Friday, September 29, 2017

Campaign Design - Bloodlines: Lycanthrope-Blooded

Lycanthrope-Blooded
(adapted from Unearthed Arcana)

Common folklore holds that the khülen were created by the alvar, who sought to devise a race of soldiers to serve in their armies by breeding lycanthropes with humans. Whether this is true or not, it is certain that khülen have lycanthrope blood running through their veins. Just as changelings living and intermixing with other races injected doppelganger heritage into the populations around them, lycanthropes living among non-lycanthropes has done the same for lycanthrope heritage. Of course, due to their shapeshifting nature, pure bred lycanthropes are capable of living among others as well, and this is another vector that infuses communities with lycanthropic heritage.

Having a lycanthrope living in one's town or village can be a blessing or a curse. Some lycanthropes such as werewolves and wereats prey upon their neighbors - murdering innocent townsfolk on a whim. Others, such as werebears, often become protectors of their homesteads, using their abilities to drive off dangerous foes who would victimize their friends and neighbors. No matter whether they are hero or villains, the typical lycanthropic character may enjoy an almost entirely normal social life - even having a family. While the offspring of an afflicted lycanthrope might not share the curse itself, the bloodline might still pass its characteristics down the generations, allowing later descendants to display some of the lycanthrope's attributes. Regardless of the original animal stock, the carriers of lycanthropic bloodlines tend to share similar characteristics, including a feral stare and an overabundance of body hair.

Although it only affects one choice in the bloodline itself (the decision between Power Attack and Dodge at 8th level), a lycanthrope-blooded character must determine what strain of lycanthrope they are descended from, as this will affect some of the choices available to that character, including the choice of animal companion they may select should they choose to become an outdoorsman. The known strains of lycanthrope in the Three Worlds are: Werebat, werebear, wereboar, wereconstrictor, werecrocodile, werehyena, werejackal, wereleopard, werelion, greater werelion, werepuma, wererat, wereraven, wereshark, weretiger, greater weretigerwereviper, werevulture, wereweasel, werewolf, greater werewolf, and werewolverine.

The lycanthrope bloodline only provides a minor bloodline. Anyone with an intermediate bloodline would effectively be a khülen, and anyone with a major bloodline would essentially be a lycanthrope.

Lycanthrope Bloodline Traits

Character Level
Minor
4th
+2 on Search checks
8th
Power Attack or Dodge1
12th
Constitution +1
16th
Scent (Ex)
20th
Lycanthrope affinity +22
1 If the base animal's Strength is higher than its Dexterity, you gain Power Attack. Otherwise, you gain Dodge.
2 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with lycanthropes or khülen.

Racial Restriction: Khülen cannot be lycanthrope-blooded, because effectively they already are.

Exclusive Class: Lycanthrope-blooded individuals can replace their racial exclusive class with the Outdoorsman class.

Home     Three Worlds     Bloodlines

Thursday, September 28, 2017

General Rules - Animal Companion Feats

Animal Companion Feats

These feats all relate to the Animal Companion class feature of druids, outdoorsmen, and rangers. Most of them improve or alter your animal companion, although not all do. They are derived from a variety of source, with the single largest source being the D&D Wiki. Outdoorsman can select any of these feats as Companion Feats, although they must meet all of the prerequisites to do so.

Feat Name
Source
PrerequisitesBenefit
Beast Totem
ECS
Wild Empathy class featureYou gain a bonus to saves based upon your totem beast
Divine Companion
-
Animal Companion class featureYour companion becomes an anarchic, axiomatic, celestial, or fiendish creature
Elemental Companion
-
Animal Companion class featureYour companion becomes an aquan, auran, ignan, or terran creature
Enchanted Companion
D&D Wiki
Animal Companion class featureYour companion becomes a magical beast
Enhanced Companion
D&D Wiki
Handle Animal 1+ ranksYour animal companion, dark ally, familiar, fiendish servant, or special mount gains enhanced AC
Exalted Companion
BoED
Ability to acquire a new animal companion, minimum level requirementYou gain a good-aligned magical beast as an animal companion
Feral Animal Companion
CoR
Animal Companion class feature, evil alignmentYou gain a feral animal as an animal companion
Improved Animal Companion
D&D Wiki
Animal Companion class featureYour effective druid level increases for determining animal companion abilities
Natural Harmony
D&D Wiki
Wild Empathy class feature, Animal Companion class feature, Enchanted Companion, Knowledge: Nature 5+ ranksYou gain a plant creature as an animal companion
Radiant Companion
D&D Wiki
Animal Companion class feature, BAB +10, interaction with the Plane of RadianceYour animal companion becomes a radiant creature
Shadow Companion
D&D Wiki
Animal Companion class feature, BAB +10, interaction with the Plane of ShadowYour animal companion becomes a shadow creature
Survival Instinct
D&D Wiki
Animal Companion class feature, Survival 12+ ranksYou and your animal companion gain a bonus to saving throws
Totem Companion
ECS
Wild Empathy class feature, Beast Totem, ability to acquire a new animal companion, minimum level requirementYou gain a beast totem animal as your animal companion
Undead Companion
D&D Wiki
Animal Companion class feature, undead typeYou gain and undead creature as an animal companion

Home     General Rules

Wednesday, September 27, 2017

Campaign Design - Prestige Class: Cenith Sniper

Cenith Sniper (adapted from Masters of the Wild)

The bowmen of Cenith are famed for their skill with the bow. A Cenith sniper is patient, careful, quiet, and deadly accurate. She is a stealthy, long-range terminator whose arrows sail accurately from much longer ranges than those of other archers. In addition, their close connection with their art gives their archery magical attributes to help their shafts fly true.

