14+10/+5+9+4+9Commune with Dragon Spirit, Draconic Aura +427095
15+11/+6/+1+9+5+9Share Totem Immunity300106
16+12/+7/+2+10+5+10Dilate Aura (180 feet), Draconic Longevity340106
17+12/+7/+2+10+5+10Draconic Infusion, Scales +4380116
18+13/+8/+3+11+6+11Draconic Aura +5420116
19+14/+9/+4+11+6+11Bonus Feat460126
20+15/+10/+5+12+6+12Breath Weapon (quadruple range), Dragonshape500127

Class skills (4 + Int modifier per level): Concentration, Craft, Diplomacy, Escape Artist, Intimidate, Knowledge (all skills, taken individually), Listen, Profession, Search, Sense Motive, Spot, and Use Magic Device. In addition, a dragon shaman gains access to additional class skills based on her totem dragon (see below).

Weapon and Armor Proficiency: As a dragon shaman, you are proficient with all simple weapons, with medium and light armor, and with shields (except tower shields).

Languages: As a dragon shaman, you learn to speak Draconic. Draconic is a free language for you; that is, you know it in addition to your regular allotment of languages and it doesn’t take up a language slot.

Totem Dragon: You must choose a totem dragon from among the true dragons listed in the table below. At least one component of your alignment must be the same as your dragon totem's alignment, and no component of your alignment may be opposed to your totem dragon's alignment. For example, a gold dragon shaman (LG) could be lawful good, neutral good, or lawful neutral, while an amethyst dragon shaman (TN) could be neutral good, neutral evil, lawful neutral, chaotic neutral, or true neutral. You gain additional class skills and a particular sort of breath weapon based on the dragon you select as your totem. Your choice of dragon totem also influences the Draconic Adaptation and Totem Immunity abilities you gain at later levels.

Table: Dragon Shaman Totem Dragons
Chromatic
Totem Dragons
Dragon
Alignment

Class Skills
Breath Weapon
Damage Type
Draconic
Adaptation
Totem
Immunity
BlackCEHide, Move Silently, SwimAcidWater BreathingAcid
BlueLEBluff, Hide, SpellcraftElectricityVentriloquismElectricity
GreenLEBluff, Hide, Move SilentlyAcidWater BreathingAcid
RedCEAppraise, Bluff, JumpFireTreasure SeekerFire
WhiteCEHide, Move Silently, SwimColdIcewalkerCold
Metallic
Totem Dragons
Dragon
Alignment

Class Skills
Breath Weapon
Damage Type
Draconic
Adaptation
Totem
Immunity
BrassCGBluff, Gather Information, SurvivalFireWild BoonFire
BronzeLGDisguise, Survival, SwimElectricityWater BreathingElectricity
CopperCGBluff, Hide, JumpAcidSpider ClimbAcid
GoldLGDisguise, Heal, SwimFireWater BreathingFire
SilverLGBluff, Disguise, JumpColdCloud StriderCold
Gem
Totem Dragons
Dragon
Alignment

Class Skills
Breath Weapon
Damage Type
Draconic
Adaptation
Totem
Immunity
AmethystTNBluff, Hide, Move SilentlyNonlethal untyped damageBody EquilibriumImmune to poison, +4 bonus on saves against force effects
CrystalCNGather Information, Jump, SwimUntyped damage from a light effectCloud StriderCold
EmeraldLNGather Information, Hide, SwimSonicObject ReadingSonic
SapphireLNClimb, Jump, Move SilentlySonicSpider ClimbElectricity
TopazCNHide, Survival, SwimUntypedWater BreathingCold
Other
Totem Dragons
Dragon
Alignment

Class Skills
Breath Weapon
Damage Type
Draconic
Adaptation
Totem
Immunity
EctoplasmicCNDisguise, Gather Information, HideFirePlanar AdaptationFire
MercuryCGBluff, Disguise, Jump, Sense Motive, SurvivalFireBrillianceFire
MistTNBluff, Sense Motive, Swim, SurvivalFireWater BreathingAcid
ObsidianNEAppraise, Gather Information, SurvivalFirePlanar AdaptationFire
SteelLNBluff, Craft, Disguise, Profession, SpellcraftAcidMinor Change ShapeSR 15 + class level against arcane spells

