Showing posts with label General. Show all posts
Showing posts with label General. Show all posts

Sunday, June 7, 2026

General Rules: Feats - Arcane Tutor

Arcane Tutor is a somewhat unique feat that allows an arcane spellcasting character to recruit wizards as apprentices. This page details how I handle this feat.

Arcane Tutor [General]
Your reputation as a powerful wizard and accomplished adventurer draws ambitious young mages who seek to learn the secrets of magic. These neophytes provide you with regular payments and assistance in the mundane portions of a wizard’s life in return for regular instruction in the arcane arts.
  Prerequisites: Arcane caster level 6th+, you must own a permanent base of operations that provides living quarters and workspace for your team of students.
  Benefit: This feat attracts a steady stream of loyal apprentices to you. These wizards act as followers and subordinates, carrying out tasks at your command and aiding your research into arcane studies. Unlike followers gained with the standard Leadership feat, these apprentices expect to pay you for your assistance.

Apprentices

Your apprentices are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, apprentices look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Unless the DM rules otherwise, apprentices never willingly risk their lives to fulfil your wishes. They enter your service to expand their magical skills, not serve as fanatical suicide soldiers.

You must pay all expenses your apprentices encounter while fulfilling missions you give them.

Apprentices may be designed by the player, subject to the DM's approval. Apprentices should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different apprentices. Apprentices can be any standard playable race, and are all wizards. When an apprentice enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a wizard. Any additional equipment must be provided by the player character.

Special Rules for Arcane Tutors with the Leadership Feat: If a character who has the Arcane Tutor also has the Leadership feat, their apprentice wizards be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. An apprentice may be any playable race, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When apprentices enter the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the apprentice's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character. These apprentices count against the total number of 1st-level followers the character may have under the Leadership feat.

Apprentices enter the player's service with a spellbook containing the minimum number of spells for a wizard of their experience level. There is a 50% chance that any spell in the apprentice's spellbook is a spell that the player does not already know.

Apprentices refuse to undertake or complete any actions that would cause them to lose a level of ability.

Your arcane tutor score is your arcane caster level plus your Charisma modifier. In addition, apply the Leadership modifiers listed under the Leadership feat to this score. Your followers are all wizards. Arcane Tutor does not grant you a cohort and gives you far fewer followers than leadership, the apprentices offer you more flexibility and capabilities than the followers offered by the Leadership feat.

Benefits of Apprentices

Income: The most tangible benefits of taking on apprentices is the fees they pay to you in return for your instruction. The pay rate you receive depends on the level of your apprentice. The more experienced the apprentice, the less he is willing to pay. Younger mages stand to learn much more, and thus are willing to pay more, than a wizard who has already mastered the basics of magic.

Apprentice LevelMonthly Income
1st90 shillings
2nd60 shillings
3rd40 shillings
4th30 shillings

Bonus Spells: When an apprentice enters your service, you may add all of their spells to your books. In return, the apprentice gains 2 spells per caster level from your books. The DM determines which spells an apprentice selects. When an apprentice gains a level, you decide which spells they add to their books. You gain these spells in your books too. You must select spells that your apprentice is capable of casting.

Produce and Sell Items: If your apprentice has any item creation feats, you may have them create items that you may sell. You must buy spell components and raw materials necessary to make the item from your own pocket. An apprentice must normally meet the prerequisites, such as minimum caster level, feats, and spells known, to craft an item. An apprentice automatically refuses to produce items whose experience point cost would cause them to lose a level. Apprentices seek your aid to expand their skills, not working themselves to death in a magic item sweatshop.

Assist Item Creation: An apprentice may help you create an item that you could normally complete on your own. Your apprentice does not need to meet any of the prerequisites necessary to craft the item, though the more experienced the apprentice, the more help they can lend you. Only a single apprentice can help you create an item, as two or more apprentices simply get in your way and lengthen the process.

An apprentice splits the experience point cost of creating an item with you, reducing the experience point cost by 10% per level. An apprentice may never lose a level through the process of helping you create an item. If helping you would cause this to happen, the apprentice absorbs only enough total experience point loss to bring him to the minimum needed to attain his current level, leaving you to pay the remaining portion of his normal share. Your apprentice can also work on portions of the item creation process concurrently with your efforts, allowing you to cut down on the total time needed to complete the project. Reduce the time needed to produce the item by 1 day for each two levels of experience your apprentice has attained. You may never reduce the time necessary to produce an item to less than 1 day. The apprentice does not shoulder any of the experience point cost caused by casting spells necessary to complete an item unless the apprentice is the one who actually uses the spell. When an apprentice assists in creating an item, there is a chance that they may inadvertently spoil your efforts owing to his inexperience. See Research Mishaps below, under Drawbacks to Apprentices.