Hit Die: d8.
Luck Die: d4.

Requirements
To become a Cenith Sniper, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Skills: Hide 4+ ranks, Move Silently 4+ ranks, Spot 4+ ranks.
  • Feats: Far Shot, Point Blank Shot, and Weapon Focus (Greatbow, Composite Greatbow, Longbow, or Composite Longbow).
  • Proficiency: Greatbow, composite greatbow, longbow, or composite longbow.
  • Region: Cenith.
Class Skills
  • The Cenith sniper's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Craft: Bowmaking (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Move Silently (Dex), Profession: Any (all skills taken individually) (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the Cenith sniper prestige class.
  • Base Attack Bonus: Good. A Cenith sniper gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A Cenith sniper gains +13 base Fortitude save bonus per class level.

  • Base Reflex Save Bonus: Good. A Cenith sniper gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Poor. A Cenith sniper gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Cenith sniper's gain no new proficiency with any weapons or armor. All weapon-related abilities of the Cenith sniper class apply only to projectile ranged weapons with which the character is proficient.

  • Keen Arrows (Ex): At 1st level, all projectiles the Cenith sniper looses behave as if they were keen weapons in addition to any other properties they might possess. This will make her bow's critical threat range 19 - 20. This effect does not stack with any other keen effect.

  • Range Increment Bonus (Ex): With each level, the Cenith sniper gains, the range increments of her projectile weapons increase by +10 feet (added after all multipliers). Thus, a 10th level Cenith sniper who has the Far Shot feet would have a 265-foot range increment with a composite longbow (110 feet x 1.5 + 100 feet).

  • Concealment Reduction (Ex): When the Cenith sniper reaches 2nd level, his miss chance against opponents with concealment drops by 10%. His miss chance drops by an additional 10% per four Cenith sniper levels he gains thereafter, but this ability never reduces his miss chance against any opponent below 0%.

  • Greater Magic Weapon (Sp): As 2nd level, the character can produce an effect identical to the greater magic weapon spell cast by a cleric of his Cenith sniper level. This ability is usable once per day on projectile weapons or ammunition only.

  • Projectile Improved Critical (Ex): When the Cenith sniper reaches 2nd level, the critical damage multipliers of all his projectile weapons increases by +1. Thus, an arrow that normally deals damage x3 on a critical hit instead does damage x4 in his hands. When he reaches 7th level, these critical multipliers increase by an additional +1.

  • Bonus Feat: At 3rd level, a Cenith sniper may choose a bonus feat from the following list: Able Sniper, Deadeye Shot, Defensive Archery, Improved precise Shot, Improved Rapid Shot, Manyshot, Penetrating Shot, Precise Shot, Ranged Pin, Ranged Sunder, Sharp-Shooting, and Shot on the Run. The Cenith sniper must meet all the prerequisites for the selected feat. He gains an additional bonus feat at 6rd and 9rd levels.

  • Take Aim (Ex): A 4th level Cenith sniper can gain a +2 bonus on his attack rolls against a stationary target by aiming carefully. Taking aim is a full-round action, and if the target moves more than 5 feet during that period, the bonus is lost. No additional benefit exists for spending more than 1 round aiming. This bonus increases to +4 at 8th level.

  • Consistent Aim (Ex): Once per day, a 5th level Cenith sniper can reroll one attack roll that he has just made with a projectile weapon. He must keep that result, even if it is worse than the original roll. He can use this ability twice per day at 7th level, and three times per day at 9th level, though each use must relate to a different attack roll.

  • Improved Keen Arrows (Ex): At 6th level, the threat range of her bow becomes double its original value and stacks with the effect of Keen Arrows. As a result her bow's critical threat range would become 18 - 20. This ability is applied to the bow or crossbow with which she applied the Weapon Focus feat only. This does not stack with Improved Critical feat or others keen effects or abilities.

  • True Strike (Sp): At 10th level, the Cenith sniper can produce an effect identical to that of a true strike spell cast by a cleric of his Cenith sniper level. This ability is usable once per day on projectile weapons only Using this ability is a standard action that includes loosing the arrow.
Cenith Sniper
LevelSpecial
1stKeen arrows, range increment bonus
2ndConcealment reduction 10%, greater magic weapon, projectile improved critical +1
3rdBonus Feat
4thTake aim +2
5thConsistent aim once per day
6thBonus Feat, concealment reduction 20%, improved keen arrows
7thConsistent aim twice per day, projectile improved critical +2
8thTake aim +4
9thBonus Feat, consistent aim three times per day
10thConcealment reduction 30%, true strike

Home     Prestige Classes

Campaign Design - Base Classes: Outdoorsman

Outdoorsman
(adapted from Path of the Sword)

Civilization is a few flickering campfires on a dark, empty plain. Most of the world is wild and trackless. Beyond the city walls and tended fields stretches a seemingly endless wilderness. From the densely packed trees of the elder northern forests to the sucking mire of the southern swamps, from the lethal glare of the desert sun to the snowblind Arctic wastes, the outdoorsman travels and fights.

The outdoorsman is most at home in the wilds. He knows how to both fight and survive in the harshest terrain. Hios skill is such that he gains a significant edge when battling in lands he knows well. He can survive, even thrive, in areas that would kill the less skilled. Some are explorers, seeking new lands and new opportunities; some are brigands, appearing from nowhere, striking hard, and then vanishing again; some are well-traveled mercenaries who have learned that knowing your ground well can be the edge needed for survival.