Draconic Vitality: As a result of your studies and devotion to your dragon totem, you have learned to emulate the enduring magical might of dragons. You gain a pool of draconic vitality points, or DV, that you can spend to enhance some of your dragon shaman abilities. The base size of your pool is based on your class level, as indicated on the table above. If you have a positive Charisma modifier, you also gain additional points equal to 2 x class level x your Charisma bonus (if any). For example, a 7th-level dragon shaman with a Charisma score of 14 (+2 bonus) would have a pool of 118 DV. Whenever you get a full night's rest, you recover all lost or expended draconic vitality, restoring your pool to full.

Changes to the size of your pool also increase or decrease the amount of remaining draconic vitality you have by the same amount. While you cannot spend more draconic vitality than you have remaining in your pool, a reduction to your pool size (such as due to a penalty to your Charisma score) can reduce your remaining draconic vitality to a negative amount.

Some feats and other options also grant you a pool of draconic vitality. Regardless of the source, they all combine into a single pool of draconic vitality that you can expend for all of the abilities that use it.

Auras (Su): As a dragon shaman, you can channel the mighty powers of dragonkind to project auras that grant you and nearby allies special benefits. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 2nd level) one draconic aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a dragon shaman 2/marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (draconic or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a dragon shaman, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. Unlike the auras of Marshals and Divine Minds, allies need not have an Intelligence score to gain the bonus (mindless creatures can benefit from your dragon shaman auras as much as intelligent creatures). Your aura is dismissed if you become unconscious or are slain, but otherwise it remains in effect even if you are incapable of acting.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your dragon shaman level increases, you gain access to new auras, as indicated on the table above.

Draconic Aura: Beginning at 2nd level, you can project a draconic aura in addition to your minor aura. A draconic aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your draconic auras is initially +1, and it improves by 1 at 6th level and every 4 levels thereafter. You learn three draconic auras of your choice at 2nd level. As your dragon shaman level increases, you gain access to new auras, as indicated on the table above.

Most draconic auras have a boost effect. As a swift action, you can spend some of your remaining draconic vitality (or DV) to improve the aura's effects temporarily. If you dismiss an aura, its boost's duration immediately ends and the boost effect is lost, even if you activate the aura again before the boost's duration would normally end. In the case of boosts that have a specific target, should the target cease being affected by the aura, the boost effect ends on that target just like you had dismissed the aura.

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Breath Weapon (Su): At 1st level, you gain a breath weapon that you can use once per round as a standard action. Each time you use your breath weapon, you can choose whether it takes the form of a 15-foot cone or a 30-foot line. This breath weapon deals 1d6 points of damage of the type corresponding to your dragon totem, plus an additional 1d6 damage for every 2 class levels; a successful Reflex save (DC 10 + 1/2 your class level + your Con modifier) halves the damage. Additionally, whenever you use your breath weapon, you can spend some of your draconic vitality to improve its potency. For every 3 points of draconic vitality (or DV) that you spend, you add an additional 1d6 damage to it, to a maximum number of additional damage dice equal to half your class level, rounded up.

You are immune to the effect of your own breath weapon (but not to other breath weapons that produce similar effects, even those of other dragon shamans).

At 10th level, your cone-shaped breath weapon's range doubles to 30 feet, and your line-shaped breath weapon's range doubles to 60 feet. At 20th level, these ranges double again, to 60 feet and 120 feet, respectively.

Dragontouched: At 1st level, you gain Dragontouched as a bonus feat, even if you don't qualify for it. This grants you the dragonblood subtype, 1 extra hit point, a +1 bonus on Listen, Search, and Spot checks, and a +1 bonus on saving throws against paralysis and sleep effects. In addition, you can select draconic feats as if you were a sorcerer of your character level.

Bonus Feats: At 2nd level, 7th level, and every 6 levels thereafter, you gain a bonus breath, metabreath, or draconic feat of your choice. You can also select the Dragon Wings feat, even though your character level is beyond 1st, or the Improved Dragon Wings, Reinforced Wings, and Heavyweight Wings feats.