Finish Items: An apprentice can shoulder the burden of creating items that you have designed. You sustain the full experience point loss for completing the item, but your apprentice completes all mundane work and helps manage the arcane portions of item creation. You need only spend 1 day working on the item. Your apprentice handles the rest of the labor involved in finishing the item. In order to complete the item, the apprentice must have any item creation feats needed to create it. You may fulfill the minimum caster level and spells needed, but your apprentice must have the necessary item creation feats. If casting the spells necessary to complete the item would require more than 1 day of work, you must spend the time necessary to complete those spells before your apprentice can complete the item. If an apprentice lacks any of the prerequisites necessary to create an item, such as spells needed to produce it, or is below the required caster level, there is a chance the apprentice encounters a mishap in creating the item. Consult Research Mishaps, below, under Drawbacks to Apprentices.

Other Actions: An apprentice is capable of using the rest of his skills and abilities at your direction. You could have your apprentices use spells such as identify to pick through a pile of magic items uncovered on your last adventure. You could also order your apprentices to research a topic in a library using the rules presented in Quintessential Wizard, allowing them to gain virtual skills and skill ranks that they subsequently use.

Drawbacks to Apprentices

Recruiting Apprentices: You must actively recruit spellcasters who could benefit from your instruction. You may gain apprentices in two ways. The DM may rule that an NPC wizard comes into your service based on your interactions with him over the course of an adventure. Otherwise you must advertise for and recruit neophytes. Make a recruitment check by rolling a d20 and adding your Charisma modifier and arcane caster level. The more engaging your personality and the more skilled you are with magic, the better your chances of attracting an apprentice. The size of the city in which you seek recruits modifies your ability to successfully find a willing student.
Town/City PopulationRecruitment Modifier
400 - 1,000-2
1,001 - 2,000+0
2,001 - 5,000+2
5,001 - 12,000+4
12,001 - 25,000+6
25,001++8

The base DC to recruit a 1st-level apprentice is 5. For each 5 by which you beat this DC, you may opt to increase your new apprentice’s level by 1 or recruit an additional apprentice. You may combine these effects to recruit multiple wizards whose level is above 1. If your result is high enough to yield an apprentice but not good enough to attract one whose level is as high as you wish, you may always ignore the result of a recruitment check. You are under no obligation to accept potential apprentices.

You may make one recruitment check per day, spending 2d4 hours at libraries, wizard’s guild halls, and other places where spellcasters normally congregate. Regardless of the results of a recruitment check, you may never recruit more apprentices than allowed by your Arcane Tutor score. Apprentices are aware that a master can only spread himself among so many students and refuse to sign on with a tutor who already has an abundance of pupils.

Retaining Apprentices: When an apprentice signs on to work for you, they do not agree to a lifelong contract. Most apprentices stay with a master for a year at most before setting off on their own, either seeking out a new master to learn from or going it alone as an adventurer, researcher, or craftsman. A newly recruited apprentice remains within your service for 3d6 months, after which they leave your service for greener pastures.

An apprenticeship is a two-way street. While your apprentice works for you, you must also take time to instruct them in the mystic arts. You must spend 2 weeks out of every 2 months tutoring your apprentices. If you fail to meet this requirement, reduce each apprentice’s period of service by 3d6 months. If this reduces any apprentice’s tenure to 0 or less, they immediately leave. Any projects they were working on remain unfinished. Your apprentices expect instruction and aid in return for the work they do and the cash they pay you.

Upkeep: A portion of the money an apprentice pays you goes to room and board. You must own or provide a permanent structure where your apprentices may live and work. You must pay 5 shillings per apprentice level per month to provide them with food, clothes, and other basic necessities. If you fail to meet this payment, reduce the fees from each apprentice by half. Stung by your skinflinted ways, your apprentices withhold their payments to you and instead use their money for food and shelter.

Work Rates: While apprentices spend much of their time in your service, they also have their own personal projects and studies. Each apprentice allocates two weeks per month to working on magic items, research, and other projects you assign to them. They spend the rest of their time studying their spellbooks, practicing their skills, and completing scrolls and other magic items for their own use. During this free time, each apprentice gains 1d6 x 100 experience points through adventures, work, and research.

