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.Hack//R.P.; Under Construction. Accepting Player and GM Applications.
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Topic Started: August 28, 2010, 6:47 pm (1,974 Views)
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aoberaz
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August 28, 2010, 6:47 pm
Post #1
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The Why For a while now I've been searching for a quality .Hack// roleplay to satisfy my muses, but due mostly to standards set a little to high I was never able to find one I really liked. Therefore I decided to begin making one of my own, and this is the result.
What you can expect First let me warn all the .hack fans out there that this will not be a recreation of the anime/game/movie/manga series, but rather my own rendition of the .hack concept. That said, the basis of the RP will be taken directly from the various anime series, all of which pivot around a central plot, which I will utilize in a new and creative way. I intend to run this RP as though it were a game, which I believe is supremely fitting, as anyone who knows the series can agree. However, at the same time I intend to bring out the real world side of the story, though in the beginning that will not be the focus. There will be mechanics however, as well as defined character growth and progression. by ways of using d20 cannon rules from the Pathfinder Open Gaming License. Those familiar with D&D will find much of these mechanics familiar. However, all rolls and results will be handled by myself or my assistant GMs.
The Nitty Gritty There are 12-15 player slots open and 3-5 assistant GM spots open. That's the chain of commant, players<Assistant GMs<Myself.
Potential player applicants For those of you who are not familiar with the .hack series, it's basis is around a video game. Not just any video game, but an MMORPG (massively multiplayer online role playing game). But not just any MMORPG, the largest MMORPG IN THE WORLD! BUT NOT JUST ANY WORLD FAMOUS MMORPG, this game is actually trying to kill it's players off by trapping their minds within the game and causing their bodies to go into a coma. Intriguing, isn't it? As as player you will control a REAL WORLD character, who in turn joined THE WORLD and creates a character within THE WORLD.
Potential GM applicants First and foremost, you must have at least one of three qualifications to be considered as a GM for this RP. First, you must be familiar with the .hack world. You don't need to know things like character names, but more like you have to understand the basic concept of the .hack plot. Second, experience playing or running any edition of D&D, or any other d20 system. Third, experience running a forum/text based RP as either a head or assistant GM. If you possess any one of these three experiences you are welcomed, nay ENCOURAGED to apply as an assistant GM. AGMs will also be able to partake in the RP as a normal player, during which time your only responsibilities will include making sure the players aren't overstepping the creative boundaries set in place for them, interactions with NPCs, and general environment control. Beyond that you would be welcome to create your own Side Quests in both THE WORLD and the REAL WORLD. In addition to this all GMs will have the option of creating their own Signature NPC, who is welcome to start out at an advanced stage of development. However, this signature NPC will not be able to further develop it's skills and may be later added to the list of "casualties", so don't get too attached.
Character Sheet Character Profile
THE WORLD Name: Class: Race: Persona: (how your character acts while in THE WORLD) Appearance: (A picture is worth a thousand words, but 150 words will also tell us things a picture can never impart) Guild: (not required)
REAL WORLD Name: Location: Age: Appearance: Bio: (a breief but detailed synopsis of your character's true self. Where they came from and where they want to go) Reason: (use this field to describe what caused your REAL WORLD character to join THE WORLD in the first place. It could have been friends, it could have been a review or commercial, it could have been a way of escaping an abusive life. Be creative as this will be important towards the end of the story.) Living situation: (describe the situation and daily life of your REAL WORLD character. Are they a student? Do they work for a living? Are they retired with a fortune behind them to support them as they sit around playing games all day?)
Rules Before I say ANYTHING about the rules, allow me to explain that if you break these rules do not tell me it was only because you didn't read this section. If you find yourself banned from my RP because you can't read the section entitled RULES, tough cookies.
Now, first and foremost is the level of literacy. but before I go into it let me say that one of the best roleplayers I know had English as a second language, and can't write worth crap. I tell you this because I want you to understand that I WILL have patience when it comes to the level of literacy but only as long as you make up for it with effort.
That said, if you can't roleplay a whit, and can't write at a high school level, get off my lawn. I won't place a minimum post length in place, accepting that people have off days/writer blocks/mischievous muses. However, repeated short posts will make me set you on fire. And believe me, I have that power. If you aren't sure, copy/paste it into microsoft word and see how many errors you come up with. If your post causes the program to lag, crash and melt your computer screen, it probably should be worked before being seen by the public.
A good post should consist of at least one and a half paragraphs, each full paragraph containing seven FULL sentences. Grammar is important as well, as it is what sets their, they're, and there, apart.
One thing I WILL ABSOLUTELY NOT TOLERATE is people writing like they're chatting. You don't use special characters to designate your actions.You know what I'm talking about. None of **, :: <> or (). Period. I cannot emphasize this enough. You get one warning about this, and THIS IS IT. You WILL be given a chance to edit your post, but that's the closest thing you'll get to a second chance.
Finally, none of this "wot r u doin" bullshit. If you can't dot your I's and cross your T's, leave now.
What IS allowed Pretty much anything else. If you want to be graphic in your posts, describing the texture of the entrails of the monster to punch your first through, knock yourself out. But keep in mind that I won't defend you from the site moderators if they come crashing down on you for breaking THEIR rules. Even *I* have to answer to them when they call.
Roles to be filled Because I want to see as varied character concepts as possible I would like to make a few suggestions on concept points you might be interested in adding to your THE WORLD characters. These are only suggestions to hopefully insure verity in this RP.
Player Killer: more commonly know as PK'er, or just PK. Since the beginning of the .hack// series, PK has held a corner of the plotline by introducing conflict between characters. These characters do waht they do for any number of reasons including, but not limited to; the challenge of the fight; the gear they gain by killing players; sheer sadistic pleasure.
Player Killer-Killer: or PKK for short. If PK'ers are rare, PKK'ers are even more so. For that reason I don't want to see more than one PKK in the RP... two if you really impress me with your concept and the position has already been claimed. Reasons for being a PKK are as varied as those for PK, but might also be noble, as demonstrated by Haseo, AKA The Terror of Death (shin no kyofuku in japanese)
Guild leader: If there were two side to every story, Guild Leaders would generally act as the opposite to PK and PKK'ers. Though originally created as a further form a social networking within THE WORLD, Guilds have recently taken a turn for the worse. Though they may claim to continue opposing PK'ers and PKK'ers, they now offer their protection at a price. Sometimes the price is in THE WORLD currency, sometimes all they ask is the loyalty of the person saved.
Guild Member: Not all are cut out for the leading gig. They don't want to have to deal with the pressures of Guild Management, and who can blame them? It's a thankless job that cuts into the time you could otherwise spend enjoying THEE WORLD. For those who wants the protection and none of the hassle, they usually just end up joining a given guild.
Treasure Seekers: Ah, the random treasure box! Can nothing be more beautiful or exciting? After all, rare items are what make THE WORLD go round! hehe! These characters will often do anything to get their hands on the latest five star rating rare item, even going so far as to "borrow" the items of their companions in order to tell so they can afford those pair of "Exquisite Ruby Gunny Slippers" they saw in the auction house. Who can blame them? After all, it was less than half the price it normally was, and after buying that Yodeling Sword there simply wasn't enough gold left over!
Tournament Challenger: Not all PK'ers are people to be scowled out. Some actually understand the sensation of having the entire world cheer as they beat the other guy into the ground. But be warned, the life of a Tournament Champion isn't all screen shots and signatures. It takes hard work and dedication, not to mention talent to rise to the top of these most challenging aspects of THE WORLD.
Hacker: Rules are made to be broken, and what better rules to break than those of a game? Whether gain an advantage over the less technically inclined, or to create custom weapons and then sell them for gold, which then get sold to people in the REAL WORLD for REAL WORLD money. Not all hackers are so self-centered though, some only learn enough to change the outward appearance of their items to make their avatar stand out all the more and look the way they really want them to.
I may add more in the future, but feel free to use any of these to inspire you to make your concept a little more "you".
If interested in applying as either a player or as a GM, please reply in this thread or else send me a PM. Invite your friends too because as often as not, when people try new games like THE WORLD they bring their friends along for the fun as well. Or else they might have been invited by a friend who was already playing and starts a new character in order for the two of you to play together!
Stay posted, as I will be making later posts describing in further detail the setting, rules, methods and character generation steps.
Edited by aoberaz, August 29, 2010, 8:18 pm.
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Everlasting Nirvana
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August 28, 2010, 9:10 pm
Post #2
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Visitor
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You decided to make this after I brought up the topic of doing one. I ask you to help me do a plot line, but that obviously isnt what happened now is it...
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Evangelion Bot
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August 28, 2010, 9:48 pm
Post #3
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*Custom User Title*
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I suppose I'd be interested, once the character skeleton comes up.
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aoberaz
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August 29, 2010, 4:57 am
Post #4
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- Boomstick
- August 28, 2010, 9:10 pm
You decided to make this after I brought up the topic of doing one. I ask you to help me do a plot line, but that obviously isnt what happened now is it... Your thread had been inactive for nearly a month, and the only reason it's active now is because *I* am posting in it. You're welcome to apply as a GM or as a player. But before you go pointing fingers keep in mind that you were the inspiration that has started me down a line of creating an RP that, once created, -will- be successful. Neither of us can claim the right to the .hack// concept, but while you were only feeling people out to see if anyone would be interested, I decided that I didn't want to wait around for you to get enough support to start your endeavors.
I invite you to apply as a player or GM. As I said in the OP, you would qualify for a GM position because of your familiarity with the .hack// universe and concept. But I also ask that if you have any further objections that you PM them to me. This thread was created to let players who are interested officially sign up.
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aoberaz
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August 29, 2010, 5:05 am
Post #5
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Character information: This is where you can find information relevant to creating a character within the in game world, THE WORLD.
Classes This defines your character's major role, as well as their abilities, strengths and weaknesses. It also determines what weapons they will be able to use, whether or not they'll be able to utilize Magic, the amount of HP they have. the types of armor they can wear and various other rules. The classes and their general descriptions are as follows. Barbarian: The barbarian is a brutal berserker from beyond the edge of civilized lands. Bard: The bard uses skill and spell alike to bolster his allies, confound his enemies, and build upon his fame. Cleric: A devout follower of a deity, the cleric can heal wounds, raise the dead, and call down the wrath of the gods. Druid: The druid is a worshiper of all things natural—a spellcaster, a friend to animals, and a skilled shapechanger. Fighter: Brave and stalwart, the fighter is a master of all manner of arms and armor. Monk: A student of martial arts, the monk trains his body to be his greatest weapon and defense. Paladin: The paladin is the knight in shining armor, a devoted follower of law and good. Ranger: A tracker and hunter, the ranger is a creature of the wild and of tracking down his favored foes. Rogue: The rogue is a thief and a scout, an opportunist capable of delivering brutal strikes against unwary foes. Sorcerer: The spellcasting sorcerer is born with an innate knack for magic and has strange, eldritch powers. Wizard: The wizard masters magic through constant study that gives him incredible magical power. If you wish to view the classes in full detail, follow this link, http://paizo.com/pathfinderRPG/prd/classes.htmlAgain, these are cannon rules being used through an OGL, which means I am fully within my rights to steal every last mechanic from Pathfinder... which is what I'm going to do.
Edited by aoberaz, August 29, 2010, 3:34 pm.
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Vanity&Ecstasy
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August 29, 2010, 5:16 am
Post #6
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Thief of Hearts
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So it's basically a D&D campaign set in the .Hack universe?
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Dragon Force: Quest for the Clutch: OOC, Character
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aoberaz
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August 29, 2010, 5:39 am
Post #7
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Races: as we all know a fantasy setting is never complete without a wide range of playable races. Below is the information on said races.
Human Humans possess exceptional drive and a great capacity to endure and expand, and as such are currently the dominant race in THE WORLD. Capable of great beauty, but likewise possessing of the capacity for great evil, humans are as varied and many layered as they can be.  Game information +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Kitani Optimistic and cheerful by nature, blessed with uncanny luck and driven by their desire for companionship, the Kitani are a race ruled by their emotions. Their fun loving spirits make them able friends and fierce protectors. .jpg) Game Information +2 Dexterity, +2 Charisma, –2 Strength: Kitani are nimble and strong-willed, but their small stature makes them weaker than other races. Fearless: Kitani receive a +2 racial bonus on all saving throws against fear. This bonus stacks with the bonus granted by Kitani luck.
Kitani Luck: Kitani receive a +1 racial bonus on all saving throws.
Keen Senses: Kitani receive a +2 racial bonus on Perception skill checks.
Sure-Footed: Kitani receive a +2 racial bonus on Acrobatics and Climb skill checks.