Dilate Aura (Ex): Starting at 3rd level, the range of your auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again at each of 7th, 11th, and 16th level.

Draconic Adaptation: At 3rd level, you take on an aspect of your totem dragon. Some adaptations are extraordinary or supernatural abilities that are always active; others are spell-like abilities that you can activate at will. Spell-like abilities have a caster level equal to your class level and a save DC equal to 10 + spell level + Cha modifier. Psi-like abilities have a manifester level equal to your class level and a save DC equal to 10 + power level + Cha modifier.
  • Body Equilibrium (Su): You gain the benefits of the body equilibrium power, allowing you to adjust your body’s equilibrium to correspond with any solid or liquid that you stand on, and halving the damage you take from falling.
  • Brilliance (Su): You can create a light as bright as a daylight spell in a cone-shaped emanation up to 60 feet long. Each round, you can turn the light in a new area. Activating or suppressing this ability is a standard action.
  • Cloud Strider (Su): You can tread on clouds or fog as though on solid ground. Additionally, you fall slowly, as per the feather fall spell. Either or both of these effects can be suppressed or resumed as a free action.
  • Icewalker (Ex): You are constantly protected from extreme cold (although not extreme heat), as per the endure elements spell. You can walk across icy surfaces without reducing your speed or making Balance checks. Further, you can cling to and walk upon sheer surfaces, as per the spider climb spell, as long as they are icy.
  • Minor Change Shape (Su): As the changeling racial ability. You can alter your appearance as though using a disguise self spell that affects your body but not your possessions. This ability is not an illusory effect, but a minor physical alteration of your facial features, skin color and texture, and size, within the limits described for the spell. You can use this ability at will, and the alteration lasts until you change shape again. You revert to your natural form when killed. A true seeing spell reveals your natural form. When using this ability to create a disguise, you receive a +10 circumstance bonus on Disguise checks. Using this ability is a full-round action.
  • Object Reading (Ps): As the power, usable at will.
  • Planar Adaptation (Su): You are at ease on other planes. You can ignore the effects of most extraplanar environments, as per the avoid planar effects spell.
  • Spider Climb (Su): You can cling to and walk along sheer surfaces, as per the spider climb spell.
  • Treasure Seeker (Sp): You can use the detect magic and identify spells at will. You need not provide expensive material components for identify, but the casting time is the same as when cast as a spell.
  • Ventriloquism (Sp): As the spell, usable at will. You can also use this spell-like ability to mimic any voice or sound you have heard. Listeners are automatically allowed a disbelief save to detect the ruse when you use it this way.
  • Water Breathing (Ex): You can breathe underwater indefinitely and can freely use spells and other abilities underwater.
  • Wild Boon (Su): You are constantly protected from extreme temperatures, as per the endure elements spell. Additionally, you can comprehend and communicate with animals, as per the speak with animals spell.
Draconic Resolve (Ex): At 4th level, you gain immunity to paralysis and sleep effects. You also become immune to the frightful presence of dragons.

Scales (Ex): As your devotion to your dragon totem grows, your skin thickens, developing faint scales. Beginning at 5th level, you gain a +2 natural armor bonus to your Armor Class. If you already have a natural armor bonus from other sources, instead increase your existing bonus by this amount. This bonus increases by 1 for every 6 levels beyond 5th level, for a total bonus of +4 at level 17.

Share Draconic Adaptation (Su): Beginning at 8th level, you can have any ally affected by your draconic auras also gain the effects of your draconic adaptation.

Totem Immunity (Ex): Beginning at 9th level, you become immune to your dragon totem's associated energy type. Some totems grant a different benefit instead of immunity to an energy type, as noted in their descriptions.

Extra Aura: At 12th level, you gain Extra Aura (draconic aura) as a bonus feat, allowing you to project one more draconic aura at once than normal (for a total of 2). You must activate or dismiss your auras separately.

Commune with Dragon Spirit (Sp): At 14th level, you gain the ability to contact your dragon totem directly to ask questions of it. This is the equivalent of casting a commune spell, except that it has no material component, focus, or XP cost and allows only one question per three class levels. After using this ability, you cannot use it again for seven days.