Apprentice Recruitment Table

Number of Apprentices per Level
Arcane Tutor Score1st2nd3rd4th
1 or less0000
21000
32000
42000
52100
63100
73200
83210
93210
103220
113221
123321
133322
143322
154332
164432
175433
185443
196543
206544
217654
227654
238755
248765
25+9865

Apprentice Retention Table
Every month after the third of each apprentices tenure under the character's tutelage, roll 1d20. A result equal to or below the retention roll figure means the apprentice has left the character's service and struck out on their own.

MonthRetention
30
41
52
63
74
86
98
1010
1112
1214
1316
1417
1518
1619
1719
1820

Research Mishaps

When an apprentice helps finish creating an item you designed or helps you complete an item, there is a chance that your student’s efforts end in an arcane mishap. If your apprentice is involved in making an item whose prerequisites they do not completely fill, they must make a mishap check. Roll a d20 and add your apprentice’s arcane caster level and their Intelligence modifier. This check has a DC of 10 if your apprentice works to complete an item you initially designed or 8 if they help you throughout the process of making an item. A roll of 1 always fails this check. Increase the DC by 2 for each prerequisite the apprentice does not meet. If your apprentice fails this check, roll d100 and consult the arcane mishap table.

If a mishap effect refers to a worker, there is a 50% chance that you or your apprentice are affected by the result if the two of you work together on making an item. Otherwise, if you left the apprentice to work alone the mishap affects only them.

Arcane Mishap Table
d100 Result Arcane Mishap:

  01 - 03 “I see. It needs steel, not lead.” Slight errors in production waste some materials. Increase the cost of producing the item by 25%. The item remains unfinished until you pay the price and spend an additional day working on the item.
  04 - 06 “Oh dear. Where’d I put that diamond dust?” Moderate errors in production waste some materials. Increase the cost of producing the item by 50%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  07 - 09 “It was cracked when I found it.” Major errors in production waste some materials. Increase the cost of producing the item by 100%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  10 - 12 “So I misread pounds for ounces. How expensive can mithral be?” Traumatic errors in production waste some materials. Increase the cost of producing the item by 200%. The item remains unfinished until you pay this price and spend an additional day working on the item.
  13 - 15 “Two for one beers don’t happen every night.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 day.
  16 - 18 “Well, allowing it to soak for three nights didn’t hurt it.” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 3 days.
  19 - 21 “You wanted me to do what by when?” The apprentice wastes time and effort bungling your instructions. Increase the time necessary to produce the item by 1 week.
  22 - 24 “Should it be bubbling like that?” An energy backlash during the item’s creation causes a minor explosion. Treat this as a fireball cast by a 5th level wizard centered on the apprentice’s work area.
  25 - 27 “Should smoke be coming out of it?” An energy backlash during the item’s creation causes a moderate explosion. Treat this as a fireball cast by a 7th level wizard centered on the apprentice’s work area.
  28 - 30 “Don’t worry, that’s normal. Now, let’s add lamp oil to it.” An energy backlash during the item’s creation causes a tremendous explosion. Treat this as a fireball cast by a 9th level wizard centered on the apprentice’s work area.
  31 - 33 “Will it ever stop growing? Please say yes.” A worker’s nose grows to one foot in length, causing them 1d6 points of permanent Charisma damage. If the damage heals, the victim’s nose slowly returns to normal.
&nsbp; 34 - 36 “Well, wizards don’t need muscles anyway.” An arcane backlash wracks a worker’s body, shriveling his muscles and causing 1d6 points of permanent Strength damage.
  37 - 39 “I-i-i-i-i-t c-c-c-c-c-could b-b-b-b-be w-w-w-w-w-worse.”Bolts of electricity arc from the item, leaving a worker with a variety of nervous tics, shakes, and unsteady hands. The worker takes 1d6 points of permanent Dexterity damage.
  40 - 42 “Wait a second. How do those cantrip things work again?” A temporary fold in space causes an astral parasite to take root in a worker’s brain, causing 1d6 points of permanent Intelligence damage.
  43 - 45 “I have seen the light!” A rogue bit of divine energy seeps into the creation process, causing a bizarre magical effect that forces the apprentice to become a fanatical adherent of a deity appropriate to his alignment. He leaves your service to become a cleric. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  46 - 48 “. . .” A massive backlash of enchantment magic causes the apprentice to slip into a deep catatonic state. Money and experience points spent to produce the item are wasted. A restoration spell returns him to normal.
  49 - 51 “Back in my day, apprentices didn’t screw up so badly!” A critical mistake in this item’s creation causes a time warp, causing a worker to leap to the next age category. Money and experience points spent to produce the item are wasted.
  52 - 56 “What is that thing?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster III spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  57 - 60 “I didn’t summon that. Did you summon that?” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster V spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  61 - 62 “What a fascinating creature. Let’s try to communicate with it.” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster VII spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  63 “Oh, gods, run. RUN!” A creature falls through an astral rift and attacks. Treat this as a creature called by a summon monster IX spell cast by a 17th level wizard. Money and experience points spent to produce the item are wasted.
  64 - 66 “Ribbit.” A slight flaw in the process used to shape the magical energy imbued into the item causes transmutation magic to flood the area. Treat this as a baleful polymorph cast by an 8th level sorcerer that turns a worker into a frog. Money and experience points spent to produce the item are wasted.
  67 - 70 “I’m shrinking!” A magical disturbance causes a bizarre fluctuation in the properties of dimensional space. A worker begins to shrink rapidly. He immediately becomes two size categories smaller. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  71 - 72 “Everything’s shrinking!” Material space stretches and bends in the immediate area of the experiment. A worker immediately grows two size categories larger. Greater restoration removes this effect. Money and experience points spent to produce the item are wasted.
  73 - 75 “Strange. That wasn’t supposed to produce a sudden whiff of brimstone.” A dimensional gate opens to the outer realms, allowing a horde of demons with a total Encounter Level of 10 to pour into the laboratory area. Money and experience points spent to produce the item are wasted.
  76 - 96 “There! Perfect!” A critical mistake during the item’s production permanently warps the magical properties, resulting in a cursed item. The exact nature of the curse depends on the type of item produced. Weapons, armor, shields, rings, rods, staves, wands, and wondrous items gain 1d3 cursed item traits. Potions turn out as a randomly determined ingested poison, while scrolls either fail to function, cause the opposite of the intended spell, or target the caster in the case of damaging spells.
  97 - 99 The apprentice forgets to inscribe proper protective runes. The energy matrix inscribed in the item runs rampant. A worker is subject to disintegrate as if cast by an 11th level wizard.
  100 Roll twice on this table, rerolling this result if it comes up again.