Abilities: The outdoorsman is a warrior, first and foremost, and thus must be strong and healthy. Dexterity is important as well, as heavy armor is a bane in many situations. Intelligence and Wisdom help the outdoorsman learn the ways of nature and to be alert to subtle signs. Charisma is of little importance to them, except as a means of dealing with animals, though it never hurts to be able to carry on a decent conversation on those occasions when they do have to deal with people.
Race: Lycanthrope-Blooded.
Alignment: Any.
Hit Die: d10.
Luck Die: d4.

Class Skills
  • Skill List: The outdoorsman's class skills (and the key ability for each skill) are Balance (Dex), Climb (Str), Concentration (Con), Craft: Any (all skills taken individually) (Int), Handle Animal (Cha), Heal (Wis), Jump (Str), Knowledge: Nature (Int), Listen (Wis), Profession: Any (all skills taken individually) (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), and Use Rope (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 4 + Intelligence modifier.

Class Features
All of the following are class features of the outdoorsman:
  • Base Attack Bonus: Good. An outdoorsman gains +1 base attack bonus per class level.

  • Fortitude Base Save Bonus: Good. An outdoorsman gains a +2½ base Fortitude save bonus at first level, and an additional +½ base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Good. An outdoorsman gains a +2½ base Reflex save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Will Base Save Bonus: Poor. An outdoorsman gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Outdoorsmen are proficient with all light and medium armor and with all simple weapons. He is also proficient with two preferred weapons which may be simple, martial, or exotic weapons.

  • Wild Empathy (Ex): An outdoorsman can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. The outdoorsman rolls 1d20 and adds his outdoorsman level and his 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 outdoorsman and the animal must be able to study each other, which means that they 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.

    An outdoorsman 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.

  • Favored Terrain (Ex): At 1st level, the outdoorsman may select two regions in which he has exceptional experience. A region is comprised of a terrain type and a temperature type. There are seven primary terrain types and three temperature types. Each terrain type chosen represents skill in two of the temperature types selected by the player when the terrain is chosen. Alternatively, characters can choose to be proficient in one temperature type for two different terrain types, rather than two temperatures for one terrain.

    TypeTemperature
    Aquatic*Cold
    DesertHot
    ForestTemperate
    Hill
    Marsh
    Mountain
    Plains
    Underground
    * Aquatic may not be chosen unless the outdoorsman has some natural or magical means to breathe water.
    Example: An outdoorsman could choose Forest as his terrain and select both Cold and Temperate temperature types. He would not gain his Favored Terrain abilities if he entered a tropical jungle (a hot forest) unless he later chose that as an additional Favored Terrain. Alternatively, he could choose Cold Plains and Cold Forest for terrain types. He could not choose Cold Plains and Hot Forest, because both the terrain type and the temperature types are different. He could eventually gain both of these terrains, but they would have to be selected at different levels

    When an outdoorsman is in his favored terrain, he gains a +2 dodge bonus to his Armor Class whenever he is not denied his Dexterity modifier to his Armor Class. He furthermore gains a +2 bonus to any Hide, Knowledge: Nature, Move Silently, Search, Spot, Survival, or Wild Empathy checks. An outdoorsman's base speed increases by +5 feet when he is in favored terrain. These bonuses do not apply if the character is in a building or other construct within his terrain.

    Every five levels, an outdoorsman may add two new favored terrains and increase the bonus in all existing favored terrains by 1.

  • Preferred Weapons: Outdoorsmen have little time to learn the ins and outs of every sort of weapon. They tend to pick a specific weapon early and stick with it. At 1st level, an outdoorsman must select one melee and one ranged weapon, which become his preferred weapons. Attack and weapon related feats that are chosen as bonus feats (see below) only apply when the character is using his preferred weapons. Any time the outdoorsman gains a new favored terrain, he may choose to substitute new weapons as his preferred weapons. This choice replaces his previously chosen weapons and is permanent until he gains his next favored terrain.

  • Lightstep: At 2nd level, when moving through a favored terrain, the outdoorsman is skilled at not leaving tracks; the DC to track him through these areas is increased by +1 for each of his outdoorsman levels.

  • Animal Companion (Ex): An outdoorsman of 3rd level or higher gains an animal companion selected from the list provided for druids. if the outdoorsman is lycanthrope-blooded, the animal companion must match the outdoorsman's heritage. An outdoorsman descended from werewolves must pick a wolf as a companion, while one descended from wererats must pick a dire rat as a companion, and so on. This animal is a loyal companion that accompanies the outdoorsman on his adventures as appropriate for its kind.

    This ability functions like the druid ability of the same name, except that the outdoorsman’s effective druid level is three levels lower than his outdoorsman level. An outdoorsman may select from the alternative lists of animal companions just as a druid can, though again his effective druid level is his outdoorsman level - 3. Like a druid, an outdoorsman cannot select an alternative animal if the choice would reduce his effective druid level below 1st.

  • Bonus Feat: At 4th level, 8th level, 12th level, 16th level, and 20th level, an outdoorsman may choose any of the fighter's bonus feats using his outdoorsman level in place of the fighter level requirement for any feats with such prerequisites. However, the feats that apply to, or are used with, weapons (Power Attack, Cleave, Combat Expertise, and so on) only apply when the character is using a preferred weapon. If these feats are chosen when using non-bonus feats, they may apply to all weapons with which the character is proficient.