Wolfken never mistake a Wolfken for a Kitani, it may be the last thing you ever do. This race of powerful warriors were once the elite guards of the gods, but when the old gods fell during the Time of Tragedies the Wolfken were left behind to carve their own place in society. In the end they went from temple guards and priests to a wondering and devided people of nomads, living off the lands while they continued to search out their old gods through shaminstic magics.  Game Information +2 Constitution, +2 Wisdom, –2 Charisma: Wolfken are both tough and wise, but also a bit gruff.
Medium: Wolfken are Medium creatures and have no bonuses or penalties due to their size.
Slow and Steady: Wolfken have a base speed of 20 feet, but their speed is never modified by armor or encumbrance.
Darkvision: Wolfken can see in the dark up to 20 feet.
Defensive Training: Wolfken get a +4 dodge bonus to AC against monsters of the giant subtype.
Greed: Wolfken receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones.
Hatred: Wolfken receive a +1 bonus on attack rolls against humanoid creatures of the orc and goblinoid subtypes due to special training against these hated foes.
Hardy: Wolfken receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Guard's honor: Wolfken receive a +4 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Stonecunning: Wolfken receive a +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. They receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.
Wolf Form: Wolfken are able to tap into their natural heritage in order to transform themselves into their more animalistic selves. While under the effects of Wolf Form, Wolfken increase their base land speed from 20 to 40. In addition they gain the effects of the Run feat and Scent ability. If a Wolfken already has the Run feat they are able to run at six times their normal base land speed instead of Five times from the normal Run feet. This ability requires a full round action during which they undergo the metamorphosis from humanoid to true Wolf.
Elfen Ancient and secretive, the Elfen are the most secretive and mistrusting of the races that inhabit THE WORLD. Little is known about their society, which is said to function completely independently of the others races, rarely mixing with humans or Kitani. Though they have some ties to the Wolkfen, none but their own people have ever visited their sprawling metropolis within the field of ANCIENT LOST SECLUSION.  Game Information +2 Dexterity, +2 Intelligence, –2 Constitution: Elves are nimble, both in body and mind, but their form is frail.
Medium: Elfen are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Elfen have a base speed of 30 feet.
Low-Light Vision: Elfen can see twice as far as humans in conditions of dim light. See Additional Rules.
Elven Immunities: Elfen are immune to magic sleep effects and get a +2 racial saving throw bonus against enchantment spells and effects.
Elven Magic: Elfen receive a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, elves receive a +2 racial bonus on Spellcraft skill checks made to identify the properties of magic items.
Keen Senses: Elfen receive a +2 racial bonus on Perception skill checks.
Edited by aoberaz, September 2, 2010, 5:59 pm.
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aoberaz
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August 29, 2010, 5:44 am
Post #8
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- Vanity&Ecstasy
- August 29, 2010, 5:16 am
So it's basically a D&D campaign set in the .Hack universe? No, it's more like a .hack story with D&D like elements used to control and reward players actions in much the same way they would be if they were actually playing in THE WORLD.
Please understand that while mechanics are a part of this story, they are not meant to play a large role. They are only to be used during key encounters with enemies, players, or signature NPCs. The mechanics are meant only as a point of reference to gauge and control the limits of each character. They will not be used in standard posting, and when they are used, they will be streamlined in order to maintain the flow of combat.
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aoberaz
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August 29, 2010, 6:02 am
Post #9
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Though I have listed the above classes/races they are not your only choices. If you wish to create a fully original character you are encouraged to do so. However, please provide detailed information to any custom creations. Other than that, feel free to make up your own details. For example, under Wolfken in the Races selection you see a reference to an event called the Time of Tragedies. This is a past event I made up on the fly for the race in order to give them more depth. Feel free to do likewise. Get creative! Have fun!
Edited by aoberaz, August 30, 2010, 9:34 am.
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Kirakushi
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August 29, 2010, 7:33 am
Post #10
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The Evil GM
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-THE WORLD profile- Character name: Cyilia Gender: Female Character class: Ranger Character race: Wolfken Mode: Custom Lvl: 3 HP: 33 (remaining 3 Skill points) Attack Bonus: +3 Strength: 10 Dexterity: 19 Constitution: 14 (+2) Intelligence: 13 Wisdom: 14(+2) Charisma: 10 (-2)
Skills: 0 Heal: 3 Knowledge (dungeoneering): 3 Knowledge (Geography): 3 Knowledge (Nature): 3 Perception: 3 Stealth: 3 Survival: 3
Feats: Favored Enemy: Humanoid (Animal) Fighting Style: Archer
Apperance: Cyilia Standardized in height and weight Cyilia sports silver-white hair and brilliant emerald eyes, her skin tone matching her hair color. She generally has a soft smile on her face as well.
Wolf appearance:howl~~~~
Personality: Generally she's tough on people for asking stupid questions when they should look for the answers when they're there, she's a quieter person more apt to speak when absolutely needed. Though she's bold she has a shy streak in her, at times making her clumsy if it comes out.
REAL WORLD Name: Idate Hikare Location: Tokyo, Japan Gender: Male Age: 19 Appearance: see me~~~ Bio: Growing up in what he called a "dull household" Hikare dealt with an average life and an average schooling. Seeing as he had great intelligence even if he didn't use it he made his way into college scoring high on his entrance exams and majoring in psychology but skating his way through classes and moving out to live a "fun" life. Which entailed avoiding the very people he studied in his classes. He felt that by understanding the people around him he didn't want to actually be around them. He had seen the premiers and decided that he'd join in The World and be able to make some kind of friends and still keep his seclusion. Reason: A social recluse not wanting to deal with face to face after studying psychology through college, The World is a way to communicate and not have to be face to face with people.
alrighty....better?
EDIT: fixed for 3 yet? what am I missin' if not
Edited by Kirakushi, September 13, 2010, 3:33 pm.
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The Group I never knew that I could depend, that I could have some friends down to the very end. The sky's the limit, and we ain't finished, and if my homiez gonna ride then you know I'm with it.

March 1, 2012, 6:50 pm Blue Miller: And Elise, remember; we're naught but harmless nutjobs. Minus Kira. He will actually attempt to cut off your face.
Current RP(s): Soul Eater: BtSV (OOC) Status: Accepting/ IC Status: Active; Kindled Spirits 1x1
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aoberaz
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August 29, 2010, 8:08 am
Post #11
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Accepted and archived. Thank you for your interest, and for your character profile. Reading it makes me realize what I will need for the REAL WORLD profiles. I do have one request though; while your THE WORLD characters don't have to be, I request that your REAL WORLD characters share the same sex as you the person. There are MANY reasons for this, but the biggest is that men and women don't understand one another perfectly. We are like two alien races, and it is for that reason mankind as survived this long. But I digress.
While in THE WORLD, sex doesn't matter because your character will just be a virtual avatar of your REAL WORLD character. For this reason a perfect RP representation of a given sex isn't expected. But that does not hold true for REAL WORLD characters.
I of course cannot force this upon my players, but I will expect them to function naturally while presenting themselves.
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Curiosity Calls
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August 29, 2010, 3:43 pm
Post #12
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Beautiful Mistake
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If you'd like to Advertise this Roleplay please shoot me a PM. We can include you on Twitter, our Facebook, and/or the Mass E-mail. You can also request to be Roleplay of the Week and be featured on the homepage. Just PM me with a few sentences of description and I'll do what I can!
Also, if you have yet to do this. I suggest you post your Roleplay in the Directory.
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 Formerly known as Midnight Insanity.
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aoberaz
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August 29, 2010, 4:50 pm
Post #13
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Member
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- Midnight Insanity
- August 29, 2010, 3:43 pm
If you'd like to Advertise this Roleplay please shoot me a PM. We can include you on Twitter, our Facebook, and/or the Mass E-mail. You can also request to be Roleplay of the Week and be featured on the homepage. Just PM me with a few sentences of description and I'll do what I can!
Also, if you have yet to do this. I suggest you post your Roleplay in the Directory.
Actually that's already in the works. I was planning to send the PM to you in a few hours. But more than trying to gather victims players, I want to get all the information and mechanics down while accepting the hardcore of .hack fans for the first leg.
That said, I fully intend to do all you have suggested.
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Jester
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August 29, 2010, 8:06 pm
Post #14
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October 2010 MOTM!
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THE WORLD Name: Síochán Class: Cleric Lvl.3 Race: Human Persona: Síochán is a pleasant enough person, often smiling and easy going, he has a real thing for helping newer players and will often go out of his way to lend a hand. Appearance: Síochán is about 6 feet tall and has dark red eyes. He is often seen waring a smile and rarely has a serious face on.
Character Details Ability scores STR: 14=2 DEX: 14=2 CON: 14=2 INT: 14=2 WIS: 16=3 CHA: 14=2 Skills Appraise(3):8 Craft(2):7 Diplomacy(3):8 Perception(3):6 Ride(3):5 Sense Motive(3):8 Spellcraft(2):7 Feats Fleet, Extra Channel, Run Class Abilities Channel Energy: 6/pd, 2d6, DC 13 strength and Good Domains.
REAL WORLD Name: Jacob Donnelly Location: Cork Ireland Age: 21 Appearance: Jacob stands at roughly 5'10 and weighs around 10.7 stone. (that's about 150lbs for those of you who aren't from the Island.) He has light brown hair and has a slightly crooked nose. He has blue hazel eyes and keeps a well trimmed goatee. Bio: Jacob was born in Cork, and has lived there most of his life. He doesn't worry so much about the end so long as the journey is fun. He is a student at Uni and doesn't have too much direction just yet at the moment. He's been taking a few language courses and has thought about expanding into maybe teaching language if it goes well. Reason: Jacob joined 'The World' mainly because he was in need of a way of blowing off steam and relaxing. he kept playing it because in moderation it is a good way to keep from burning out in his studies. Living situation: Jacob is a student at UCC. He spends much of his time studying and in classes, though he gets on and plays when ever he has need of a breather.
Edited by Jester, September 3, 2010, 12:57 am.
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The Laughing Gnome I'm a little tea pot short and stout
Here is my handle and here is my....other....handle...? Oh bother I'm a sugar bowl Ravins of a Mind
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Enja
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August 29, 2010, 8:11 pm
Post #15
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VIBRATIONS SO GOOD LIKE A SUNKIST!
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I'd like to make a guy but i'm sorry I won't be able to do that until saturday, or maybe friday but if that's ok then i'll work on one
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tyrtyrtyrtyrtyrt
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aoberaz
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August 29, 2010, 8:53 pm
Post #16
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Member
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- Testament
- August 29, 2010, 8:11 pm
I'd like to make a guy but i'm sorry I won't be able to do that until saturday, or maybe friday but if that's ok then i'll work on one That's fine. I'm still in the process of building the game which isn't going to start until I have at LEAST 10 players. Take your time a mull over what kind of concept you want to play. Keep in mind that you're doing more than just building a MMORPG character. You have to create a REAL WORLD person as well.
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aoberaz
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August 29, 2010, 8:56 pm
Post #17
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Member
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- Jester
- August 29, 2010, 8:06 pm
THE WORLD Name: Síochán Class: Cleric Race: Human Persona: Síochán is a pleasant enough person, often smiling and easy going, he has a real thing for helping newer players and will often go out of his way to lend a hand. Appearance: Síochán is about 6 feet tall and has dark red eyes. He is often seen waring a smile and rarely has a serious face on. REAL WORLD Name: Jacob Donnelly Location: Cork Ireland Age: 21 Appearance: Jacob stands at roughly 5'10 and weighs around 10.7 stone. (that's about 150lbs for those of you who aren't from the Island.) He has light brown hair and has a slightly crooked nose. He has blue hazel eyes and keeps a well trimmed goatee. Bio: Jacob was born in Cork, and has lived there most of his life. He doesn't worry so much about the end so long as the journey is fun. He is a student at Uni and doesn't have too much direction just yet at the moment. He's been taking a few language courses and has thought about expanding into maybe teaching language if it goes well. Reason: Jacob joined 'The World' mainly because he was in need of a way of blowing off steam and relaxing. he kept playing it because in moderation it is a good way to keep from burning out in his studies. Living situation: Jacob is a student at UCC. He spends much of his time studying and in classes, though he gets on and plays when ever he has need of a breather. Very nicely done Jester. Accepted and archived. Welcome.
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Vanity&Ecstasy
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August 29, 2010, 11:39 pm
Post #18
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Thief of Hearts
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I'll get mine done some time tonight or tomorrow after classes.
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Dragon Force: Quest for the Clutch: OOC, Character
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aoberaz
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August 30, 2010, 6:43 am
Post #19
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Member
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Brilliant. Also, I've decided the heed the advice I've been given for how to do stats. I'll edit the OP to include a description of how I'm going to do things, but basically there are going to be two options. The first is letting THE WORLD handle all your stats, the second is letting the players do them manually. It would literally be the difference between Easy and Expert modes in the game.