Share Totem Immunity (Su): Beginning at 15th level, you can have any ally affected by your draconic auras also gain the effects of your totem immunity.

Draconic Longevity (Ex): At 16th level and onward, you no longer take penalties to your ability scores for aging and cannot be magically aged. Any such penalties that you have already taken, however, remain in place. Bonuses still accrue, and you still die of old age when your time is up. However, like your draconic patron, you become extraordinarily long-lived. Your maximum age is double normal.

Draconic Infusion (Su): When you reach 17th level, choose a single draconic aura you know and can project. Once selected, this cannot be changed. You continuously project that aura with a personal range; it affects you and only you at any and all times that you can project a draconic aura. Your ability to project this aura in this way is in addition to your normal ability to project draconic auras; it does not count against the number of draconic aura your can project at once. Further, you can still project this aura normally, counting against the number of draconic auras you can project at once but affecting more than just yourself like a normal aura. When you do so, you treat its aura bonus a +2 higher than normal with respect to yourself.

Dragonshape (Su): Beginning at 20th level, you can take on the full might of your dragon totem for a short while. You assume the form of a typical mature adult dragon of your dragon totem's type. Your type and subtype (if applicable) change to match the new form. You gain the Strength, Dexterity, and Constitution scores of the new form but retain your own Intelligence, Wisdom, and Charisma scores. You also gain all special abilities possessed by the form (such as blindsense, breath weapon, crush, damage reduction, frightful presence, keen senses, spell resistance, tail sweep, and spell-like abilities) but do not gain the spellcasting or manifesting ability of your new form. Limitations on the use of abilities gained through this transformation remain regardless of how many times you switch between normal and draconic form.

You retain all supernatural and spell-like abilities of your normal form, except for those requiring a body part that the new form does not have, if any. You keep all extraordinary abilities derived from class levels, but you lose any benefits of the racial traits of your normal form. If you have a template, special abilities it provides are likewise not retained.

You acquire the physical qualities of the new form while retaining your own mind. Physical qualities include natural size, mundane movement capabilities (such as burrowing, climbing, walking, swimming, and flight with wings), natural armor bonus, natural weapons (such as claw, bite, wing, and tail slap attacks), racial bonuses on skill checks, racial bonus feats, and any anatomical qualities (presence or absence of wings, number of extremities, and so forth).

You can freely designate the new form’s minor physical qualities (such as scale color, scale texture, and eye color) within the normal ranges for a creature of that type. The new form’s significant physical qualities (such as height, weight, and gender) are also under your control, but they must fall within the norms for the new form’s species. You are effectively disguised as an average member of the new form’s race. If you use this ability to create a disguise, you get a +10 bonus on your Disguise check.

When the change occurs, your equipment either remains worn or held by the new form (if it is capable of wearing or holding the item in question) or melds into the new form and becomes nonfunctional. When you revert to your normal form, any objects previously melded into the new form reappear in the same location on your body they previously occupied and are once again functional. Any new items you wore in the assumed form and can’t wear in your normal form fall off and land at your feet; any that you could wear in either form or carry in a body part common to both forms (mouth, hands, or the like) at the time of reversion are still held in the same way. Any part of the body or piece of equipment that is separated from the whole reverts to its normal form.

While under this effect, your remaining draconic vitality directly bolsters your life force, functioning similarly to temporary hit points. Any damage you take is subtracted from your remaining draconic vitality before your normal hit points, but after temporary hit points. Just like real temporary hit points, you add your draconic vitality to your hit point total to determine the effects of hit point-dependent effects, such as nonlethal damage and power word spells.

If you are slain while under the effect of this ability, you revert to your original form, though you remain dead.

You can activate this ability as a swift action and deactivate it as a free action. You must spend 5 DV each round that this ability remains in effect, starting when you activate it. If you cannot or choose not to, the effects end and the ability is deactivated. As long as you continue to spend draconic vitality, there is no limit to the amount of time you can spend in dragon form.