  • Fast Passage: At 6th level, the outdoorsman may move at his full speed through any of his favored terrain, despite impediments such as deep bogs or thick forest.
  • Companion Feat: At 9th level, the outdoorsman may select a feat from the available list of Animal Companion feats. Alternatively, the outdoorsman may choose to have their animal companion gain a bonus feat. In either case, the outdoorsman or his animal companion must meet all applicable prerequisites for the chosen feat.
Outdoorsman
LevelSpecial
1st
Favored Terrain I, Preferred Weapons, Wild Empathy
2nd
Lightstep
3rd
Animal Companion
4th
Bonus Feat
5th
Favored Terrain II
6th
Fast Passage
7th
-
8th
Bonus Feat
9th
Companion Feat
10th
Favored Terrain III
11th
-
12th
Bonus Feat
13th
-
14th
Companion Feat
15th
Favored Terrain IV
16th
Bonus Feat
17th
-
18th
-
19th
Companion Feat
20th
Favored Terrain V, Bonus Feat

Home     Base Classes

Campaign Design - Prestige Class: Halfling Archer

Halfling Archer (adapted from Sword and Fist)

The semi-nomadic culture of the halfling race often results in sudden encounters with peril. Many halfling caravans and ships rely upon halfling archers to provide deadly defense of their family wagons , barges, and sailing vessels. Halfling archers are stealthy warriors who often open a battle by striking from hiding, catching unwary foes off their guard. Because of the famed Halfling tendency for teamwork, halfling archers are used to fighting in close, working in concert with Halfling rogues and scouts to take down dangerous foes.

Most halfling archers are fighters, scouts, or rogues. All classes, however, can benefit from the Armor Class bonus and defensive riding capabilities of the class. The presence of an archer whether afield or at rest usually indicates that a halfling community cannot be far away. Some Halfling outriders feel the pull of adventure more strongly. These individuals leave behind their clan wains and ships for a life of excitement on their own.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a Halfling Archer, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Skills: Hide 5+ ranks, Move Silently 5+ ranks.
  • Feats: Point Blank Shot, Precise Shot, Rapid Shot, and Weapon Focus (Shortbow or Composite Shortbow).
  • Proficiency: Shortbow or composite shortbow.
  • Race: Halfling.
Class Skills
  • The halfling archer's class skills (and the key ability for each skill) are Balance (Dex), Craft: Bowmaking (Int), Hide (Dex), Jump (Str), Listen (Wis), Move Silently (Dex), Ride (Dex), Spot (Wis), Swim (Str), and Tumble (Dex).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the Halfling Archer prestige class.
  • Base Attack Bonus: Good. A halfling archer gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. A halfling archer gains a +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Good. A halfling archer gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. A halfling archer gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Halfling archers gain no new proficiency with any weapons or armor.

  • Ranged Sneak Attack: Any time the halfling archer's target would be denied his Dexterity bonus to Armor Class (regardless of whether he has a Dexterity bonus), the initiate's ranged sneak attack deals extra damage. The extra damage is +1d6 at 1st level, and +1d6 every two levels after that. This sneak attack damage only applies to the halfling archer's ranged attacks and only count as sneak attacks if the target is within 30 feet. The halfling archer cannot strike with such deadly accuracy beyond that range. In every other way, this ability is identical to a rogue's sneak attack. If the character has sneak attack ability from some other source, the bonuses stack.

  • Close Combat Shot (Ex): At 2nd level, the halfling archer can attack with a ranged weapon in a threatened area and not provoke an Attack of Opportunity.

  • Skirmish Exchange (Ex): At 3rd level, the halfling archer gains the ability to exchange 2d6 worth of ranged sneak attack for 1d6 worth of skirmish damage. Any round the halfling archer does this he deals an extra 1d6 points of damage on all attacks he makes during any round in which he moves at least 10 feet. This extra damage increases by +1d6 for every 2d6 worth of sneak attack the halfling archer has. The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. The halfling archer must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. Halfling archers can only apply this extra damage if the target is within 30 feet. A hlafling archer cannot make a sneak attack and a skirmish attack in the same round.

  • Greater Weapon Focus (Ex): At 4th level, the halfling archer gains the Greater Weapon Focus feat with a bow for which he has the Weapon Focus feat, even if he does not meet the prerequisites.

  • Free Attack (Ex): At 6th level, a halfling archer becomes particularly adept at taking advantages of the openings his allies provide for him. Once per round, whenever an ally within line of sight gains an Attack of Opportunity against a foe, the halfling archer can make one ranged attack against the same foe, at his highest attack bonus as a free action.

  • Weapon Specialization (Ex): At 8th level, the halfling archer gains the feat Weapon Specialization as a bonus feat for a bow for which he already has the Weapon Focus feat even if he does not meet the prerequisites. If he already has the Weapon Specialization feat, he instead gains the Greater Weapon Specialization feat for a bow for which he already has the Weapon Specialization feat.

  • Banked Shot (Ex): At 10th level, a Halfling archer can fire an arrow at a target within 20 feet of a wall (but not adjacent to the wall) and treat the target as if it were flat-footed for the purposes of Armor Class and damage inflicted. This is a full-round action, as it is extremely difficult.
Halfling Archer
LevelSpecial
1stRanged sneak attack +1d6
2ndClose combat shot
3rdRanged sneak attack +2d6; skirmish exchange
4thGreater Weapon Focus
5thRanged sneak attack +3d6
6thFree attack
7thRanged sneak attack +4d6
8thGreater Weapon Specialization
9thRanged sneak attack +5d6
10thBanked shot

Home     Prestige Classes

Campaign Design - Prestige Class: Order of the Bow Initiate

Order of the Bow Initiate (adapted from Complete Warrior and Sword and Fist)