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Monday, September 14, 2020

General Rules: Feats - Leadership

Leadership is a somewhat unique feat that allows a character to recruit a cohort and followers. This page details how I handle this feat.

Leadership [General] (from the Player's Handbook)
You are the sort of person others want to follow, and you have done some work attempting to recruit cohorts and followers.
  Prerequisite: Character level 6th+
  Benefit: You can attract loyal companions and devoted followers, subordinates who assist you. The level of your cohort and the number and level of your followers is determined by your leadership score. Note that there are different modifiers for your Leadership score with respect to cohorts and followers, so your Leadership score might be different for your cohort than it is for your followers.

Your cohorts and followers are generally loyal and reliable retainers. Unlike ordinary NPCs, who have their own agendas and objectives, cohorts and followers look to the character for direction and guidance. As a general rule, they will not betray you or deceive you unless they are severely mistreated, although in such cases they will usually simply abandon your service.

Cohorts and followers will expect that the character will provide for their basic needs including room, board, and any workspace, tools, or other specialized equipment needed to undertake the tasks you assign to them (this is, after all, one of the major reasons they have sought you out to serve as your retainers). So, for example, if you recruit a follower who is a blacksmith and ask him to craft materials for you, he will expect you to provide a forge with appropriate blacksmithing tools and raw materials needed to undertake the work. Failure to appropriately provide for your cohort and followers will be likely to negatively affect your Leadership Score.

Cohort: A character with Leadership may have a single cohort. In general, a player may design their desired cohort, subject to the DM's approval. Cohorts should be built using the elite array of ability scores (15, 14, 13, 12, 10, 8), subject to applicable racial modifiers. The cohort may be any playable race and any allowable class. The cohort may be a multi-classed character if the player desires, and may take advantage of any of the options available to player characters, including the 0-level rules, flaws, and traits. When the cohort enters the character's service, they will be equipped with equipment with a total value appropriate to an NPC of the cohort's level (see Table 4-23: NPC Gear Value on page 127 of the Dungeon Master's Guide). Any additional equipment must be provided by the player character.