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aoberaz
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August 30, 2010, 9:51 am
Post #20
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Member
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I am happy to say that the RP is beginning to take off. So much so that I wonder at being able to get everything ready in time. With this in mind I have decided to start the hardest process of this plan now. Look to the OP for rules on Character Generation, which is significantly different from the profiles that have thus far been filled out. It will require much crunching of numbers and referencing of third party charts.
Also, to all those who have expressed an interest in helping me as GMs, thank you. From the bottom of my heart, thank you. But I have decided t hold off on accepting GMs beyond those I have already spoken to (you know who you are). The biggest reason for this is because my assistants, the GMs, will have the hefty task of maintaining the daily progression of the RP, if not the overarching plot. Because of this, and because of my desire for high quality roleplay in all my games, I will be accepting only the best. People willing to take the burden of paging through each post in detail and controlling the environment accordingly. I want them for this purpose because I intend to allow as many players as possible join this RP. However, the more players join the harder it will be to manage all of them satisfactorily. This task takes time, likely more time than I will be able to devote myself to while still progressing the main plot of the story.
I therefore encourage potential GMs to apply for the position, but please be patient and understanding in this, as my highest priority right now is getting the RP up and running. Again, I do not intend to accept any but the most dedicated, experienced, and talented as my GMs, and even then not before the game itself starts.
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aoberaz
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August 30, 2010, 12:08 pm
Post #21
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Member
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Character Generation Welcome to the Character Generation section. This is a required step for any and all interested in joining the RP. In this section you will learn how to generate a character using D20 mechanics and rules.
Familiarize yourself If you have never created a d20 character before then you are soon going to learn that there are tems and descriptions that you never imagined before. First you must Famailiarize yourself with Ability Scores.
Ability Scores Each creature has six ability scores: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. These scores represent a creature's most basic attributes. The higher the score, the more raw potential and talent your character possesses. Each ability partially describes your character and affects some of his actions. Strength Strength measures muscle and physical power. This ability is important for those who engage in hand-to-hand (or “melee”) combat, such as fighters, monks, paladins, and some rangers. Strength also sets the maximum amount of weight your character can carry. A character with a Strength score of 0 is too weak to move in any way and is unconscious. Some creatures do not possess a Strength score and have no modifier at all to Strength-based skills or checks.
You apply your character's Strength modifier to:
Melee attack rolls. Damage rolls when using a melee weapon or a thrown weapon, including a sling. (Exceptions: Off-hand attacks receive only half the character's Strength bonus, while two-handed attacks receive 1–1/2 times the Strength bonus. A Strength penalty, but not a bonus, applies to attacks made with a bow that is not a composite bow.) Climb and Swim checks. Strength checks (for breaking down doors and the like). Dexterity Dexterity measures agility, reflexes, and balance. This ability is the most important one for rogues, but it's also useful for characters who wear light or medium armor or no armor at all. This ability is vital for characters seeking to excel with ranged weapons, such as the bow or sling. A character with a Dexterity score of 0 is incapable of moving and is effectively immobile (but not unconscious).
You apply your character's Dexterity modifier to:
Ranged attack rolls, including those for attacks made with bows, crossbows, throwing axes, and many ranged spell attacks like scorching ray or searing light. Armor Class (AC), provided that the character can react to the attack. Reflex saving throws, for avoiding fireballs and other attacks that you can escape by moving quickly. Acrobatics, Disable Device, Escape Artist, Fly, Ride, Sleight of Hand, and Stealth checks. Constutition Constitution represents your character's health and stamina. A Constitution bonus increases a character's hit points, so the ability is important for all classes. Some creatures, such as undead and constructs, do not have a Constitution score. Their modifier is +0 for any Constitution-based checks. A character with a Constitution score of 0 is dead.
You apply your character's Constitution modifier to:
Each roll of a Hit Die (though a penalty can never drop a result below 1—that is, a character always gains at least 1 hit point each time he advances in level). Fortitude saving throws, for resisting poison, disease, and similar threats. If a character's Constitution score changes enough to alter his or her Constitution modifier, the character's hit points also increase or decrease accordingly. Intelligence Intelligence determines how well your character learns and reasons. This ability is important for wizards because it affects their spellcasting ability in many ways. Creatures of animal-level instinct have Intelligence scores of 1 or 2. Any creature capable of understanding speech has a score of at least 3. A character with an Intelligence score of 0 is comatose. Some creatures do not possess an Intelligence score. Their modifier is +0 for any Intelligence-based skills or checks.
You apply your character's Intelligence modifier to:
The number of bonus languages your character knows at the start of the game. These are in addition to any starting racial languages and Common. If you have a penalty, you can still read and speak your racial languages unless your Intelligence is lower than 3. The number of skill points gained each level, though your character always gets at least 1 skill point per level. Appraise, Craft, Knowledge, Linguistics, and Spellcraft checks. A wizard gains bonus spells based on his Intelligence score. The minimum Intelligence score needed to cast a wizard spell is 10 + the spell's level. Wisdom Wisdom describes a character's willpower, common sense, awareness, and intuition. Wisdom is the most important ability for clerics and druids, and it is also important for paladins and rangers. If you want your character to have acute senses, put a high score in Wisdom. Every creature has a Wisdom score. A character with a Wisdom score of 0 is incapable of rational thought and is unconscious.
You apply your character's Wisdom modifier to:
Will saving throws (for negating the effects of charm person and other spells). Heal, Perception, Profession, Sense Motive, and Survival checks. Clerics, druids, and rangers get bonus spells based on their Wisdom scores. The minimum Wisdom score needed to cast a cleric, druid, or ranger spell is 10 + the spell's level. Charisma Charisma measures a character's personality, personal magnetism, ability to lead, and appearance. It is the most important ability for paladins, sorcerers, and bards. It is also important for clerics, since it affects their ability to channel energy. For undead creatures, Charisma is a measure of their unnatural “lifeforce.” Every creature has a Charisma score. A character with a Charisma score of 0 is not able to exert himself in any way and is unconscious.
You apply your character's Charisma modifier to:
Bluff, Diplomacy, Disguise, Handle Animal, Intimidate, Perform, and Use Magic Device checks. Checks that represent attempts to influence others. Channel energy DCs for clerics and paladins attempting to harm undead foes. Bards, paladins, and sorcerers gain a number of bonus spells based on their Charisma scores. The minimum Charisma score needed to cast a bard, paladin, or sorcerer spell is 10 + the spell's level.
Generating Ability Scores(Custom mode only) Each character receives 30 points to spend on increasing his basic attributes. In this method, all attributes start at a base of 10. A character can increase an individual score by spending some of his points. Likewise, he can gain more points to spend on other scores by decreasing one or more of his ability scores. No score can be reduced below 7 or raised above 18 using this method.
Ability Score Costs(Custom mode only) Where the cost of an ability score reads negative, add that number of points to your remaining points to be spent. You must spend all your points before moving on to the next section. 7 = -4 8 = -2 9 = -1 10 = 0 11 = 1 12 = 2 13 = 3 14 = 5 15 = 7 16 = 10 17 = 13 18 = 17
Chosing your race Now that you have your base ability scores you're ready to choose your Race. Keep in mind that each race has specific Racial Ability Modifiers. Kitani +2 Dexterity, +2 Charisma, –2 Strength: Kitani are nimble and strong-willed, but their small stature makes them weaker than other races. Wolfken +2 Constitution, +2 Wisdom, –2 Charisma: Wolfken are both tough and wise, but also a bit gruff. Elfen +2 Dexterity, +2 Intelligence, –2 Constitution: Elfen are nimble, both in body and mind, but their form is frail. Human +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Feats Some abilities are not tied to your race, class, or skill—things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. These abilities are represented as feats. While some feats are more useful to certain types of characters than others, and many of them have special prerequisites that must be met before they are selected, as a general rule feats represent abilities outside of the normal scope of your character's race and class. Many of them alter or enhance class abilities or soften class restrictions, while others might apply bonuses to your statistics or grant you the ability to take actions otherwise prohibited to you. By selecting feats, you can customize and adapt your character to be uniquely yours. Follow this link to browse the list of feats available.Feats Per Level Every character gets a feat at level 1, and every two levels thereafter (levels 2, 5, 7, 9, 11, 13, 15, 17, and 19). In addition, Humans get an extra feat at creation to represent their varied nature. These feats can be taken from any list so long as the character meets all prerequisites.
Prerequisites Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite.
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.
Types of Feats Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow characters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were of a higher spell level than it actually is.
Combat Feats Any feat designated as a combat feat can be selected as a fighter's bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.
Critical Feats Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit. Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.
Item Creation Feats An item creation feat lets a character create a magic item of a certain type. Regardless of the type of item each involves, the various item creation feats all have certain features in common.
Raw Materials Cost: The cost of creating a magic item equals half the base price of the item.
Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.
Time: The time to create a magic item depends on the feat and the cost of the item.
Item Cost: Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:
Scrolls:Base price = spell level × caster level × 25 gp. Potions:Base price = spell level × caster level × 50 gp. WandsBase price = spell level × caster level × 750 gp. Staves: The price for staves is calculated using more complex formulas (see Magic Items).
A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.
Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must expend the material component cost when creating the item. For a wand, the creator must expend 50 units of the material component. Some magic items similarly incur extra costs in material components, as noted in their descriptions.
Skill Check: Successfully creating a magic item requires a Spellcraft check with a DC equal to 10 + the item's caster level. Alternatively, you can use an associated Craft or Profession skill to attempt this check instead, depending upon the item being crafted. See Magic Item Creation for more details on which Craft and Profession checks may be substituted in this manner. The DC of this check can increase if the crafter is rushed or does not meet all of the prerequisites. A failed check ruins the materials used, while a check that fails by 5 or more results in a cursed item. See Magic Items for more details.
Metamagic Feats As a spellcaster's knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell's normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn't the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature's ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.
Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.
The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
Metamagic feats that eliminate components of a spell don't eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can't modify.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can't apply the same metamagic feat more than once to a single spell.
Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher spell level (after the application of the metamagic feat). A character doesn't need the metamagic feat to activate an item storing a metamagic version of a spell.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell (see Magic).
Skills Acquiring Skills Each level, your character gains a number of skill ranks dependent upon your class plus your Intelligence modifier. Investing a rank in a skill represents a measure of training in that skill. You can never have more ranks in a skill than your total number of levels. In addition, each class has a number of favored skills, called class skills. It is easier for your character to become more proficient in these skills, as they represent part of his professional training and constant practice. You gain a +3 bonus on all class skills that you put ranks into. If you have more than one class and both grant you a class skill bonus, these bonuses do not stack. Humans gain 1 additional skill rank per class level. Characters who take a level in a favored class have the option of gaining 1 additional skill rank or an additional hit point . If you select a level in a new class, all of its class skills are automatically added to your list of class skills, and you gain a +3 bonus on these skills if you have ranks in them. Click here to see the list of skill descriptions.
Edited by aoberaz, August 31, 2010, 2:21 pm.
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aoberaz
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August 30, 2010, 4:42 pm
Post #22
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Member
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- Dark RPs
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- Chrome
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- Yes
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Barbarian For some, there is only rage. In the ways of their people, in the fury of their passion, in the howl of battle, conflict is all these brutal souls know. Savages, hired muscle, masters of vicious martial techniques, they are not soldiers or professional warriors—they are the battle possessed, creatures of slaughter and spirits of war. Known as barbarians, these warmongers know little of training, preparation, or the rules of warfare; for them, only the moment exists, with the foes that stand before them and the knowledge that the next moment might hold their death. They possess a sixth sense in regard to danger and the endurance to weather all that might entail. These brutal warriors might rise from all walks of life, both civilized and savage, though whole societies embracing such philosophies roam the wild places of the world. Within barbarians storms the primal spirit of battle, and woe to those who face their rage. Role: Barbarians excel in combat, possessing the martial prowess and fortitude to take on foes seemingly far superior to themselves. With rage granting them boldness and daring beyond that of most other warriors, barbarians charge furiously into battle and ruin all who would stand in their way. HP Per Level: 12 Attack Bonus Per Level: +1 Saves: Fortitude Primary Class Skills: he barbarian's class skills are Acrobatics (Dex), Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (nature) (Int), Perception (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill Points per level: 4+Int Modifier Abilities Level 1 Fast Movement (Ex): A barbarian's land speed is faster than the norm for her race by +10 feet. This benefit applies only when she is wearing no armor, light armor, or medium armor, and not carrying a heavy load. Apply this bonus before modifying the barbarian's speed because of any load carried or armor worn. This bonus stacks with any other bonuses to the barbarian's land speed.