The Way of the Bow is used by some senshidorein warriors of the Owarikawan kingdoms for spiritual self-improvement, by others as a philosophical art. Others practice it as a way of life, and yet others employ it as a religious ceremony. Many simply find that killing with a bow is an important skill in a dangerous world. The Way of the Bow is always what you make of it. The Way of the Bow embraces the following concepts:
  • Through one's archery, one's true character can be determined.
  • The Way of the Bow is a spiritual art. By learning it, the archer learns about himself. By improving in the Way of the Bow, the archer improves himself.
  • The Way of the Bow is a highly meditative martial art whose ultimate goals are Truth, Goodness, and Beauty
  • When asked "What is Truth?", a master archer picks up his bow, fires an arrow, and without saying a word, lets his mastery of the bow serve as the gauge of the archer's progress along the Way.
  • The Way of the Bow is a matter of precision and discipline: The relationship you have with your bow, the arrow, your body, and your mind. When you shoot, you can see the reflection of your mind, as in a mirror. The target is the mirror. You can see your own mind.
Fighters are the most common adherents to the Order of the Bow, indeed, every member must progress at least some of the way down that path in order to become a member. Powerful rangers, paladins, scouts, and even barbarians and rogues sometimes utilize these skills and philosophies as well.

Hit Die: d10.
Luck Die: d4.

Requirements
To become an Order of the Bow Initiate, one must meet the following criteria:
  • Base Attack Bonus: +5.
  • Skills: Knowledge: Religion 2+ ranks.
  • Feats: Point Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (Longbow, Composite Longbow, Shortbow, or Composite Shortbow), and Weapon Specialization (Longbow, Composite Longbow, Shortbow, or Composite Shortbow).
  • Proficiency: Longbow, composite longbow, shortbow, or composite shortbow.
  • Region: Owarikawa.
Class Skills
  • The initiate's class skills (and the key ability for each skill) are Craft: Bowmaking (Int), Knowledge: Religion (Int), Ride (Dex), Spot (Wis), and Swim (Str).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at each level: 2 + Intelligence modifier.
Class Features
All of the following are class features of the Order of the Bow Initiate prestige class.
  • Base Attack Bonus: Good. An initiate gains +1 base attack bonus per class level.

  • Base Fortitude Save Bonus: Poor. An initiate gains a +13 base Reflex save bonus per class level.

  • Base Reflex Save Bonus: Good. An initiate gains a +½ base Reflex save bonus per class level.

  • Base Will Save Bonus: Good. An initiate gains a +½ base Will save bonus per class level.

  • Weapon and Armor Proficiencies: Initiates gain no new proficiency with any weapons or armor.

  • Ranged Precision: As a standard action, an initiate may make a single precisely aimed attack with a ranged weapon, dealing an extra 1d8 points of damage if the attack hits. When making a ranged precision attack, an initiate must be within 30 feet of his target. An initiate's ranged precision attack only works against living creatures with discernible anatomies. Any creature that is immune to critical hits (including undead, constructs, oozes, plants, and incorporeal creatures) is not vulnerable to a ranged precision attack, and any item or ability that protects a creature from critical hits (such as armor with the fortification special ability) also protects a creature from the extra damage.

    Unlike with a rogue's sneak attack, the initiate's target does not have to be flat-footed or denied its Dexterity bonus, but if it is, the initiate's extra precision damage stacks with sneak attack damage. Treat the initiate's ranged precision attack as a sneak attack in all other ways.

    The initiate's bonus to damage on ranged precision attacks increases by +1d8 every two levels.

    An initiate can only use this ability with a ranged weapon for which he has taken the Weapon Focus feat.

  • Zen Archery: At 2nd level, the initiate gains the feat Zen Archery as a bonus feat. If the character already has the feat, then their Wisdom modifier stacks with their Dexterity modifier for ranged attacks.

  • Superior Weapon Focus (Ex): At 4th level, the initiate gain a +1 bonus to all attacks made with a bow for which he has the Weapon Focus feat. This stacks with the bonuses granted by Weapon Focus and Greater Weapon Focus.

  • Sharp-Shooting: At 6the level, an initiate gains the feat Sharp-Shooting as a bonus feat, even if he does not meet the prerequisites.

  • Superior Weapon Specialization (Ex): At 8th level, the initiate gains a +2 bonus on all damage rolls made with a bow for which he has the Weapon Specialization feat. This stacks with the bonuses granted by Weapon Specialization and Greater Weapon specialization.

  • Extended Precision (Su): A 10th-level Order of the Bow Initiate's senses and feel for "the shot" become so attuned that he may make ranged precision attacks (and sneak attacks, if he has the ability) at a range of up to 60 feet.
Order of the Bow Initiate
LevelSpecial
1stRanged precision +1d8
2ndZen Archery
3rdRanged precision +2d8
4thSuperior weapon focus
5thRanged precision +3d8
6thSharp-Shooting
7thRanged precision +4d8
8thSuperior weapon specialization
9thRanged precision +5d8
10thExtended precision

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Monday, September 25, 2017

Campaign Design - Bloodlines: Doppelganger-Blooded

Doppelganger-Blooded
(adapted from Unearthed Arcana)

The blood of doppelgangers flows through the veins of many of the denizens of the Three Worlds. Much of the intermingling is the result of the Alvari creation of the race of changelings, which directly injected doppelganger heritage into the ancestral lines of many people as the result of both successful and failed experiments, and also did so indirectly, by creating changelings who went on to intermarry with members of many of the other races. For their part, many doppelgangers have engendered the creation of doppelganger-blooded progeny by living clandestinely among humans for their own nigh-inscrutable purposes.