Ex-Dragon Shamans: If your alignment changes such that it is now inappropriate for your totem dragon, you temporarily lose access to your breath weapon, draconic adaptation, share draconic adaptation, totem immunity, share totem immunity, commune with dragon spirit, and dragonshape abilities. You regain the use of those abilities should your alignment change back to an appropriate alignment for your totem. Alternatively, you can switch your dragon totem.

Changing Dragon Totems: While most dragon shamans remain devoted to a single dragon totem for the entirety of their careers, it is not unheard of for a shaman to change their spiritual inclinations. Through a process of ritual meditation and fasting lasting for 24 hours, you can select a new dragon totem. Your alignment must be appropriate for your new totem. The effects of your breath weapon, draconic adaptation, totem immunity, and dragonshape class features change in accordance with your new dragon totem. However, your additional class skills remain the same until you gain a new character level, at which point you must retrain (PHB2) any skill points that you have invested in your former dragon shaman class skills that are not granted by your new totem. Additionally, the spirit of your new dragon totem may ask a quest of you, one appropriate to your talents and abilities, to prove your new devotion. Failure to undertake the quest within a reasonable time frame (partially dependent on the importance and urgency of your current quests) will result of the revocation of your totem-granted abilities, as described under the ex-dragon shamans heading above. Dragon shamans who repeatedly change which dragon totem they are devoted to may find that the dragon totems' quests become more dangerous and petty as the spirits express their disdain for such fickle devotion.



Alternative Class Features
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59
Garryl's Germinations / [Aura] Base Class - Divine Mind
« on: June 22, 2017, 08:32:00 PM »
Divine Mind base class
A divine mind fix. It sort of mixes with an improved marshal, upgrades to psychic warrior power progression, and stirs until it thickens.

Hit Die: d8

Table: The Divine Mind


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Power
Points
Per Day

Powers
Known
Maximum
Power
Level
Auras
Known
Minor
1+0+2+0+2Mantle (1st, 2nd), Minor Aura211st2
2+1+3+0+3Mantle (3rd), Mantle Aura +1321st3
3+2+3+1+3Dilate Aura (90 feet)431st4
4+3+4+1+4--542nd4
5+3+4+1+4Mantle (4th)752nd5
6+4+5+2+5Mantle Aura +21162nd5
7+5+5+2+5Dilate Aura (120 feet)1573rd6
8+6/+1+6+2+6Aura Shift (immediate)1983rd6
9+6/+1+6+3+6--2393rd7
10+7/+2+7+3+7Mantle (5th), Mantle Aura +327104th7
11+8/+3+7+3+7Dilate Aura (150 feet)35114th8
12+9/+4+8+4+8Extra Aura43124th8
13+9/+4+8+4+8--51135th9
14+10/+5+9+4+9Mantle Aura +459145th9
15+11/+6/+1+9+5+9Mantle (6th)67155th10
16+12/+7/+2+10+5+10Dilate Aura (180 feet)79166th10
17+12/+7/+2+10+5+10--91176th11
18+13/+8/+3+11+6+11Mantle Aura +5103186th11
19+14/+9/+4+11+6+11--115196th12
20+15/+10/+5+12+6+12Allied Victory, Mantle (7th)127206th12

Class skills (4 + Int modifier per level): Autohypnosis, Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (all skills, taken individually), Listen, Perform, Profession, Psicraft, Ride, Sense Motive, Speak Language, Spot, Survival, and Swim.

Weapon and Armor Proficiency: As a divine mind, you are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

Power Points/Day: As a divine mind, your ability to manifest powers is limited by the power points you have available. Your base daily allotment of power points is given on the table above. In addition, you receive bonus power points per day if you have a high Charisma score. Your race may also provide bonus power points per day, as may certain feats and items.

Powers Known: As a divine mind, you begin play knowing one power of your choice. At every class level after 1st, you unlock the knowledge of new powers.

Choose the powers known from your divine mind power list, which consists of the powers on all of the mantles you have. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow you to learn powers from the lists of other classes.) You can manifest any power that has a power point cost equal to or lower than your manifester level.

The total number of powers you can manifest in a day is limited only by your daily power points.