Under certain circumstances, I may allow a cohort to be a nonstandard race, or even an intelligent monstrous creature, such as a sphinx or a dragon. In those cases, apply the appropriate Level Adjustment to the cohorts class levels, or, if the cohort is a type of creature that does not have a listed Level Adjustment, the cohort's initial "level" will be their Challenge Rating. All such nonstandard cohorts must be approved by me in advance.

Your cohort is a loyal companion who will accompany your character on adventures. In general, you can control your cohort, although they will not undertake obviously suicidal or self-destructive actions. I reserve the right to assume control of the cohort if that becomes necessary.

Your cohort does not gain "experience". As your Leadership score goes up as you rise in level, your cohort will gain levels to match that allowed by your new Leadership score, although this is subject to the usual limitation that your cohort can never be higher level than two levels lower than your current character level.

Followers: A character with Leadership is able to attract followers if his Leadership Score is at least 10. Followers, like your cohort, may be designed by the player, subject to the DM's approval. Followers should be built using the standard array of ability scores (11, 11, 11, 10, 10, 10) or the nonelite array of ability scores (13, 12, 11, 10, 9, 8) at your option. You may, if you wish switch back and forth between these two arrays for different followers. Followers can be any standard playable race, and may be adepts, adherents, apprentices, commoners, deckhands, experts, guards, mediums, or warriors. When a follower enters the character's service, they will be equipped with equipment with a total value equal to the starting gear for a character of their class. Any additional equipment must be provided by the player.

Under certain circumstances, a follower may be of a nonstandard race if there is an appropriate character-driven reason for such followers to be attracted to the player character. All such followers will be typical members of their race and must be approved by the DM in advance.

Your followers are loyal aides, but generally will not be willing to accompany the character on adventures. Followers will be willing to work as craftsmen, work as personal aides, handle business tasks, act as couriers, travel with caravans and take care of your animals and wagons, and even defend your stronghold or, if necessary, go to war alongside you, but they will not delve into dungeons, enter a dragon's lair, or help you sack an evil temple. In general, a character may direct the actions of their followers, but they will not be willing to undertake unnecessarily dangerous, suicidal, or self-destructive actions. As with cohorts, I reserve the right to assume control of followers if necessary.

As with cohorts, your followers don't gain "experience". As your Leadership Score increases, you attract new followers and are eligible to retain higher level followers. When you become eligible for higher level followers, you may either advance a current follower to a higher level or recruit a new follower of the appropriate level.

Leadership Modifiers: A character's base leadership score is their character level + their Charisma modifier. Several factors can affect a character's Leadership score, causing it to vary from this base score. Your reputation from the point of view of the cohort or follower you are trying to attract raises of lowers your Leadership score.

Leader's ReputationModifier
Great renown+2
Fairness and generosity+1
Special power+1
Failure-1
Aloofness-1
Cruelty-2

Other modifiers may apply when the character tries to attract a cohort.

The Leader . . .Modifier
Has a familiar, special mount, or animal companion-2
Recruits a cohort of a different alignment-1
Caused the death of a cohort-2 1
1 Cumulative per cohort killed

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

The Leader . . .Modifier
Has a stronghold, base of operations, guildhouse, or the like+2
Moves around a lot-1
Caused the death of other followers-1

Cohorts and Followers: Once a character's Leadership score is determined, the level of their cohort and the number of followers they can attract is determined according to the following table. If a character's Leadership score changes, their cohort and number of followers may be affected. As a character's Leadership score rises, their cohort will advance in level and more followers will come into their service. If a character's Leadership score falls, their cohort's advancement will stagnate, and followers may abandon the character.

LeadershipCohortNumber of Followers by Level
ScoreLevel1st2nd3rd4th5th6th
1 or lower-------
21st------
32nd------
43rd------
53rd------
64th------
75th------
85th------
96th------
107th5-----
117th6-----
128th8-----
139th101----
1410th151----
1510th2021---
1611th2521---
1712th30311--
1812th35311--
1913th404211-
2014th505321-
2115th6063211
2215th7574221
2316th9095321
2417th110116321
24 or higher17th135137422
Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. A 6th-level character with a +3 Charisma bonus, for example, can still only recruit a cohort of 4th level or lower. The cohort should be equipped with gear appropriate for its level.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level.For example, a character with a Leadership score of 14 can lead up to fifteen 1st-level followers and one 2nd-level follower.