Those with doppelganger ancestry are most commonly found in cities and towns as changelings tend to gravitate towards urban areas, leading to many citizens of those settlements knowingly or unknowingly having doppelganger blood. In some places, doppelganger heritage is so common that it would probably be easier to count the number of people who do not have doppelganger blood than to count those who do, most notably Enselm which has almost as many changelings as it has gnomes. Although they are most common in urban areas, the doppelganger-blooded can be found anywhere, even in the most isolated and out of the way rustic farmstead.

Though those with doppelganger blood often gravitate towards clandestine or even criminal professions, this is by no means universal. As the offspring of shapeshifters, the doppelganger-blooded have been known to assume almost any outlook and take up almost any occupation. Even so, their natural gifts make the doppelganger-blooded especially attractive to criminal organizations and spy rings, and many offer substantial inducements to tempt those with this heritage into these lines of work. The doppelganger bloodline only provides a minor bloodline. Anyone with an intermediate bloodline would effectively be a changeling, and anyone with a major bloodline would essentially be a doppelganger.

Doppelganger Bloodline Traits

Character Level
Minor
4th
+2 on Disguise checks
8th
Alter self, once per day (Sp)
12th
Charisma +1
16th
Detect thoughts, once per day (Sp)
20th
Doppelganger affinity +21
1 You gain the indicated bonus on all Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks made to interact with doppelgangers or changelings.

Racial Restriction: Changelings cannot be doppelganger-blooded, because effectively they already are.

Exclusive Class: Doppelganger-blooded individuals can replace their racial exclusive class with the Gutter Mage class.

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Sunday, September 24, 2017

Campaign Design - Base Classes: Gutter Mage

Gutter Mage
(adapted from The Book of Roguish Luck)

The gutter mage is an arcane rogue, able to use magic for nefarious purposes and often supported by a guild of wizards or sorcerers who need some underhanded help - or by a rogue's guild that seeks some arcane muscle. Gutter mages command a motley collection of class-specific spells not available to traditionally taught arcane casters, plus a few standard arcane spells. Gutter mages are sometimes called motley mages.

Abilities: Dexterity is crucial for a gutter mage to move quickly and stealthily. Intelligence is vital to his understanding of the workings of arcane magic and to committing spells to memory. An Intelligence of 14 is necessary to access the highest-level gutter mage spells, as well as for the crafting of scrolls, forged documents, and other items. Charisma helps a gutter mage gain information, bribe officials, and talk his way out of trouble.
Race: Doppleganger-Blooded.
Alignment: Any.
Hit Die: d4.
Luck Die: d8.

Class Skills
  • Skill List: The gutter mage's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Concentration (Con), Craft: Alchemy (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge: Any (all skills taken individually)(Int), Listen (Wis), Move Silently (Dex), Open Locks (dex), Profession: Any (all skills taken individually)(Wis), Sleight of Hand (Dex), Spellcraft (Int), Spot (Wis), and Use Magic Device (Cha).
  • Note: Because the Three Worlds campaign uses the Skills by Character house rule, the list of class skills given here is only included for the sake of completeness, and is not used by characters in the campaign setting.
  • Skill Points at 1st Level: (4 + Intelligence modifier) x 4.
  • Skill Points at Each Additional Class Level: 4 + Intelligence modifier.
Class Features
All of the following are class features of the gutter mage:
  • Base Attack Bonus: Medium. A gutter mage gains +¾ base attack bonus per class level.

  • Fortitude Base Save Bonus: Poor. A gutter mage gains +13 base Fortitude save bonus per class level.

  • Reflex Base Save Bonus: Good. A gutter mage gains a +2½ base Will save bonus at first level, and an additional +½ base Reflex save bonus per class level.

  • Will Base Save Bonus: Poor. A gutter mage gains +13 base Will save bonus per class level.

  • Weapon and Armor Proficiency: Shadowsworn are proficient with all simple weapons, all light martial weapons, and with all light armor, but not with shields. They suffer the normal chances of spell failure for wearing armor.

  • Spells: Gutter mages cast arcane spells, which are drawn from the gutter mage spell list. To cast a spell, a gutter mage must have an Intelligence score equal to at least 10 + the spell level, so a gutter mage with an Intelligence of 9 or lower cannot even cast cantrips. The spells are cast as if the gutter mage were a standard arcane caster, and the Difficulty Class for a saving throw against a gutter mage's spells is 10 + spell level + the gutter mage's Intelligence modifier.

    Like other spell casters, a gutter mage can only cast a certain number of spells of each spell level per day. In addition, she receives bonus spells for a high Intelligence. Unlike a sorcerer or shadowsworn, a gutter mage may know any number of spells (see Arcane Magical Writings). She must choose and prepare her spells ahead of time by getting a good night's sleep and spending 1 hour studying her spellbook. While studying, the gutter mage decides which spells to prepare, in the same manner as a wizard does (see Preparing Wizard Spells)

  • Spell Books: Gutter mages do require spellbooks,, though these books rarely resemble those used by wizards. Instead, a gutter mage's spellbook is a collection of pages torn out of other books, scrawled notes, scroll pages that somehow never quite seem to fade when read, and other bits of magical flotsam. If a gutter mage ever loses his spellbook, he can create another one from found objects and purchased scrolls and scraps. This task takes constant searching and focused effort for one week per class level and costs 500 shillings per class level.

    A gutter mage must study her spellbook each day to prepare her spells, in a manner similar to wizards (see Preparing Wizard Spells). She cannot prepare any spell not recorded in her spellbook except read magic, which all gutter mages can prepare from memory. A gutter mage begins play with a spellbook containing one 0th-level spells for each point of Intelligence bonus the gutter mage has. At each new gutter mage level, she gains two new spells of any spell level or levels that she can cast (based upon her new gutter mage level) for her spellbook. At any time, a gutter mage can also add spells found on scrolls or in other arcane caster's spellbooks to her own (see Arcane Magical Writings).