You simply know your powers; they are ingrained in your mind. You do not need to prepare them (in the way that some spellcasters prepare their spells), though you must get a good night’s sleep each day to regain all your spent power points.

The Difficulty Class for saving throws against your divine mind powers is 10 + the power’s level + the your Charisma modifier.

Maximum Power Level Known: As a divine mind, you begin play with the ability to learn 1st-level powers. As you attain higher levels, you may gain the ability to master more complex powers.

To learn or manifest a power, you must have a Charisma score of at least 10 + the power’s level.

Auras (Su): As a divine mind, your conviction and force of will exerts an effect on allies in your vicinity. You can learn to produce different effects, or auras, over the course of your career. You may project one minor aura and (starting at 2nd level) one mantle aura at a time. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a divine mind 2/marshal 2 would be able to project both a major aura and a mantle aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind (mantle or minor). You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

As a divine mind, activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. An ally must have an Intelligence score to gain the bonus (mindless creatures cannot benefit from your auras). Your aura is dismissed if you are unconscious, confused, dominated, brain locked, or otherwise unable to think your own thoughts. Your aura is also dismissed if you unwillingly lose your psionic focus (such as due to the Psionic Hole feat) or if are are unable to gain your psionic focus (such as due to having no power points remaining).

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. Your minor aura bonus is equal to your Charisma modifier (minimum +1). You begin play knowing two minor auras of your choice. As your divine mind level increases, you gain access to new auras, as indicated on the table above.

Mantle Aura: Beginning at 2nd level, you can project a mantle aura in addition to your minor aura. A mantle aura grants allies bonuses or harms enemies. The magnitude of the bonus granted by your mantle auras is initially +1, and it improves by 1 at 6th level and every 4 levels thereafter. You know and can project the auras of every mantle you possess.

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Mantle: You gain two mantles of your choice at 1st level, and another mantle of your choice at 2nd level, 5th level, and every 5 levels thereafter. You gain the granted powers of your chosen mantles and you add their powers to your divine mind power list.

Dilate Aura (Ex): Starting at 3rd level, the range of your auras increases by 30 feet (to a total of 90 feet). Their range increases by 30 feet again at each of 7th, 11th, and 16th level.

Aura Shift (Su): Starting at 8th level, you can dismiss an aura and activate a new one of the same type in its place as an immediate action.

Extra Aura: At 12th level, you gain Extra Aura (mantle aura) as a bonus feat, allowing you to project one more mantle aura at once than normal (for a total of 2). You must activate or dismiss your auras separately.

Allied Victory (Su): Starting at 20th level, if any ally subject to your mantle auras has one of the following bonuses, all allies subject to your mantle auras gain them. Only competence, insight, luck, morale, sacred, and profane bonuses are shared this way.
  • Ability scores
  • Attack rolls, including critical confirmation rolls
  • Damage rolls
  • Armor Class
  • Saving throws
  • Caster and manifester level
  • Save DCs
  • Skill checks
  • Ability checks, including initiative checks
  • Level checks, including dispel checks and caster and manifester level checks to bypass spell resistance
The shared bonuses retain their type, magnitude, and any restrictions that they may have (such as bonuses to only melee attack rolls). Bonuses that apply only until they have been used a certain number of times (such as the attack roll bonus from a true strike spell) are not shared this way, nor are bonuses that must be applied to only a singular roll or event (such as the assignable bonus from the Fate mantle aura). Bonuses that apply to only a specific weapon or ability are shared, but since their restrictions are maintained, they only apply if the ally also uses the same weapon or ability.



Alternative Class Features
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Change Log
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Index
The classes described here are connected by their use of auras. The exact nature of an aura can vary wildly. For some classes, they are spheres of power surrounding the character that can enhance allies and hinder enemies. For others, auras represent the distance at which the character can effectively lead his or her companions and inspire them to greater heroics.

The base radius of an aura is 60 feet. Except where noted, an aura is an emanation that fills the projecting character's space and extends outwards to its radius beyond that in all directions. Auras require line of effect, but most do not need line of sight.