Rage (Ex): A barbarian can call upon inner reserves of strength and ferocity, granting her additional combat prowess. Starting at 1st level, a barbarian can rage for a number of rounds per scene equal to 4 + her Constitution modifier. At each level after 1st, she can rage for 2 additional rounds. Temporary increases to Constitution, such as those gained from rage and spells like bear's endurance, do not increase the total number of rounds that a barbarian can rage per scene. A barbarian can enter rage as a free action. The total number of rounds of rage per scene is renewed after resting for 8 hours, although these hours do not need to be consecutive. Base Attack Bonus: +1 Level 2 Rage Power (choose one) Rage Powers (Ex): As a barbarian gains levels, she learns to use her rage in new ways. Starting at 2nd level, a barbarian gains a rage power. She gains another rage power for every two levels of barbarian attained after 2nd level. A barbarian gains the benefits of rage powers only while raging, and some of these powers require the barbarian to take an action first. Unless otherwise noted, a barbarian cannot select an individual power more than once.
Animal Fury (Ex): While raging, the barbarian gains a bite attack. If used as part of a full attack action, the bite attack is made at the barbarian's full base attack bonus –5. If the bite hits, it deals 1d4 points of damage (assuming the barbarian is Medium; 1d3 points of damage if Small) plus half the barbarian's Strength modifier. A barbarian can make a bite attack as part of the action to maintain or break free from a grapple. This attack is resolved before the grapple check is made. If the bite attack hits, any grapple checks made by the barbarian against the target this round are at a +2 bonus.
Clear Mind (Ex): A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. A barbarian must be at least 8th level before selecting this power. This power can only be used once per rage.
Fearless Rage (Ex): While raging, the barbarian is immune to the shaken and frightened conditions. A barbarian must be at least 12th level before selecting this rage power.
Guarded Stance (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against melee attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Increased Damage Reduction (Ex): The barbarian's damage reduction increases by 1/—. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack. A barbarian must be at least 8th level before selecting this rage power.
Internal Fortitude (Ex): While raging, the barbarian is immune to the sickened and nauseated conditions. A barbarian must be at least 8th level before selecting this rage power.
Intimidating Glare (Ex): The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian's check exceeds the DC.
Knockback (Ex): Once per round, the barbarian can make a bull rush attempt against one target in place of a melee attack. If successful, the target takes damage equal to the barbarian's Strength modifier and is moved back as normal. The barbarian does not need to move with the target if successful. This does not provoke an attack of opportunity.
Low-Light Vision (Ex): The barbarian's senses sharpen and she gains low-light vision while raging.
Mighty Swing (Ex): The barbarian automatically confirms a critical hit. This power is used as an immediate action once a critical threat has been determined. A barbarian must be at least 12th level before selecting this power. This power can only be used once per rage.
Moment of Clarity (Ex): The barbarian does not gain any benefits or take any of the penalties from rage for 1 round. This includes the penalty to Armor Class and the restriction on what actions can be performed. This round still counts against her total number of rounds of rage per scene. This power can only be used once per rage.
Night Vision (Ex): The barbarian's senses grow incredibly sharp while raging and she gains darkvision 60 feet. A barbarian must have low-light vision as a rage power or a racial trait to select this rage power.
No Escape (Ex): The barbarian can move up to double her normal speed as an immediate action but she can only use this ability when an adjacent foe uses a withdraw action to move away from her. She must end her movement adjacent to the enemy that used the withdraw action. The barbarian provokes attacks of opportunity as normal during this movement. This power can only be used once per rage.
Powerful Blow (Ex): The barbarian gains a +1 bonus on a single damage roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Quick Reflexes (Ex): While raging, the barbarian can make one additional attack of opportunity per round.
Raging Climber (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Climb skill checks.
Raging Leaper (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Acrobatics skill checks made to jump. When making a jump in this way, the barbarian is always considered to have a running start.
Raging Swimmer (Ex): When raging, the barbarian adds her level as an enhancement bonus on all Swim skill checks.
Renewed Vigor (Ex): As a standard action, the barbarian heals 1d8 points of damage + her Constitution modifier. For every four levels the barbarian has attained above 4th, this amount of damage healed increases by 1d8, to a maximum of 5d8 at 20th level. A barbarian must be at least 4th level before selecting this power. This power can be used only once per scene and only while raging.
Rolling Dodge (Ex): The barbarian gains a +1 dodge bonus to her Armor Class against ranged attacks for a number of rounds equal to the barbarian's current Constitution modifier (minimum 1). This bonus increases by +1 for every 6 levels the barbarian has attained. Activating this ability is a move action that does not provoke an attack of opportunity.
Roused Anger (Ex): The barbarian may enter a rage even if fatigued. While raging after using this ability, the barbarian is immune to the fatigued condition. Once this rage ends, the barbarian is exhausted for 10 minutes per round spent raging.
Scent (Ex): The barbarian gains the scent ability while raging and can use this ability to locate unseen foes (see Special Abilities for rules on the scent ability).
Strength Surge (Ex): The barbarian adds her barbarian level on one Strength check or combat maneuver check, or to her Combat Maneuver Defense when an opponent attempts a maneuver against her. This power is used as an immediate action. This power can only be used once per rage.
Superstition (Ex): The barbarian gains a +2 morale bonus on saving throws made to resist spells, supernatural abilities, and spell-like abilities. This bonus increases by +1 for every 4 levels the barbarian has attained. While raging, the barbarian cannot be a willing target of any spell and must make saving throws to resist all spells, even those cast by allies.
Surprise Accuracy (Ex): The barbarian gains a +1 morale bonus on one attack roll. This bonus increases by +1 for every 4 levels the barbarian has attained. This power is used as a swift action before the roll to hit is made. This power can only be used once per rage.
Swift Foot (Ex): The barbarian gains a 5-foot enhancement bonus to her speed. This increase is always active while the barbarian is raging. A barbarian can select this rage power up to three times. Its effects stack.
Terrifying Howl (Ex): The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian's level + the barbarian's Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power. A barbarian must be at least 8th level before selecting this power.
Unexpected Strike (Ex): The barbarian can make an attack of opportunity against a foe that moves into any square threatened by the barbarian, regardless of whether or not that movement would normally provoke an attack of opportunity. This power can only be used once per rage. A barbarian must be at least 8th level before selecting this power. Uncanny Dodge (Ex): At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A barbarian with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her. If a barbarian already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead. Level 3 Trap Sense (Ex): At 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses increase by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack. Level 4 Extra Rage Power (choose one from list above) Level 5 Improved Uncanny Dodge (Ex): At 5th level and higher, a barbarian can no longer be flanked. This defense denies a rogue the ability to sneak attack the barbarian by flanking her, unless the attacker has at least four more rogue levels than the target has barbarian levels.
Bard Untold wonders and secrets exist for those skillful enough to discover them. Through cleverness, talent, and magic, these cunning few unravel the wiles of the world, becoming adept in the arts of persuasion, manipulation, and inspiration. Typically masters of one or many forms of artistry, bards possess an uncanny ability to know more than they should and use what they learn to keep themselves and their allies ever one step ahead of danger. Bards are quick-witted and captivating, and their skills might lead them down many paths, be they gamblers or jacks-of-all-trades, scholars or performers, leaders or scoundrels, or even all of the above. For bards, every scene brings its own opportunities, adventures, and challenges, and only by bucking the odds, knowing the most, and being the best might they claim the treasures of each. Role: Bards capably confuse and confound their foes while inspiring their allies to ever-greater daring. While accomplished with both weapons and magic, the true strength of bards lies outside melee, where they can support their companions and undermine their foes without fear of interruptions to their performances. HP Per Level: 8 Attack Bonus Per Level: +.75 (always round down) Saves: Reflex and Will Primary The bard's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Spellcraft (Int), Stealth (Dex), and Use Magic Device (Cha). Skill points per level: 6+int Modifier Spells A bard casts arcane spells drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (song, recitation, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell level. The Difficulty for a saving throw against a bard's spell is 10 + the spell level + the bard's Charisma modifier. Like other spellcasters, a bard can cast only a certain number of spells of each spell level per scene. In addition, he receives bonus spells per scene if he has a high Charisma score. The bard's selection of spells is extremely limited. A bard begins play knowing four 0-level spells and two 1st-level spells of the bard's choice. At each new bard level, he gains one or more new spells, as indicated on spoiler: Bard Spells Known. (Unlike their mana score, the number of spells a bard knows is not affected by his Charisma score.) Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level and must choose whether or not to swap the spell at the same time that he gains new spells known for the level. Abilities Level 1 Bardic Knowledge (Ex): A bard adds half his class level (minimum 1) to all Knowledge skill checks and may make all Knowledge skill checks untrained. Bardic Performance A bard is trained to use the Perform skill to create magical effects on those around him, including himself if desired. He can use this ability for a number of rounds per scene equal to 4 + his Charisma modifier. At each level after 1st a bard can use bardic performance for 2 additional rounds per scene. Each round, the bard can produce any one of the types of bardic performance that he has mastered, as indicated by his level.
Starting a bardic performance is a standard action, but it can be maintained each round as a free action. Changing a bardic performance from one effect to another requires the bard to stop the previous performance and start a new one as a standard action. A bardic performance cannot be disrupted, but it ends immediately if the bard is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action to maintain it each round. A bard cannot have more than one bardic performance in effect at one time.
At 7th level, a bard can start a bardic performance as a move action instead of a standard action. At 13th level, a bard can start a bardic performance as a swift action.
Each bardic performance has audible components, visual components, or both.
If a bardic performance has audible components, the targets must be able to hear the bard for the performance to have any effect, and such performances are language dependent. A deaf bard has a 20% chance to fail when attempting to use a bardic performance with an audible component. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to bardic performances with audible components.
If a bardic performance has a visual component, the targets must have line of sight to the bard for the performance to have any effect. A blind bard has a 50% chance to fail when attempting to use a bardic performance with a visual component. If he fails this check, the attempt still counts against his daily limit. Blind creatures are immune to bardic performances with visual components.
Countersong (Su): At 1st level, a bard learns to counter magic effects that depend on sound (but not spells that have verbal components). Each round of the countersong he makes a Perform (keyboard, percussion, wind, string, or sing) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by a sonic or language-dependent magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. If a creature within range of the countersong is already under the effect of a noninstantaneous sonic or language-dependent magical attack, it gains another saving throw against the effect each round it hears the countersong, but it must use the bard's Perform skill check result for the save. Countersong does not work on effects that don't allow saves. Countersong relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic effects that depend on sight. Each round of the distraction, he makes a Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 feet of the bard (including the bard himself) that is affected by an illusion (pattern) or illusion (figment) magical attack may use the bard's Perform check result in place of its saving throw if, after the saving throw is rolled, the Perform skill check proves to be higher. If a creature within range of the distraction is already under the effect of a noninstantaneous illusion (pattern) or illusion (figment) magical attack, it gains another saving throw against the effect each round it sees the distraction, but it must use the bard's Perform skill check result for the save. Distraction does not work on effects that don't allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or more creatures to become fascinated with him. Each creature to be fascinated must be within 90 feet, able to see and hear the bard, and capable of paying attention to him. The bard must also be able to see the creatures affected. The distraction of a nearby combat or other dangers prevents this ability from working. For every three levels the bard has attained beyond 1st, he can target one additional creature with this ability.
Each creature within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the bard cannot attempt to fascinate that creature again for 24 hours. If its saving throw fails, the creature sits quietly and observes the performance for as long as the bard continues to maintain it. While fascinated, a target takes a –4 penalty on all skill checks made as reactions, such as Perception checks. Any potential threat to the target allows the target to make a new saving throw against the effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a weapon at the target, automatically breaks the effect.
Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate relies on audible and visual components in order to function.
Inspire Courage (Su): A 1st-level bard can use his performance to inspire courage in his allies (including himself), bolstering them against fear and improving their combat abilities. To be affected, an ally must be able to perceive the bard's performance. An affected ally receives a +1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls. At 5th level, and every six bard levels thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. Inspire courage is a mind-affecting ability. Inspire courage can use audible or visual components. The bard must choose which component to use when starting his performance.
Inspire Competence (Su): A bard of 3rd level or higher can use his performance to help an ally succeed at a task. That ally must be within 30 feet and be able to hear the bard. The ally gets a +2 competence bonus on skill checks with a particular skill as long as she continues to hear the bard's performance. This bonus increases by +1 for every four levels the bard has attained beyond 3rd (+3 at 7th, +4 at 11th, +5 at 15th, and +6 at 19th). Certain uses of this ability are infeasible, such as Stealth, and may be disallowed at the GM's discretion. A bard can't inspire competence in himself. Inspire competence relies on audible components.
Suggestion (Sp): A bard of 6th level or higher can use his performance to make a suggestion (as per the spell) to a creature he has already fascinated (see above). Using this ability does not disrupt the fascinate effect, but it does require a standard action to activate (in addition to the free action to continue the fascinate effect). A bard can use this ability more than once against an individual creature during an individual performance.