Replacing Cohorts and Followers: If you lose a cohort or followers, you can generally replace thrm, according to your current Leadership Score. I takes 1d4 months to recruit replacements. If you are to blame for the deaths of the cohort or followers, it takes extra time to replace them, up to a full year. Losing a cohort or followers can give you a reputation for failure, which would affect your Leadership score.

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Tuesday, January 4, 2011

General Rules: Bardic Performance Effects - Effect Increase

Effect Increase (from Path of Magic)
  • Affinity: Bardic Instrumentals.

  • Cost: One spell slot of no more than three levels lower than the affected spell.

  • Perform DC: 15.

  • Effect: When this effect is activated, the targeted spell's caster level increases by one for purposes of determining any level-dependent effects (such as duration, damage, or range) generated by a spell. The virtual level increase has no other effect, positive or negative, upon the targeted spell.

  • Miscast: When the bard flubs this performance, the caster's level is treated as if it were one lower for the purpose of calculating the affected spell's level-dependent effects. This virtual level decrease has no other effect, positive or negative, upon the spell being cast.

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General Rules: Bardic Performance Effects - Effect Dampener

Effect Dampener (adapted from Path of Magic)
  • Affinity: Bardic Instrumentals.

  • Cost: One spell slot no more than two levels lower than the targeted spell.

  • Perform DC: 10 + the targeted caster's effective caster level + the level of the targeted spell.

  • Effect: When this effect is activated, the targeted spell suffers a reduction in all random or variable numeric effects. Reduce the die rolled for these effects by one step - d12's become d10s, d10s become d8s, d8s become d6s, d6s become d4s, and d4s are treated as d3s. Any d3 or smaller die is simply treated as if is rolled a 1.

  • Miscast: On a miscast, the spell is actually amplified, adding one to the result of each die roll.

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General Rules: Feats - Shorewalker

Shorewalker [General, Savage Humanoid] (adapted from the Seafarer's Handbook)
You are an experienced traveler of the surface world.
   Prerequisites: Savage Humanoid, member of a native aquatic race.
   Benefit: You have trained in combat on land as well as underwater, and have learned to use your senses properly when venturing into the dry lands. This has the following effects:
  • You suffer no Search, Spot, or Listen penalties when on land.

  • You do not suffer the -1 circumstance penalties to attack rolls or Armor Class.

  • You suffer only a -2 circumstance penalty on Jump and Tumble checks when on land.
The problems with aquatic armor on land cannot be overcome by skill or training; this is why land dwellers rarely see armored sea folk on dry land.

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General Rules: Bardic Performance Effects - Diffused Energy

Diffused Energy (adapted from Path of Magic)
  • Affinity: Bardic Singing.

  • Cost: One spell slot no more than three levels lower than the targeted spell.

  • Perform DC: 20 or the current save DC for the targeted spell, whichever is higher.

  • Effect: For every two points by which you exceed the DC, the save DC of the targeted spell is reduced by one, to a maximum reduction equal to your Charisma modifier.

  • Miscast: On a miscast there is no effect, positive or negative, on the targeted spell.

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General Rules: Bardic Performance Effects - Spell Delay

Spell Delay (adapted from Path of Magic)
  • Affinity: Bardic Dancing.

  • Cost: One spell slot no more than one level lower than the affected spell.

  • Perform DC: 20.

  • Effect: For every two points by which your Perform check exceeds the DC, you may delay the effect of the targeted spell by one round. When the delay expires, the spell goes off just as if it had been cast in the same round by the original caster and all distances are measured from the point at which the spell was originally cast. The bard does not have to continue performing during the delay, the energy of the original performance holds the spell in abeyance until the delay expires.

  • Miscast: On a miscast, there is no effect, positive or negative, on the affected spell.

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General Rules: Feats - Keen Scent

Keen Scent [General, Khülen, Savage Humanoid]
Your sense of smell rivals a bloodhound.
   Prerequisites: Scent or the scent ability, Wisdom 15+.
   Benefit: Your scent ability has a range of 60 feet instead of 30 feet.
   Special: You can only take this feat at 1st level.

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General Rules: Feats - Nouveau Riche

Nouveau Riche [Non-Player Character] (adapted from Wrath & Rage: A Guidebook to Orcs & Half-Orcs)
Your greed and keen sense for spoils have made you better equipped than your peers.
   Prerequisites: Non-Player Character.
   Benefit: You have gear appropriate for a creature one level higher than you actually are. For example, a 5th level NPC warrior with this feat would have gear worth 5,600 shillings instead of 4,300 shillings.