Auras (Ex/Su): As a projector, you can learn to produce different effects, or auras, over the course of your career. You may project one aura of each type that you have access to at a time, usually a minor aura plus a special aura based on your class. If you possess the ability to project auras from multiple sources, the number of auras of any given type that you can project at once does not stack. For instance, a dragon shaman 2/marshal 2 would be able to project both a major aura and a draconic aura at the same time, but only a single minor aura.

Activating an aura is a swift action. The aura remains in effect until you use a free action to dismiss it or you activate another aura of the same kind. You can have an aura active continually; thus, an aura can be in effect at the start of a combat encounter even before you take your first turn.

Activating an aura is a purely mental action. Unless otherwise noted, your auras affect all allies within 60 feet (including yourself) with line of effect to you. The exact nature of what allies can be affected by your allies and what conditions and injuries may forcibly dismiss your auras varies from class to class.

Some auras affect your enemies instead of, or in addition to, your allies. Unless otherwise stated, the save DC of your aura is equal to 10 + 1/2 your class level + your Charisma modifier.

Except where otherwise noted, all modifiers granted by your auras are morale bonuses (or penalties) with a magnitude equal to your aura bonus (bonuses add your aura bonus, penalties subtract it). These morale bonuses and penalties still affect targets immune to mind-affecting effects that are otherwise subject to your aura.

Minor Aura: A minor aura grants allies a bonus to certain rolls equal to your minor aura bonus. For most classes that grant access to minor auras, your minor aura bonus is equal to your Charisma modifier (minimum +1).
  • Accurate Strike: Allies gain a bonus on rolls made to confirm critical hits.
  • Art of War: Allies gain a bonus on disarm, trip, bull rush, and sunder attempts.
  • Blitz: Allies gain a bonus on damage rolls against flat-footed opponents.
  • Combat Tactics: Allies gain a bonus on damage rolls on attacks of opportunity.
  • Demand Fortitude: Allies gain a bonus on Fortitude saves.
  • Determined Caster: Allies gain a bonus on rolls to overcome spell resistance.
  • Determined Manifester: Allies gain a bonus on rolls to overcome power resistance.
  • Distant Aim: Allies gain a bonus to ranged attack rolls. This cannot raise a character's ranged attack modifier above his or her normal ranged attack modifier within the first range increment.
  • Force of Will: Allies gain a bonus on Will saves.
  • Lethal Strike: Allies gain a bonus on damage rolls for confirmed critical hits. This damage bonus is multiplied, as normal.
  • Long Haul: Allies gain a bonus to Strength for the purpose of carrying capacity. Bonus to checks and rolls modified by the Endurance feat.
  • Master of Opportunity: Allies gain a bonus to Armor Class against attacks of opportunity.
  • Master of Tactics: Allies gain a bonus on damage rolls when flanking.
  • Motivate Charisma: Allies gain a bonus on Charisma checks and Charisma-based skill checks.
  • Motivate Constitution: Allies gain a bonus on Constitution checks and Constitution-based skill checks.
  • Motivate Dexterity: Allies gain a bonus on Dexterity checks, Dexterity-based skill checks, and initiative checks.
  • Motivate Intelligence: Allies gain a bonus on Intelligence checks and Intelligence-based skill checks.
  • Motivate Strength: Allies gain a bonus on Strength checks and Strength-based skill checks.
  • Motivate Wisdom: Allies gain a bonus on Wisdom checks and Wisdom-based skill checks.
  • Over the Top: Allies gain a bonus on damage rolls when charging.
  • Reliable Strike: Allies gain a bonus on percentile miss chance rolls equal to twice your aura bonus.
  • Sublime Focus: Allies gain a bonus on skill checks made as part of maneuvers.
  • Tough It Out: Allies gain a bonus to current and maximum hit points equal to twice your aura bonus. These hit points are not lost first like temporary hit points, and disappear when the aura is lost.
  • Warning Shout: Allies gain a bonus to Armor Class while denied Dexterity to AC. This cannot raise a character's Armor Class above his or her normal Armor Class. Still considered denied Dex to AC.
  • Watchful Eye: Allies gain a bonus on Reflex saves.


Change Log
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