Making a suggestion does not count against a bard's daily use of bardic performance. A Will saving throw (DC 10 + 1/2 the bard's level + the bard's Cha modifier) negates the effect. This ability affects only a single creature. Suggestion is an enchantment (compulsion), mind affecting, language-dependent ability and relies on audible components.
Dirge of Doom (Su): A bard of 8th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken. To be affected, an enemy must be within 30 feet and able to see and hear the bard's performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
Inspire Greatness (Su): A bard of 9th level or higher can use his performance to inspire greatness in himself or a single willing ally within 30 feet, granting extra fighting capability. For every three levels the bard attains beyond 9th, he can target an additional ally while using this performance (up to a maximum of four targets at 18th level). To inspire greatness, all of the targets must be able to see and hear the bard. A creature inspired with greatness gains 2 bonus Hit Dice (d10s), the commensurate number of temporary hit points (apply the target's Constitution modifier, if any, to these bonus Hit Dice), a +2 competence bonus on attack rolls, and a +1 competence bonus on Fortitude saves. The bonus Hit Dice count as regular Hit Dice for determining the effect of spells that are Hit Dice dependent. Inspire greatness is a mind-affecting ability and it relies on audible and visual components.
Soothing Performance (Su): A bard of 12th level or higher can use his performance to create an effect equivalent to a mass cure serious wounds, using the bard's level as the caster level. In addition, this performance removes the fatigued, sickened, and shaken conditions from all those affected. Using this ability requires 4 rounds of continuous performance, and the targets must be able to see and hear the bard throughout the performance. Soothing performance affects all targets that remain within 30 feet throughout the performance. Soothing performance relies on audible and visual components.
Frightening Tune (Sp): A bard of 14th level or higher can use his performance to cause fear in his enemies. To be affected, an enemy must be able to hear the bard perform and be within 30 feet. Each enemy within range receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If the save succeeds, the creature is immune to this ability for 24 hours. If the save fails, the target becomes frightened and flees for as long as the target can hear the bard's performance. Frightening tune relies on audible components.
Inspire Heroics (Su): A bard of 15th level or higher can inspire tremendous heroism in himself or a single ally within 30 feet. For every three bard levels the character attains beyond 15th, he can inspire heroics in an additional creature. To inspire heroics, all of the targets must be able to see and hear the bard. Inspired creatures gain a +4 morale bonus on saving throws and a +4 dodge bonus to AC. This effect lasts for as long as the targets are able to witness the performance. Inspire heroics is a mind-affecting ability that relies on audible and visual components.
Mass Suggestion (Sp): This ability functions just like suggestion, but allows a bard of 18th level or higher to make a suggestion simultaneously to any number of creatures that he has already fascinated. Mass suggestion is an enchantment (compulsion), mind-affecting, language-dependent ability that relies on audible components.
Deadly Performance (Su): A bard of 20th level or higher can use his performance to cause one enemy to die from joy or sorrow. To be affected, the target must be able to see and hear the bard perform for 1 full round and be within 30 feet. The target receives a Will save (DC 10 + 1/2 the bard's level + the bard's Cha modifier) to negate the effect. If a creature's saving throw succeeds, the target is staggered for 1d4 rounds, and the bard cannot use deadly performance on that creature again for 24 hours. If a creature's saving throw fails, it dies. Deadly performance is a mind-affecting death effect that relies on audible and visual components. Cantrips: Bards learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again. Level 2 Versatile Performance (Ex): At 2nd level, a bard can choose one type of Perform skill. He can use his bonus in that skill in place of his bonus in associated skills. When substituting in this way, the bard uses his total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 6th level, and every 4 levels thereafter, the bard can select an additional type of Perform to substitute.
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics, Fly), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Well-Versed (Ex): At 2nd level, the bard becomes resistant to the bardic performance of others, and to sonic effects in general. The bard gains a +4 bonus on saving throws made against bardic performance, sonic, and language-dependent effects. Level 5 Lore Master (Ex): At 5th level, the bard becomes a master of lore and can take 10 on any Knowledge skill check that he has ranks in. A bard can choose not to take 10 and can instead roll normally. In addition, once per scene, the bard can take 20 on any Knowledge skill check as a standard action. He can use this ability one additional time per scene for every six levels he possesses beyond 5th, to a maximum of three times per scene at 17th level.
Cleric In faith and the miracles of the divine, many find a greater purpose. Called to serve powers beyond most mortal understanding, all priests preach wonders and provide for the spiritual needs of their people. Clerics are more than mere priests, though; these emissaries of the divine work the will of their deities through strength of arms and the magic of their gods. Devoted to the tenets of the religions and philosophies that inspire them, these ecclesiastics quest to spread the knowledge and influence of their faith. Yet while they might share similar abilities, clerics prove as different from one another as the divinities they serve, with some offering healing and redemption, others judging law and truth, and still others spreading conflict and corruption. The ways of the cleric are varied, yet all who tread these paths walk with the mightiest of allies and bear the arms of the gods themselves. Role: More than capable of upholding the honor of their deities in battle, clerics often prove stalwart and capable combatants. Their true strength lies in their capability to draw upon the power of their deities, whether to increase their own and their allies' prowess in battle, to vex their foes with divine magic, or to lend healing to companions in need. As their powers are influenced by their faith, all clerics must focus their worship upon a divine source. While the vast majority of clerics revere a specific deity, a small number dedicate themselves to a divine concept worthy of devotion—such as battle, death, justice, or knowledge—free of a deific abstraction. (Work with your GM if you prefer this path to selecting a specific deity.) HP Per Level: 8 Attack Bonus per level: +.75 (always round down) Saves: Fortitude and Will Primary The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int). Skill Points per level: 2+ Int modifier Spells A cleric casts divine spells which are drawn from the cleric spell list presented in Spell Lists. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see chaotic, evil, good, and lawful spells. A cleric must choose and prepare her spells in advance.
To prepare or cast a spell, a cleric must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a cleric's spell is 10 + the spell level + the cleric's Wisdom modifier.
Like other spellcasters, a cleric can cast only a certain number of spells of each spell level per scene. Her base daily spell allotment is given on Table: Cleric. In addition, she receives bonus spells per scene if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
Clerics meditate or pray for their spells. Each cleric must choose a time when she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. A cleric may prepare and cast any spell on the cleric spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation. Level 1 Channel Energy (Su): Regardless of alignment, any cleric can release a wave of energy by channeling the power of her faith through her holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted.
A good cleric (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil cleric (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral cleric who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether she channels positive or negative energy. Once this choice is made, it cannot be reversed. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see spontaneous casting).
Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the cleric. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every two cleric levels beyond 1st (2d6 at 3rd, 3d6 at 5th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A cleric may channel energy a number of times per scene equal to 3 + her Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A cleric can choose whether or not to include herself in this effect. A cleric must be able to present her holy symbol to use this ability.
Domains: A cleric's deity influences her alignment, what magic she can perform, her values, and how others see her. A cleric chooses two domains from among those belonging to her deity. A cleric can select an alignment domain (Chaos, Evil, Good, or Law) only if her alignment matches that domain. If a cleric is not devoted to a particular deity, she still selects two domains to represent her spiritual inclinations and abilities (subject to GM approval). The restriction on alignment domains still applies.
Each domain grants a number of domain powers, dependent upon the level of the cleric, as well as a number of bonus spells. A cleric gains one domain spell slot for each level of cleric spell she can cast, from 1st on up. Each day, a cleric can prepare one of the spells from her two domains in that slot. If a domain spell is not on the cleric spell list, a cleric can prepare it only in her domain spell slot. Domain spells cannot be used to cast spells spontaneously.
In addition, a cleric gains the listed powers from both of her domains, if she is of a high enough level. Unless otherwise noted, using a domain power is a standard action. Cleric domains are listed at the end of this class entry.
Druid Within the purity of the elements and the order of the wilds lingers a power beyond the marvels of civilization. Furtive yet undeniable, these primal magics are guarded over by servants of philosophical balance known as druids. Allies to beasts and manipulators of nature, these often misunderstood protectors of the wild strive to shield their lands from all who would threaten them and prove the might of the wilds to those who lock themselves behind city walls. Rewarded for their devotion with incredible powers, druids gain unparalleled shape-shifting abilities, the companionship of mighty beasts, and the power to call upon nature's wrath. The mightiest temper powers akin to storms, earthquakes, and volcanoes with primeval wisdom long abandoned and forgotten by civilization. Role: While some druids might keep to the fringe of battle, allowing companions and summoned creatures to fight while they confound foes with the powers of nature, others transform into deadly beasts and savagely wade into combat. Druids worship personifications of elemental forces, natural powers, or nature itself. Typically this means devotion to a nature deity, though druids are just as likely to revere vague spirits, animalistic demigods, or even specific awe-inspiring natural wonders. HP Per level: 8 Attack Bonus Per level: +.75 (always round down) The druid's class skills are Climb (Str), Craft (Int), Fly (Dex), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Survival (Wis), and Swim (Str). Skill Points per level: 4+int Modifier Spells Spells: A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier. Level 1 Nature Bond (Ex): At 1st level, a druid forms a bond with nature. This bond can take one of two forms. The first is a close tie to the natural world, granting the druid one of the following cleric domains: Air, Animal, Earth, Fire, Plant, Water, or Weather. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
The second option is to form a close bond with an animal companion. A druid may begin play with any of the animals listed in Animal Choices. This animal is a loyal companion that accompanies the druid on her adventures.
Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the druid advances in level. If a character receives an animal companion from more than one source, her effective druid levels stack for the purposes of determining the statistics and abilities of the companion. Most animal companions increase in size when their druid reaches 4th or 7th level, depending on the companion. If a druid releases her companion from service, she may gain a new one by performing a ceremony requiring 24 uninterrupted rounds of prayer in the environment where the new companion typically lives. This ceremony can also replace an animal companion that has perished.
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check. Level 2 Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her. Level 3 Trackless Step (Ex): Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.Resist Nature's Lure (Ex): Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that utilize or target plants, such as blight, entangle, spike growth, and warp wood. Level 4 Wild Shape (Su): At 4th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per scene. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the druid is familiar.
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
A druid can use this ability an additional time per scene at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily use of this ability, regardless of the form taken.
At 6th level, a druid can also use wild shape to change into a Large or Tiny animal or a Small elemental. When taking the form of an animal, a druid's wild shape now functions as beast shape II. When taking the form of an elemental, the druid's wild shape functions as elemental body I.
At 8th level, a druid can also use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
At 10th level, a druid can also use wild shape to change into a Large elemental or a Large plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body III. When taking the form of a plant, the druid's wild shape now functions as plant shape II.
At 12th level, a druid can also use wild shape to change into a Huge elemental or a Huge plant creature. When taking the form of an elemental, the druid's wild shape now functions as elemental body IV. When taking the form of a plant, the druid's wild shape now functions as plant shape III.
Fighter Some take up arms for glory, wealth, or revenge. Others do battle to prove themselves, to protect others, or because they know nothing else. Still others learn the ways of weaponcraft to hone their bodies in battle and prove their mettle in the forge of war. Lords of the battlefield, fighters are a disparate lot, training with many weapons or just one, perfecting the uses of armor, learning the fighting techniques of exotic masters, and studying the art of combat, all to shape themselves into living weapons. Far more than mere thugs, these skilled warriors reveal the true deadliness of their weapons, turning hunks of metal into arms capable of taming kingdoms, slaughtering monsters, and rousing the hearts of armies. Soldiers, knights, hunters, and artists of war, fighters are unparalleled champions, and woe to those who dare stand against them. Role: Fighters excel at combat—defeating their enemies, controlling the flow of battle, and surviving such sorties themselves. While their specific weapons and methods grant them a wide variety of tactics, few can match fighters for sheer battle prowess. HP Per Level: 10 Attack Bonus Per level: +1 Saves: Fortitude Primary The fighter's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Profession (Wis), Ride (Dex), Survival (Wis), and Swim (Str). Skill points per level: 2+int Modifier Level 1 Bonus Feats: At 1st level, and at every even level thereafter, a fighter gains a bonus feat in addition to those gained from normal advancement (meaning that the fighter gains a feat at every level). These bonus feats must be selected from those listed as combat feats, sometimes also called “fighter bonus feats.”