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General Rules: Feats - Scent

Scent [General, Khülen, Savage Humanoid]
Your sharp sense of smell allow you to detect and even track creatures by their odor.
   Prerequisites: Khülen or Savage Humanoid, Wisdom 11+.
   Benefit: You gain the scent ability.
   Special: You can only take this feat at 1st level.

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General Rules: Bardic Performance Effects - Spell Deflection

Spell deflection (adapted from Path of Magic)
  • Affinity: Bardic Chanting.

  • Cost: One spell slot equal to the level of the targeted spell.

  • Perform DC: 20 or the current save DC for the targeted spell, whichever is higher.

  • Effect: When this effect is successfully performed, you are able to move the spell's target location 5 feet in any direction for every two points by which you exceed the DC. If the spell has an area of effect, you shift the center of the area as appropriate. All movement of the spell must be in a single, straight line from the original target or center of the target area. You must also have line of sight to the target or center of the target location, just as if you were casting the spell yourself. If you shift the spell to an invalid target, the spell dissipates harmlessly.

  • Miscast: On a miscast there is no effect, positive or negative, on the targeted spell.

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General Rules: Bardic Performance Effects - Range Inhibitor

Range Inhibitor (adapted from Path of Magic)
  • Affinity: Bardic Chanting.

  • Cost: One spell slot equal to the level of the targeted spell.

  • Perform DC: 10 + the targeted caster's effective level + the level of the targeted spell.

  • Effect: When this effect is successfully performed, the target spell's range is reduced by one range category, as shown on the table below. If you exceed the DC by 10 or more, the range decreases by an additional range category.

    Range Inhibitor Table
    Spell Range
    Inhibitor Range
    Critical Success Range
    Close
    Touch
    Touch
    Medium
    Close
    Touch
    Long
    Medium
    Close
    Unlimited
    Long
    Medium
    Range in Feet

    A spell's range may never be reduced to less than Touch and the caster of the spell is aware of the alteration to its range and may choose to release the spell rather than continue casting it if the range reduction is too great. If the targeted caster chooses to release the spell, they lose the prepared spell or spell slot.

  • Miscast: On a miscast there is no effect, positive or negative, on the targeted spell.

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General Rules: Bardic Performance Effects - Duration Increase

Duration Increase (from Path of Magic)
  • Affinity: Bardic Singing.

  • Cost: One spell slot of no more than three levels lower than the affected spell.

  • Perform DC: 15.

  • Effect: The effective caster level of the allied spellcaster is increased by one plus one for every five points by which the bard exceeds the DC of the Perform check for purposes of calculating the affected spell's duration.

  • Miscast: When the bard flubs this performance, the caster's level is treated as if it were one lower for the purpose of calculating the affected spell's duration. This virtual level decrease has no other effect, positive or negative, upon the spell being cast.
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General Rules: Bardic Performance Effects - Spell Bounce

Spell Bounce (adapted from Path of Magic)
  • Affinity: Bardic Chanting.

  • Cost: One spell slot of at least the same level as the affected spell.

  • Perform DC: 20.

  • Effect: If your Perform check exceeds the DC, you can make yourself the target of the affected spell and, in turn, top bounce that spell to another target. This performance effect will not work against spells cast by hostile opponents, who will certainly not work with the bard to ensure the performer's safety.

    To use this effect, the bard must be within range of the spell as it is cast by the spellcaster. The bard does not have to be a valid target for the spell - if it is a spell that affects only inanimate objects, the bard may still be the target of the spell provided he is within range of the caster.

    The spellcaster then casts the spell at the bard, who must make a successful DC 20 Perform check. if the check fails and the bard is a valid target for the spell, he suffers all effects or gains all benefits of the spell (normal saving throws and spell resistance checks are allowed). if the check fails and the bard is not a valid target for the spell, the spell is still expended but no effect occurs.

    If the Perform check succeeds, the bard may immediately redirect the spell to a valid target within range of the spell, just as if the original spellcaster were standing in the bard's position. This allows the bard to act as a sort of forward observer, effectively doubling the range of a spell while keeping the spellcaster out of harm's way.

  • Miscast: On a miscast, the spell affects the bard (if he is a valid target) and no saving throw is allowed. Spell resistance still applies.