    If a gutter mage steals a spellbook containing any spells of the highest level he can cast, he need not create another one. Instead, he "adopts" the new spellbook as his own. In time, he can add to it normally; he cannot use spells in the book that are not on the gutter mage spellbook, except by scribing them on scrolls.

    A gutter mage can make a stolen spellbook his own through one week's sturdy and a successful Spellcraft check (DC 15 + the highest level of spell in the spellbook). If the check succeeds, he book works normally for the gutter mage. If the check fails, the gutter mage must spend another week in study before trying again.

  • Scribe Scroll: A gutter mage can read arcane scrolls and gains Scribe Scroll as a bonus feat. This benefit includes the ability to read scrolls of arcane spells not on the gutter mage class list.

  • Wand Mastery (Ex): Beginning at 2nd level, a gutter mage knows how to handle a magic wand. As a result, he gains a +4 competence bonus on his Use Magic Device check when using any wand that holds a spell not on his gutter mage spell list. When he uses a wand that holds a gutter mage spell, no Use Magic Device check is required.

  • Sneak Attack: If a gutter mage of 3rd level or higher can catch an opponent when he is unable to defend himself effectively from her attack, he can strike a vital spot for extra damage.

    The gutter mage’s attack deals extra damage any time his target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or when the gutter mage flanks her target. This extra damage is 1d6 at 3rd-level, and it increases by 1d6 every three gutter mage levels thereafter. Should the gutter mage 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 sap (blackjack) or an unarmed strike, a gutter mage can make a sneak attack that deals nonlethal damage instead of lethal damage. He cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

    A gutter mage can sneak attack only living creatures with discernible anatomies - undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. The gutter mage 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 gutter mage cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

  • Ward Sight (Su): When a gutter mage reaches 4th level, he gains the supernatural ability to recognize warding spells, runes, and magic traps, including spells such as glyph of warding, sepia snake sigil, alarm, and so forth. He may use this ability as a full-round action a number of times per day equal to 3 + his Intelligence modifiers. Ward sight acts as the rogue class' trap sense ability but requires a single successful Search check to see all wards and magic traps on an object. A Disable Device check is needed to deactivate any magic traps found. When a gutter mage uses ward sight and finds active wards, he sees the wards without further need for concentration until they are removed. As long as he can see such wards, a gutter mage can attempt to disarm them as if they were physical traps. For a gutter mage, a spell's default Disable Device DC is 15 + the level of the spell.

  • Nondescript (Ex): At 5th level or higher, a gutter mage can pass without notice in a crowd or an area filled with other creatures and can effectively hide in a crowd as if hiding in shadows. Indeed, a gutter mage is often overlooked entirely by guards and searchers when at least 10 other creatures are present. Using this ability in plain sight requires a successful Disguise check opposed by the watchers' Spot check.

    Even if the Spot check succeeds, watchers see the gutter mage but don't regard him as worth noticing - they are not immediately suspicious. Normally, a failed Disguise check makes others suspicious of the disguised person's activities or appearance. With the nondescript ability, only particular offensive actions, such as combat, thievery, or spellcasting, are likely to trigger suspicion in the watchers.

  • Improvise Spell (Sp): At 8th level or higher, a gutter mage can attempt to cast an arcane spell that he doesn't really understand, albeit with a higher than usual risk of backfiring. He cannot improvise a spell of a level higher than the highest-level spell he can cast.

    Improvising a spell is a form of spontaneous casting that uses up existing spell slots in a way similar to a cleric's ability to cast cure or inflict spells, or druid's ability to cast summon nature's ally spells. An improvised spell normally takes up a spell slot equal to the level of the spell being cast, but if the gutter mage has no appropriate spell slots available (if he has already expended all spell slots of the appropriate level for the day), he can expend two spell slots of the next lower level instead. The spells in those slots are lost. if those slots are already expended as well, the character cannot use this ability.

    The chance of success when attempting to cast an improvised spell varies with the situation. If the gutter mage has seen the spell performed and studied the formula in a spellbook or on a scroll, casting the spell requires a Spellcraft check (Dc 20 + the level of the spell). If he has only seen the spell written in a book or scroll, the DC is 25 + the spell's level. If he has seen the spell in action but not written in a spellbook, the DC is 30 + the spell's level. If he is trying to improvise a spell he has previously stolen (see the Steal Spell ability listed below), the DC is 27 + the spell's level.

    It the attempt fails, the spell slot or slots are lost as normal and no spell effect occurs.

    An improvisation attempt backfires when the skill check result is a natural 1 or when the result is at least 10 lower than the target Difficulty Class. In the case of backfire, the results follow the scroll mishap rules (see the Dungeon Master's Guide, page 238). Typically a damaging spell or charm effect hits the caster instead of the intended target, while an illusion or motion spell likely spins out of control. Helpful spells intended for a friendly character are either reversed or target an enemy instead.

    Improvised spells can be improvised with metamagic feats so long as the gutter mage can increase their spell level as normal.

  • Staff Mastery (Ex): At 10th level or higher, a gutter mage can use any arcane staff with an additional +4 competence bonus to their spell level as normal.