Upon reaching 4th level, and every four levels thereafter (8th, 12th, and so on), a fighter can choose to learn a new bonus feat in place of a bonus feat he has already learned. In effect, the fighter loses the bonus feat in exchange for the new one. The old feat cannot be one that was used as a prerequisite for another feat, prestige class, or other ability. A fighter can only change one feat at any given level and must choose whether or not to swap the feat at the time he gains a new bonus feat for the level. Level 2 Bravery (Ex): Starting at 2nd level, a fighter gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd. Level 3 Armor Training (Ex): Starting at 3rd level, a fighter learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. Every four levels thereafter (7th, 11th, and 15th), these bonuses increase by +1 each time, to a maximum –4 reduction of the armor check penalty and a +4 increase of the maximum Dexterity bonus allowed. In addition, a fighter can also move at his normal speed while wearing medium armor. At 7th level, a fighter can move at his normal speed while wearing heavy armor. Level 4 Bonus Feat Level 5 Weapon Training (Ex): Starting at 5th level, a fighter can select one group of weapons, as noted below. Whenever he attacks with a weapon from this group, he gains a +1 bonus on attack and damage rolls.
Every four levels thereafter (9th, 13th, and 17th), a fighter becomes further trained in another group of weapons. He gains a +1 bonus on attack and damage rolls when using a weapon from this group. In addition, the bonuses granted by previous weapon groups increase by +1 each. For example, when a fighter reaches 9th level, he receives a +1 bonus on attack and damage rolls with one weapon group and a +2 bonus on attack and damage rolls with the weapon group selected at 5th level. Bonuses granted from overlapping groups do not stack. Take the highest bonus granted for a weapon if it resides in two or more groups.
A fighter also adds this bonus to any combat maneuver checks made with weapons from this group. This bonus also applies to the fighter's Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group.
Weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups):
Axes: battleaxe, dwarven waraxe, greataxe, handaxe, heavy pick, light pick, orc double axe, and throwing axe.
Blades, Heavy: bastard sword, elven curve blade, falchion, greatsword, longsword, scimitar, scythe, and two-bladed sword.
Blades, Light: dagger, kama, kukri, rapier, sickle, starknife, and short sword.
Bows: composite longbow, composite shortbow, longbow, and shortbow.
Close: gauntlet, heavy shield, light shield, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, and unarmed strike.
Crossbows: hand crossbow, heavy crossbow, light crossbow, heavy repeating crossbow, and light repeating crossbow.
Double: dire flail, dwarven urgrosh, gnome hooked hammer, orc double axe, quarterstaff, and two-bladed sword.
Flails: dire flail, flail, heavy flail, morningstar, nunchaku, spiked chain, and whip.
Hammers: club, greatclub, heavy mace, light hammer, light mace, and warhammer.
Monk: kama, nunchaku, quarterstaff, sai, shuriken, siangham, and unarmed strike.
Natural: unarmed strike and all natural weapons, such as bite, claw, gore, tail, and wing.
Pole Arms: glaive, guisarme, halberd, and ranseur.
Spears: javelin, lance, longspear, shortspear, spear, and trident.
Thrown: blowgun, bolas, club, dagger, dart, halfling sling staff, javelin, light hammer, net, shortspear, shuriken, sling, spear, starknife, throwing axe, and trident.
Edited by aoberaz, September 1, 2010, 1:02 am.
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aoberaz
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August 30, 2010, 4:48 pm
Post #23
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Member
- Posts:
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- August 14, 2010
- What Roleplaying Skill Level do you consider yourself?
- Advanced
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- Dark RPs
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Paladin Through a select, worthy few shines the power of the divine. Called paladins, these noble souls dedicate their swords and lives to the battle against evil. Knights, crusaders, and law-bringers, paladins seek not just to spread divine justice but to embody the teachings of the virtuous deities they serve. In pursuit of their lofty goals, they adhere to ironclad laws of morality and discipline. As reward for their righteousness, these holy champions are blessed with boons to aid them in their quests: powers to banish evil, heal the innocent, and inspire the faithful. Although their convictions might lead them into conflict with the very souls they would save, paladins weather endless challenges of faith and dark temptations, risking their lives to do right and fighting to bring about a brighter future. Role: Paladins serve as beacons for their allies within the chaos of battle. While deadly opponents of evil, they can also empower goodly souls to aid in their crusades. Their magic and martial skills also make them well suited to defending others and blessing the fallen with the strength to continue fighting. HP Per Level: 10 Attack Bonus per level: +1 Saves: Fortitude and Will primary The paladin's class skills are Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility) (Int), Knowledge (religion) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis), and Spellcraft (Int). Skill points per Level: 2 + Int modifier. Level 1 Detect Evil (Sp): At will, a paladin can use detect evil, as the spell. A paladin can, as a move action, concentrate on a single item or individual within 60 feet and determine if it is evil, learning the strength of its aura as if having studied it for 3 rounds. While focusing on one individual or object, the paladin does not detect evil in any other object or individual within range.
Smite Evil (Su): Once per scene, a paladin can call out to the powers of good to aid her in her struggle against evil. As a swift action, the paladin chooses one target within sight to smite. If this target is evil, the paladin adds her Charisma bonus (if any) to her attack rolls and adds her paladin level to all damage rolls made against the target of her smite. If the target of smite evil is an outsider with the evil subtype, an evil-aligned dragon, or an undead creature, the bonus to damage on the first successful attack increases to 2 points of damage per level the paladin possesses. Regardless of the target, smite evil attacks automatically bypass any DR the creature might possess.
In addition, while smite evil is in effect, the paladin gains a deflection bonus equal to her Charisma modifier (if any) to her AC against attacks made by the target of the smite. If the paladin targets a creature that is not evil, the smite is wasted with no effect.
The smite evil effect remains until the target of the smite is dead or the next time the paladin rests and regains her uses of this ability. At 4th level, and at every three levels thereafter, the paladin may smite evil one additional time per scene, as indicated on Table: Paladin, to a maximum of seven times per scene at 19th level. Level 2 Divine Grace (Su): At 2nd level, a paladin gains a bonus equal to her Charisma bonus (if any) on all saving throws.
Lay On Hands (Su): Beginning at 2nd level, a paladin can heal wounds (her own or those of others) by touch. Each day she can use this ability a number of times equal to 1/2 her paladin level plus her Charisma modifier. With one use of this ability, a paladin can heal 1d6 hit points of damage for every two paladin levels she possesses. Using this ability is a standard action, unless the paladin targets herself, in which case it is a swift action. Despite the name of this ability, a paladin only needs one free hand to use this ability.
Alternatively, a paladin can use this healing power to deal damage to undead creatures, dealing 1d6 points of damage for every two levels the paladin possesses. Using lay on hands in this way requires a successful melee touch attack and doesn't provoke an attack of opportunity. Undead do not receive a saving throw against this damage. Level 3 Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.
Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases. Spoiler=Mercy]Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.
At 3rd level, the paladin can select from the following initial mercies.
• Fatigued: The target is no longer fatigued.
• Shaken: The target is no longer shaken.
• Sickened: The target is no longer sickened.
At 6th level, a paladin adds the following mercies to the list of those that can be selected.
• Dazed: The target is no longer dazed.
• Diseased: The paladin's lay on hands ability also acts as remove disease, using the paladin's level as the caster level.
• Staggered: The target is no longer staggered, unless the target is at exactly 0 hit points.
At 9th level, a paladin adds the following mercies to the list of those that can be selected.
• Cursed: The paladin's lay on hands ability also acts as remove curse, using the paladin's level as the caster level.
• Exhausted: The target is no longer exhausted. The paladin must have the fatigue mercy before selecting this mercy.
• Frightened: The target is no longer frightened. The paladin must have the shaken mercy before selecting this mercy.
• Nauseated: The target is no longer nauseated. The paladin must have the sickened mercy before selecting this mercy.
• Poisoned: The paladin's lay on hands ability also acts as neutralize poison, using the paladin's level as the caster level.
At 12th level, a paladin adds the following mercies to the list of those that can be selected.
• Blinded: The target is no longer blinded.
• Deafened: The target is no longer deafened.
• Paralyzed: The target is no longer paralyzed.
• Stunned: The target is no longer stunned.
These abilities are cumulative. For example, a 12th-level paladin's lay on hands ability heals 6d6 points of damage and might also cure fatigued and exhausted conditions as well as removing diseases and neutralizing poisons. Once a condition or spell effect is chosen, it can't be changed. Level 4 Channel Positive Energy (Su): When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.
Spells: Beginning at 4th level, a paladin gains the ability to cast a small number of divine spells which are drawn from the paladin spell list presented in Spell Lists. A paladin must choose and prepare her spells in advance.
To prepare or cast a spell, a paladin must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a paladin's spell is 10 + the spell level + the paladin's Charisma modifier.
Through 3rd level, a paladin has no caster level. At 4th level and higher, her caster level is equal to her paladin level – 3. Level 5 Divine Bond (Sp): Upon reaching 5th level, a paladin forms a divine bond with her god. This bond can take one of two forms. Once the form is chosen, it cannot be changed.
The first type of bond allows the paladin to enhance her weapon as a standard action by calling upon the aid of a celestial spirit for 1 minute per paladin level. When called, the spirit causes the weapon to shed light as a torch. At 5th level, this spirit grants the weapon a +1 enhancement bonus. For every three levels beyond 5th, the weapon gains another +1 enhancement bonus, to a maximum of +6 at 20th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: axiomatic, brilliant energy, defending, disruption, flaming, flaming burst, holy, keen, merciful, and speed. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the spirit are determined when the spirit is called and cannot be changed until the spirit is called again. The celestial spirit imparts no bonuses if the weapon is held by anyone other than the paladin but resumes giving bonuses if returned to the paladin. These bonuses apply to only one end of a double weapon. A paladin can use this ability once per scene at 5th level, and one additional time per scene for every four levels beyond 5th, to a total of four times per scene at 17th level.
If a weapon bonded with a celestial spirit is destroyed, the paladin loses the use of this ability for 30 days, or until she gains a level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
The second type of bond allows a paladin to gain the service of an unusually intelligent, strong, and loyal steed to serve her in her crusade against evil. This mount is usually a heavy horse (for a Medium paladin) or a pony (for a Small paladin), although more exotic mounts, such as a boar, camel, or dog are also suitable. This mount functions as a druid's animal companion, using the paladin's level as her effective druid level. Bonded mounts have an Intelligence of at least 6.
Once per scene, as a full-round action, a paladin may magically call her mount to her side. This ability is the equivalent of a spell of a level equal to one-third the paladin's level. The mount immediately appears adjacent to the paladin. A paladin can use this ability once per scene at 5th level, and one additional time per scene for every 4 levels thereafter, for a total of four times per scene at 17th level.
At 11th level, the mount gains the celestial template and becomes a magical beast for the purposes of determining which spells affect it. At 15th level, a paladin's mount gains spell resistance equal to the paladin's level + 11.
Should the paladin's mount die, the paladin may not summon another mount for 30 days or until she gains a paladin level, whichever comes first. During this 30-day period, the paladin takes a –1 penalty on attack and weapon damage rolls.
Ranger For those who relish the thrill of the hunt, there are only predators and prey. Be they scouts, trackers, or bounty hunters, rangers share much in common: unique mastery of specialized weapons, skill at stalking even the most elusive game, and the expertise to defeat a wide range of quarries. Knowledgeable, patient, and skilled hunters, these rangers hound man, beast, and monster alike, gaining insight into the way of the predator, skill in varied environments, and ever more lethal martial prowess. While some track man-eating creatures to protect the frontier, others pursue more cunning game—even fugitives among their own people. Role: Rangers are deft skirmishers, either in melee or at range, capable of skillfully dancing in and out of battle. Their abilities allow them to deal significant harm to specific types of foes, but their skills are valuable against all manner of enemies. HP Per Level: 10 Attack Bonus per level: +1 Saves: Fortitude and Reflex primary The ranger's class skills are Climb (Str), Craft (Int), Handle Animal (Cha), Heal (Wis), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Perception (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Stealth (Dex), Survival (Wis), and Swim (Str). Skill points per Level: 6 + Int modifier. Level 1 Favored Enemy (Ex): At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures. At 5th level and every five levels thereafter (10th, 15th, and 20th level), the ranger may select an additional favored enemy. In addition, at each such interval, the bonus against any one favored enemy (including the one just selected, if so desired) increases by +2. If the ranger chooses humanoids or outsiders as a favored enemy, he must also choose an associated subtype, as indicated on the table below. (Note that there are other types of humanoid to choose from—those called out specifically on the table below are merely the most common.) If a specific creature falls into more than one category of favored enemy, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Ranger Favored Enemies Type (Subtype) Aberration Animal Construct Dragon Fey Humanoid (aquatic) Humanoid (Wolfken) Humanoid (Elfen) Humanoid (giant) Humanoid (goblinoid) Humanoid (gnoll) Humanoid (gnome) Humanoid (Kitani) Humanoid (human) Humanoid (orc) Humanoid (reptilian) Magical beast Monstrous humanoid Ooze Elemental Demon Devil Angel Ghost Plant Undead Vermin
Track (Ex): A ranger adds half his level (minimum 1) to Survival skill checks made to follow or identify tracks. Wild Empathy (Ex): A ranger can improve the initial attitude of an animal. This ability functions just like a Diplomacy check to improve the attitude of a person (see Using Skills). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use wild empathy, the ranger and the animal must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but he takes a –4 penalty on the check. Level 2 Combat Style Feat (Ex): At 2nd level, a ranger must select one of two combat styles to pursue: archery or two-weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites.