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General Rules: Feats - Adept of the Living Mysteries

Adept of the Living Mysteries [General] (adapted from Vigil Watch: Secrets of the Asaatthi)
This feat s prized by contemplative mendicants, granting insights into healing and other meditative endeavors.
   Prerequisites: Wisdom 13+, Skill Focus.
   Benefit: Any Skill Focus feat you select or already have for a Wisdom-based skill provides a +5 bonus instead of the normal +3 bonus. That skill also becomes a class skill.

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General Rules: Feats - Assault Formation

Assault Formation [General] (from Mercenaries)
You have learned how to fight alongside your comrades in close combat, taking advantage of special formations. You form the point, and you can lead your comrades with a particularly effective charge.
   Prerequisite: BAB +4, Power Attack, Improved Bull Rush.
   Benefit: To gain the benefit of this feat, you must form a wedge-shaped formation with at least two other characters, with yourself at the point of the wedge. Each of the characters adjacent to you must stand 5 feet behind you to either side. Other characters may form to the left or right of those and 5 feet behind, so that your formation is an inverted "V". Each character must charge in the same round, and the charge must begin with your turn. Each character in the formation must either delay or ready his action such that you charge first, followed by the characters immediately to your left or right (your choice), followed by the characters on their left or right, and so on, until every character in the formation has charged. For the charge and until they next act afterwards, every character in the formation gains a +2 circumstance bonus to their attack rolls and their Armor Class, no character in the formation can be flanked, and they do not provoke attacks of opportunity by moving through an enemy's reach. After each character in the formation completes their attack, they may attempt to push their target back 5 feet, as per the rules for an Improved Bull Rush.

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General Rules: Feats - Clever Wrestling

Clever Wrestling [General] (from Stormwrack)
You have a better than normal chance to escape or wriggle free from a big creature's grapple or pin.
   Prerequisites: Small or Medium size, Improved Unarmed Strike.
   Benefit: When your opponent is Large or larger, you gain a circumstance bonus on your grapple check to escape a grapple or pin. The size of the bonus depends on your opponent's size.

Opponent's SizeBonus
Large
+2
Huge
+4
Gargantuan
+6
Colossal
+8

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General Rules: Bardic Performance Effects - Range Magnification

Range Magnification (adapted from Path of Magic)
  • Affinity: Bardic Chanting.

  • Cost: One spell slot no more than three levels lower than the affected spell.

  • Perform DC: 20 (25 for touch spells, 30 for personal spells).

  • Effect: If your Perform check exceeds the DC, your performance increases the range of a spell by one range category as noted in the table below. If your Perform check exceeds the DC by 10 points or more, the range increases by an additional range category.

    Range Magnification Table
    Spell Range
    Magnified Range
    Critical Success Range
    Personal
    Touch
    Close
    Touch
    Close
    Medium
    Close
    Medium
    Long
    Medium
    Long
    Double Long
    Long
    Double Long
    Triple Long
    Range in Feet
    +25%
    +50%

    Spells with an initial range of touch and personal are the most difficult to magnify because they involve removing the magical essence from the caster and transferring it to another target. In these cases, bpth the target and the spellcaster must be within sight of the bard as well as within range of one another for the bard to be successfully transfer the spell.

  • Miscast: On a miscast, the performance decreases the range of a spell by one category to a minimum range of personal. This has no other effect, positive or negative, on the spell being cast.

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General Rules: Bardic Performance Effects - Range Increase

Range Increase (adapted from Path of Magic)
  • Affinity: Bardic Chanting.

  • Cost: One spell slot no more than three levels lower than the affected spell.

  • Perform DC: 15.

  • Effect: For every two points by which your Perform check exceeds the DC, the caster's effective level is increased by one (to a maximum of 20th level) for the purpose of determining the spell's maximum range. This virtual level increase has no other effect, positive or negative, upon the spell being cast.

  • Miscast: The caster's effective level is decreased by one for the purpose of determining the maximum range of the targeted spell. This virtual level decrease has no other effect, positive or negative, upon the spell being cast.
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General Rules: Feats - Notorious

Notorious [General] (adapted from the Seafarer's Handbook)
You are well known as a dangerous cutthroat not to be trifled with.
   Benefit: You gain a +4 bonus on all Intimidate checks when dealing with someone who has had occasion to hear of your infamous deeds and unpleasant demeanor.
   Special: You cannot take this feat more than once.

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