  • Steal Spell (Su): At 10th level or higher, a gutter mage can literally steal a spell from an adjacent arcane spell caster's mind a number of times per day equal to 6 + the gutter mage's Intelligence modifier. The gutter mage does not know ahead of time which particular spell he will succeed in stealing, but he must specify the spell level he wants to target. Outside combat, stealing a spell requires a successful Sleight of Hand check against a Difficulty Class that varies according to the level of the spell being targeted (see the table below). In combat, an attempt to steal a spell is made as part of a successful melee attack, including a sneak attack.

    If the initial attempt succeeds, the target is entitled to a Will saving throw (DC 15 + half the gutter mage's level + the gutter mage's Intelligence modifier) to resist the theft. Should the save succeed, the attempt to steal the spell fails and the target becomes alerted to the attempt.

    Spell LevelSleight of Hand DC
    0
    15
    1 - 2
    20
    3 - 4
    25
    5 - 6
    30
    7 - 8
    35
    9
    40

    If the attack roll or skill check succeeds and the target's Will save fails, choose the stolen spell randomly from among those at the spell level the gutter mage targeted. Either a prepared spell or an available spell slot can be stolen, depending on whether the target uses prepared or spontaneous casting. If the target has no prepared spells, or available spell slots remaining at that level, randomly choose a spell of the next lower level. The spell is removed from the target's inventory and added to the gutter mage's list of castable spells for the day. No material components are required to cast the stolen spell.

    The spell remains in the gutter age's inventory of available spells for 2d12 hours; after that, it fades away and is lost. If the stolen spell is of a higher level than the gutter mage can normally cast, use a caster level check to determine whether the casting succeeds, as is usual for scrolls (see the Dungeon Master's Guide, page 238). Having stolen a spell does not enable the gutter mage to use it on future occasions. The spell cannot be written on a scroll or spellbook.

    Stealing a spell is disorienting to both the target and the gutter mage; the target may attempt a Fortitude save (Dc 10 + the level of the spell stolen) to avoid being dazed for a single round by the pain of having arcane energy ripped from his mind. The gutter mage is not dazed, but needs time to restore his arcane equilibrium; he cannot attempt to steal another spell for 1d10 rounds.

    Arcane spells cannot be stolen from traps, scrolls, constructs, or inanimate sources. Stealing spells from undead targets increases the Difficulty Class by 4, and the undead's negative energy makes the process more difficult.

  • Reflect Spell (Su): Once he reaches 14th level, a gutter mage can counter and reflect a spell back against its caster three times per day. Doing so requires the gutter mage to ready an action, then make a successful saving throw against the spell (or a Spellcraft check against DC 25 + the spell's level if the spell does not normally allow a saving throw). The reflected spell targets it's caster as the center point of its effect and otherwise performs normally, using the original caster's level and original saving throw DC.

    A spell can be reflected only if it targets the gutter mage and this ability cannot be used against touch spells.

  • Capture Spell (Su): At 16th level or higher, a gutter mage can capture a spell that targets him or the area around him three times per day. To do s, he must ready an action and make a successful saving throw against the spell (or a Spellcraft check against DC 30 + the spell's level if the spell does not normally allow a saving throw).

    Should he capture the spell successfully, the gutter mage stores it within an item of his own choosing (typically a wand or a weapon) until he decides to release it or until the spell fades away. A captured spell fades away within 2d12 hours if it is of a level that the gutter mage could normally cast, or within 1d4 hours if it is of a higher level than the gutter mage could normally use.

  • Spell Resistance (Ex): At 19th level, a gutter mage gains spell resistance equal to 10 + his class level. As with other creatures that have spell resistance, he can choose to drop his resistance to allow the application of healing magic or other harmless spells.

  • Alter Spell (Su): Upon reaching 20th level, a gutter mage gains the ability to interfere with another arcane caster, altering the opponent's spell as it is cast. The other arcane caster must be within line of sight, and the gutter mage must ready an action prior to the enemy's casting of a spell in order to alter it.

    To succeed at he attempt, the gutter mage must make a melee touch attack or ranged touch attack against the target caster, using his Intelligence modifier as a bonus on the roll instead of his Dexterity or Strength modifier. If the attack hits, the victim may attempt a Will save (DC 10 + the gutter mage's caster level). Even on a successful save, however, the target must make a Concentration check (DC 30) to complete the spell.

    If the attack hits and the victim's save fails, the gutter mage determines where the spell is targeted, how long it lasts, and any of the other variable conditions associated with the spell, up to the limit of the original caster's level or the gutter mage's caster level, whichever is lower.

Gutter Mage

Level
Special
0th
1st
2nd
3rd
4th
1st
Scribe Scroll
1
0*
-
-
-
2nd
Wand mastery
2
0*
-
-
-
3rd
Sneak Attack +1d6
2
1
-
-
-
4th
Ward sight
2
2
-
-
-
5th
Nondescript
3
2
-
-
-
6th
Sneak Attack +2d6
3
2
0*
-
-
7th
-
4
3
0*
-
-
8th
Improvise spell
4
4
1
-
-
9th
Sneak Attack +3d6
5
4
1
-
-
10th
Staff mastery, steal spell
5
5
2
0*
-
11th
-
6
6
3
1
-
12th
Sneak Attack +4d6
6
5
3
1
-
13th
-
6
6
3
1
-
14th
Reflect spell
6
6
4
2
0*
15th
Sneak Attack +5d6
6
6
4
2
0*
16th
Capture spell
6
6
5
3
1
17th
-
6
6
5
3
2
18th
Sneak Attack +6d6
6
6
6
4
3
19th
Spell resistance
6
6
6
4
4
20th
Alter spell
6
6
6
5
5
*Intelligence bonus spells only. If no bonus, no spells are gained at this level.

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