If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list.
If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two-Weapon Rend to the list.
The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed. Level 3 Favored Terrain (Ex): At 3rd level, a ranger may select a type of terrain from the Favored Terrains table. The ranger gains a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. A ranger traveling through his favored terrain normally leaves no trail and cannot be tracked (though he may leave a trail if he so chooses). At 8th level and every five levels thereafter, the ranger may select an additional favored terrain. In addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2. If a specific terrain falls into more than one category of favored terrain, the ranger's bonuses do not stack; he simply uses whichever bonus is higher. Favored Terrains Cold (ice, glaciers, snow, and tundra) Desert (sand and wastelands) Forest (coniferous and deciduous) Jungle Mountain (including hills) Plains Planes (pick one, other than Material Plane) Swamp Underground (caves and dungeons) Urban (buildings, streets, and sewers) Water (above and below the surface) Level 4 Spells: Beginning at 4th level, a ranger gains the ability to cast a small number of divine spells, which are drawn from the ranger spell list presented in Spell Lists. A ranger must choose and prepare his spells in advance.
To prepare or cast a spell, a ranger must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a ranger's spell is 10 + the spell level + the ranger's Wisdom modifier.
Like other spellcasters, a ranger can cast only a certain number of spells In addition, he receives bonus spells per scene if he has a high Wisdom score. When indicated that the ranger gets 0 spells, he gains only the bonus spells he would be entitled to based on his Wisdom score for that spell level.
Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is equal to his ranger level – 3.
Rogue Life is an endless adventure for those who live by their wits. Ever just one step ahead of danger, rogues bank on their cunning, skill, and charm to bend fate to their favor. Never knowing what to expect, they prepare for everything, becoming masters of a wide variety of skills, training themselves to be adept manipulators, agile acrobats, shadowy stalkers, or masters of any of dozens of other professions or talents. Thieves and gamblers, fast talkers and diplomats, bandits and bounty hunters, and explorers and investigators all might be considered rogues, as well as countless other professions that rely upon wits, prowess, or luck. Although many rogues favor cities and the innumerable opportunities of civilization, some embrace lives on the road, journeying far, meeting exotic people, and facing fantastic danger in pursuit of equally fantastic riches. In the end, any who desire to shape their fates and live life on their own terms might come to be called rogues. Role: Rogues excel at moving about unseen and catching foes unaware, and tend to avoid head-to-head combat. Their varied skills and abilities allow them to be highly versatile, with great variations in expertise existing between different rogues. Most, however, excel in overcoming hindrances of all types, from unlocking doors and disarming traps to outwitting magical hazards and conning dull-witted opponents. HP Per level: 8 Attack Bonus per level: +.75 (always round down) Saves: Reflex primary The rogue's class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Swim (Str), and Use Magic Device (Cha). Skill Points per Level: 8 + Int modifier. Level 1 Sneak Attack: If a rogue can catch an opponent when he is unable to defend himself effectively from her attack, she can strike a vital spot for extra damage.
The rogue's attack deals extra damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the rogue flanks her target. This extra damage is 1d6 at 1st level, and increases by 1d6 every two rogue levels thereafter. Should the rogue score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
With a weapon that deals nonlethal damage (like a sap, whip, or an unarmed strike), a rogue can make a sneak attack that deals nonlethal damage instead of lethal damage. She cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual –4 penalty.
The rogue must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. A rogue cannot sneak attack while striking a creature with concealment.
Trapfinding: A rogue adds 1/2 her level to Perception skill checks made to locate traps and to Disable Device skill checks (minimum +1). A rogue can use Disable Device to disarm magic traps. Level 2 Evasion (Ex): At 2nd level and higher, a rogue can avoid even magical and unusual attacks with great agility. If she makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, she instead takes no damage. Evasion can be used only if the rogue is wearing light armor or no armor. A helpless rogue does not gain the benefit of evasion. Rogue Talents As a rogue gains experience, she learns a number of talents that aid her and confound her foes. Starting at 2nd level, a rogue gains one rogue talent. She gains an additional rogue talent for every 2 levels of rogue attained after 2nd level. A rogue cannot select an individual talent more than once.
Talents marked with an asterisk add effects to a rogue's sneak attack. Only one of these talents can be applied to an individual attack and the decision must be made before the attack roll is made.
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess.
Combat Trick: A rogue that selects this talent gains a bonus combat feat (see Feats).
Fast Stealth (Ex): This ability allows a rogue to move at full speed using the Stealth skill without penalty.
Finesse Rogue: A rogue that selects this talent gains Weapon Finesse as a bonus feat.
Ledge Walker (Ex): This ability allows a rogue to move along narrow surfaces at full speed using the Acrobatics skill without penalty. In addition, a rogue with this talent is not flat-footed when using Acrobatics to move along narrow surfaces.
Major Magic (Sp): A rogue with this talent gains the ability to cast a 1st-level spell from the sorcerer/wizard spell list two times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 11 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 11 to select this talent. A rogue must have the minor magic rogue talent before choosing this talent.
Minor Magic (Sp): A rogue with this talent gains the ability to cast a 0-level spell from the sorcerer/wizard spell list. This spell can be cast three times a day as a spell-like ability. The caster level for this ability is equal to the rogue's level. The save DC for this spell is 10 + the rogue's Intelligence modifier. The rogue must have an Intelligence of at least 10 to select this talent.
Quick Disable (Ex): It takes a rogue with this ability half the normal amount of time to disable a trap using the Disable Device skill (minimum 1 round).
Resiliency (Ex): Once per scene, a rogue with this ability can gain a number of temporary hit points equal to the rogue's level. Activating this ability is an immediate action that can only be performed when she is brought to below 0 hit points. This ability can be used to prevent her from dying. These temporary hit points last for 1 minute. If the rogue's hit points drop below 0 due to the loss of these temporary hit points, she falls unconscious and is dying as normal.
Rogue Crawl (Ex): While prone, a rogue with this ability can move at half speed. This movement provokes attacks of opportunity as normal. A rogue with this talent can take a 5-foot step while crawling.
Slow Reactions* (Ex): Opponents damaged by the rogue's sneak attack can't make attacks of opportunity for 1 round.
Stand Up (Ex): A rogue with this ability can stand up from a prone position as a free action. This still provokes attacks of opportunity for standing up while threatened by a foe.
Surprise Attack (Ex): During the surprise round, opponents are always considered flat-footed to a rogue with this ability, even if they have already acted.
Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.
Weapon Training: A rogue that selects this talent gains Weapon Focus as a bonus feat. Level 3 Sneak attack: +2d6
Trap Sense (Ex): At 3rd level, a rogue gains an intuitive sense that alerts her to danger from traps, giving her a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise to +2 when the rogue reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level.
Trap sense bonuses gained from multiple classes stack. Level 4 Uncanny Dodge (Ex): Starting at 4th level, a rogue can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A rogue with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against her.
If a rogue already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Extra Rogue Talent Level 5 Sneak Attack: +3d6
Edited by aoberaz, August 31, 2010, 2:31 pm.
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aoberaz
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August 30, 2010, 4:49 pm
Post #24
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Sorcerer Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself. Role: Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike. HP Per Level: 6 Attack Bonus: +.50 (always round down) Saves: Will primary Level 1 Bloodline: Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed. At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels. At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. Bloodlines The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline. Aberrant There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.
Class Skill: Knowledge (dungeoneering).
Bonus Spells: enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).
Bonus Feats: Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).
Bloodline Arcana: Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Bloodline Powers: Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.
Acidic Ray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Long Limbs (Ex): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Unusual Anatomy (Ex): At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.
Alien Resistance (Su): At 15th level, you gain spell resistance equal to your sorcerer level + 10.
Aberrant Form (Ex): At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.
Abyssal Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.
Class Skill: Knowledge (planes).
Bonus Spells: cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).
Bonus Feats: Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.
Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per scene equal to 3 + your Charisma modifier.
Demon Resistances (Ex): At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.
Strength of the Abyss (Ex): At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.
Added Summonings (Su): At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.
Demonic Might (Su): At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).
Arcane Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.
Class Skill: Knowledge (any one).
Bonus Spells: identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).
Bonus Feats: Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.
Bloodline Arcana: Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.
Bloodline Powers: Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.
Arcane Bond (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item.
Metamagic Adept (Ex): At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per scene at 3rd level and one additional time per scene for every four sorcerer levels you possess beyond 3rd, up to five times per scene at 19th level. At 20th level, this ability is replaced by arcane apotheosis.
New Arcana (Ex): At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.
School Power (Ex): At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.
Arcane Apotheosis (Ex): At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.
Celestial Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.
Class Skill: Heal.
Bonus Spells: bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).
Bonus Feats: Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.
Bloodline Powers: Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.
Heavenly Fire (Sp): Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per scene. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Celestial Resistances (Ex): At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.
Wings of Heaven (Su): At 9th level, you can sprout feathery wings and fly for a number of minutes per scene equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.
Conviction (Su): At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per scene.
Ascension (Su): At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).
Destined Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.
Class Skill: Knowledge (history).
Bonus Spells: alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.
Bloodline Arcana: Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.
Bloodline Powers: You are destined for great things, and the powers that you gain serve to protect you.
Touch of Destiny (Sp): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Fated (Su): Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.
It Was Meant To Be (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per scene. At 17th level, you can use this ability twice per scene.
Within Reach (Su): At 15th level, your ultimate destiny is drawing near. Once per scene, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.
Destiny Realized (Su): At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per scene, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.
Draconic At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.
Class Skill: Perception.
Bonus Spells: mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).
Bonus Feats: Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.
Bloodline Arcana: Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.
Bloodline Powers: The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.
Dragon TypeEnergy TypeBreath Shape Black: Acid, 60-foot line Blue: Electricity, 60-foot line Green: Acid, 30-foot cone Red: Fire, 30-foot cone White: Cold, 30-foot cone Brass: Fire, 60-foot line Bronze: Electricity, 60-foot line Copper :Acid, 60-foot line Gold :Fire. 30-foot cone Silver: Cold. 30-foot cone
Claws (Ex): Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. This is a supernatural ability. You can use your claws for a number of rounds per scene equal to 3 + your Charisma modifier.
Dragon Resistances (Ex): At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.
Breath Weapon (Su): At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per scene. At 17th level, you can use this ability twice per scene. At 20th level, you can use this ability three times per scene.
Wings (Su): At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.
Power of Wyrms (Su): At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.
Elemental The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.
Class Skill: Knowledge (planes).
Bonus Spells: burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.
Bonus Feats: Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.
Bloodline Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.
Bloodline Powers: One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.
ElementEnergy TypeElemental Movement AirElectricityFly 60 feet (average) EarthAcidBurrow 30 feet FireFire+30 feet base speed WaterColdSwim 60 feet Elemental Ray (Sp): Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Elemental Resistance (Ex): At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.
Elemental Blast (Sp): At 9th level, you can unleash a blast of elemental power once per scene. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per scene. At 17th level, you can use this ability twice per scene. At 20th level, you can use this ability three times per scene. This power has a range of 60 feet.
Elemental Movement (Su): At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.
Elemental Body (Su): At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.
Fey The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.
Class Skill: Knowledge (nature).
Bonus Spells: entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).
Bonus Feats: Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).
Bloodline Arcana: Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.
Bloodline Powers: You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.
Laughing Touch (Sp): At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Woodland Stride (Ex): At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.
Fleeting Glance (Sp): At 9th level, you can turn invisible for a number of rounds per scene equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.
Fey Magic (Su): At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.
Soul of the Fey (Su): At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per scene, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.
Infernal Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.
Class Skill: Diplomacy
Bonus Spells: protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).
Bonus Feats: Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.
Bloodline Arcana: Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.
Bloodline Powers: You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.
Corrupting Touch (Sp): At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Infernal Resistances (Ex): At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.
Hellfire (Sp): At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per scene. At 17th level, you can use this ability twice per scene. At 20th level, you can use this ability three times per scene. This power has a range of 60 feet.
On Dark Wings (Su): At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.
Power of the Pit (Su): At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.
Undead The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.
Class Skill: Knowledge (religion).
Bonus Spells: chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).
Bonus Feats: Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.
Bloodline Arcana: Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.
Bloodline Powers: You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.
Grave Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per scene equal to 3 + your Charisma modifier.
Death's Gift (Su): At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.
Grasp of the Dead (Sp): At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per scene. At 17th level, you can use this ability twice per scene. At 20th level, you can use this ability three times per scene. This power has a range of 60 feet.
Incorporeal Form (Sp): At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per scene.
One of Us (Ex): At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.
Edited by aoberaz, August 30, 2010, 7:38 pm.
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aoberaz
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August 30, 2010, 4:50 pm
Post #25
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Wizard Beyond the veil of the mundane hide the secrets of absolute power. The works of beings beyond mortals, the legends of realms where gods and spirits tread, the lore of creations both wondrous and terrible—such mysteries call to those with the ambition and the intellect to rise above the common folk to grasp true might. Such is the path of the wizard. These shrewd magic-users seek, collect, and covet esoteric knowledge, drawing on cultic arts to work wonders beyond the abilities of mere mortals. While some might choose a particular field of magical study and become masters of such powers, others embrace versatility, reveling in the unbounded wonders of all magic. In either case, wizards prove a cunning and potent lot, capable of smiting their foes, empowering their allies, and shaping the world to their every desire. Role: While universalist wizards might study to prepare themselves for any manner of danger, specialist wizards research schools of magic that make them exceptionally skilled within a specific focus. Yet no matter their specialty, all wizards are masters of the impossible and can aid their allies in overcoming any danger. HP per Level: 6 Attack Bonus per level: +.50 (always round down) Saves: Will Primary The wizard's class skills are Appraise (Int), Craft (Int), Fly (Dex), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), and Spellcraft (Int). Skill points per Level: 2 + Int modifier. Arcane Bond Arcane Bond (Ex or Sp): At 1st level, wizards form a powerful bond with an object or a creature. This bond can take one of two forms: a familiar or a bonded object. A familiar is a magical pet that enhances the wizard's skills and senses and can aid him in magic, while a bonded object is an item a wizard can use to cast additional spells or to serve as a magical item. Once a wizard makes this choice, it is permanent and cannot be changed. Rules for bonded items are given below, while rules for familiars are at the end of this section.
Wizards who select a bonded object begin play with one at no cost. Objects that are the subject of an arcane bond must fall into one of the following categories: amulet, ring, staff, wand, or weapon. These objects are always masterwork quality. Weapons acquired at 1st level are not made of any special material. If the object is an amulet or ring, it must be worn to have effect, while staves, wands, and weapons must be wielded. If a wizard attempts to cast a spell without his bonded object worn or in hand, he must make a concentration check or lose the spell. The DC for this check is equal to 20 + the spell's level. If the object is a ring or amulet, it occupies the ring or neck slot accordingly.
A bonded object can be used once per scene to cast any one spell that the wizard has in his spellbook and is capable of casting, even if the spell is not prepared. This spell is treated like any other spell cast by the wizard, including casting time, duration, and other effects dependent on the wizard's level. This spell cannot be modified by metamagic feats or other abilities. The bonded object cannot be used to cast spells from the wizard's opposition schools (see arcane school).
A wizard can add additional magic abilities to his bonded object as if he has the required item creation feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see the Craft Magic Arms and Armor feat in Feats). If the bonded object is a wand, it loses its wand abilities when its last charge is consumed, but it is not destroyed and it retains all of its bonded object properties and can be used to craft a new wand. The magic properties of a bonded object, including any magic abilities added to the object, only function for the wizard who owns it. If a bonded object's owner dies, or the item is replaced, the object reverts to being an ordinary masterwork item of the appropriate type.
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item. Arcane School Arcane School: A wizard can choose to specialize in one school of magic, gaining additional spells and powers based on that school. This choice must be made at 1st level, and once made, it cannot be changed. A wizard that does not select a school receives the universalist school instead.
A wizard that chooses to specialize in one school of magic must select two other schools as his opposition schools, representing knowledge sacrificed in one area of arcane lore to gain mastery in another. A wizard who prepares spells from his opposition schools must use two spell slots of that level to prepare the spell. For example, a wizard with evocation as an opposition school must expend two of his available 3rd-level spell slots to prepare a fireball. In addition, a specialist takes a –4 penalty on any skill checks made when crafting a magic item that has a spell from one of his opposition schools as a prerequisite. A universalist wizard can prepare spells from any school without restriction.
Each arcane school gives the wizard a number of school powers. In addition, specialist wizards receive an additional spell slot of each spell level he can cast, from 1st on up. Each day, a wizard can prepare a spell from his specialty school in that slot. This spell must be in the wizard's spellbook. A wizard can select a spell modified by a metamagic feat to prepare in his school slot, but it uses up a higher-level spell slot. Wizards with the universalist school do not receive a school slot. Scribe scroll At 1st level, a wizard gains Scribe Scroll as a bonus feat. Bonus Feats At 5th, 10th, 15th, and 20th level, a wizard gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums. These bonus feats are in addition to the feats that a character of any class gets from advancing levels. The wizard is not limited to the categories of item creation feats, metamagic feats, or Spell Mastery when choosing those feats. Spellbooks Spellbooks: A wizard must study his spellbook each day to prepare his spells. He cannot prepare any spell not recorded in his spellbook, except for read magic, which all wizards can prepare from memory.
A wizard begins play with a spellbook containing all 0-level wizard spells (except those from his prohibited schools, if any; see Arcane Schools) plus three 1st-level spells of his choice. The wizard also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new wizard level, he gains two new spells of any spell level or levels that he can cast (based on his new wizard level) for his spellbook. At any time, a wizard can also add spells found in other wizards' spellbooks to his own Arcane Schools The following descriptions detail each arcane school and its corresponding powers. Abjuration School The abjurer uses magic against itself, and masters the art of defensive and warding magics.
Resistance (Ex): You gain resistance 5 to an energy type of your choice, chosen when you prepare spells. This resistance can be changed each day. At 11th level, this resistance increases to 10. At 20th level, this resistance changes to immunity to the chosen energy type.
Protective Ward (Su): As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Energy Absorption (Su): At 6th level, you gain an amount of energy absorption equal to 3 times your wizard level per scene. Whenever you take energy damage, apply immunity, vulnerability (if any), and resistance first and apply the rest to this absorption, reducing your daily total by that amount. Any damage in excess of your absorption is applied to you normally.
Conjuration School The conjurer focuses on the study of summoning monsters and magic alike to bend to his will.
Summoner's Charm (Su): Whenever you cast a conjuration (summoning) spell, increase the duration by a number of rounds equal to 1/2 your wizard level (minimum 1). At 20th level, you can change the duration of all summon monster spells to permanent. You can have no more than one summon monster spell made permanent in this way at one time. If you designate another summon monster spell as permanent, the previous spell immediately ends.
Acid Dart (Sp): As a standard action you can unleash an acid dart targeting any foe within 30 feet as a ranged touch attack. The acid dart deals 1d6 points of acid damage + 1 for every two wizard levels you possess. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier. This attack ignores spell resistance.
Dimensional Steps (Sp): At 8th level, you can use this ability to teleport up to 30 feet per wizard level per scene as a standard action. This teleportation must be used in 5-foot increments and such movement does not provoke an attack of opportunity. You can bring other willing creatures with you, but you must expend an equal amount of distance for each additional creature brought with you.
Divination School Diviners are masters of remote viewing, prophecies, and using magic to explore the world.
Forewarned (Su): You can always act in the surprise round even if you fail to make a Perception roll to notice a foe, but you are still considered flat-footed until you take an action. In addition, you receive a bonus on initiative checks equal to 1/2 your wizard level (minimum +1). At 20th level, anytime you roll initiative, assume the roll resulted in a natural 20.
Diviner's Fortune (Sp): When you activate this school power, you can touch any creature as a standard action to give it an insight bonus on all of its attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your wizard level (minimum +1) for 1 round. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Scrying Adept (Su): At 8th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a –10 penalty on their save to avoid your scrying attempts.
Enchantment School The enchanter uses magic to control and manipulate the minds of his victims.
Enchanting Smile (Su): You gain a +2 enhancement bonus on Bluff, Diplomacy, and Intimidate skill checks. This bonus increases by +1 for every five wizard levels you possess, up to a maximum of +6 at 20th level. At 20th level, whenever you succeed at a saving throw against a spell of the enchantment school, that spell is reflected back at its caster, as per spell turning.
Dazing Touch (Sp): You can cause a living creature to become dazed for 1 round as a melee touch attack. Creatures with more Hit Dice than your wizard level are unaffected. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Aura of Despair (Su): At 8th level, you can emit a 30-foot aura of despair for a number of rounds per scene equal to your wizard level. Enemies within this aura take a –2 penalty on ability checks, attack rolls, damage rolls, saving throws, and skill checks. These rounds do not need to be consecutive.
Evocation School Evokers revel in the raw power of magic, and can use it to create and destroy with shocking ease.
Intense Spells (Su): Whenever you cast an evocation spell that deals hit point damage, add 1/2 your wizard level to the damage (minimum +1). This bonus only applies once to a spell, not once per missile or ray, and cannot be split between multiple missiles or rays. This damage is of the same type as the spell. At 20th level, whenever you cast an evocation spell you can roll twice to penetrate a creature's spell resistance and take the better result.
Force Missile (Sp): As a standard action you can unleash a force missile that automatically strikes a foe, as magic missile. The force missile deals 1d4 points of damage plus the damage from your intense spells evocation power. This is a force effect. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Elemental Wall (Sp): At 8th level, you can create a wall of energy that lasts for a number of rounds per scene equal to your wizard level. These rounds do not need to be consecutive. This wall deals acid, cold, electricity, or fire damage, determined when you create it. The elemental wall otherwise functions like wall of fire.
Illusion School Illusionists use magic to weave confounding images, figments, and phantoms to baffle and vex their foes.
Extended Illusions (Su): Any illusion spell you cast with a duration of “concentration” lasts a number of additional rounds equal to 1/2 your wizard level after you stop maintaining concentration (minimum +1 round). At 20th level, you can make one illusion spell with a duration of “concentration” become permanent. You can have no more than one illusion made permanent in this way at one time. If you designate another illusion as permanent, the previous permanent illusion ends.
Blinding Ray (Sp): As a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your wizard level are dazzled for 1 round instead. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Invisibility Field (Sp): At 8th level, you can make yourself invisible as a swift action for a number of rounds per scene equal to your wizard level. These rounds do not need to be consecutive. This otherwise functions as greater invisibility.
Necromancy School The dread and feared necromancer commands undead and uses the foul power of unlife against his enemies.
Power over Undead (Su): You receive Command Undead or Turn Undead as a bonus feat. You can channel energy a number of times per scene equal to 3 + your Intelligence modifier, but only to use the selected feat. You can take other feats to add to this ability, such as Extra Channel and Improved Channel, but not feats that alter this ability, such as Elemental Channel and Alignment Channel. The DC to save against these feats is equal to 10 + 1/2 your wizard level + your Charisma modifier. At 20th level, undead cannot add their channel resistance to the save against this ability.
Grave Touch (Sp): As a standard action, you can make a melee touch attack that causes a living creature to become shaken for a number of rounds equal to 1/2 your wizard level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your wizard level. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Life Sight (Su): At 8th level, you gain blindsight to a range of 10 feet for a number of rounds per scene equal to your wizard level. This ability only allows you to detect living creatures and undead creatures. This sight also tells you whether a creature is living or undead. Constructs and other creatures that are neither living nor undead cannot be seen with this ability. The range of this ability increases by 10 feet at 12th level, and by an additional 10 feet for every four levels beyond 12th.
Transmutation School Transmuters use magic to change the world around them.
Physical Enhancement (Su): You gain a +1 enhancement bonus to one physical ability score (Strength, Dexterity, or Constitution). This bonus increases by +1 for every five wizard levels you possess to a maximum of +5 at 20th level. You can change this bonus to a new ability score when you prepare spells. At 20th level, this bonus applies to two physical ability scores of your choice.
Telekinetic Fist (Sp): As a standard action you can strike with a telekinetic fist, targeting any foe within 30 feet as a ranged touch attack. The telekinetic fist deals 1d4 points of bludgeoning damage + 1 for every two wizard levels you possess. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Change Shape (Sp): At 8th level, you can change your shape for a number of rounds per scene equal to your wizard level. These rounds do not need to be consecutive. This ability otherwise functions like beast shape II or elemental body I. At 12th level, this ability functions like beast shape III or elemental body II.
Universalist School Wizards who do not specialize (known as as universalists) have the most diversity of all arcane spellcasters.
Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per scene equal to 3 + your Intelligence modifier.
Metamagic Mastery (Su): At 8th level, you can apply any one metamagic feat that you know to a spell you are about to cast. This does not alter the level of the spell or the casting time. You can use this ability once per scene at 8th level and one additional time per scene for every two wizard levels you possess beyond 8th. Any time you use this ability to apply a metamagic feat that increases the spell level by more than 1, you must use an additional daily usage for each level above 1 that the feat adds to the spell. Even though this ability does not modify the spell's actual level, you cannot use this ability to cast a spell whose modified spell level would be above the level of the highest-level spell that you are capable of casting. Familiar A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar.
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