Saturday, December 6, 2014

House Rules - New Magic Weapon Special Abilities (+ Bonus Equivalents)

Weapons may have special abilities, such as the ability to flame or the ability to attack on their own. The special abilities listed here count as additional bonuses for determining the market value of the item, but do not modify attack or damage bonuses (except where specifically noted). A single weapon cannot have a modified bonus (enhancement bonus plus special ability bonus equivalent) higher than +10. A weapon with a special ability must have at least a +1 enhancement bonus.

This list uses several abbreviations to show what sourcebook the entries were drawn from. For guidance as to what sourcebooks these abbreviations reference, see my key to Sourcebook Abbreviations.

All of the material contained on this page and other pages of this blog is presented in accordance with the terms of the Open Game License.

Acid: (Quintessential Wizard) Dripping with green ichor, an acid weapon delivers acid damage to its targets. Upon command, the weapon turns into a solidified, shimmering piece of acid that burns through whatever it hits. An acid weapon deals an additional 1d4 points of acid damage on a successful strike. In addition, the target must make a DC 13 Fortitude save or suffer an additional 1d4 points of acid damage on the next round unless the acid is somehow neutralized. Spellcasters favor acid weapons for their potential to ruin an opponent's casting in later rounds.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +2 bonus.

Acidic: (Magic Item Creation) On command, an acidic weapon is sheathed in a viscous, dripping sheet of acid. The acid does not harm the wielder. An acidic weapon deals an extra 1d4 points of acid damage on a successful hit and half that amount (minimum 1 point) on the following round. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +1 bonus.

Acid Flare: (Magic Item Creation) An acid flare weapon functions as an acidic weapon but it also explodes with acid on a successful critical hit. The acid does not harm thew wielder. In addition to the extra acid damage from the acidic ability, an acid flare weapon deals an extra 1d6 acid damage on the following round, and half that damage (minimum 1 point) on the round immediately following. If the weapon's critical multiplier is x3, add an additional 2d6 (plus half on the following round) damage instead, and if the multiplier is x4, add an extra 3d6 (plus half on the following round) instead. Missile weapons bestow this property on their ammunition when used. Even if the acidic ability is not active, the weapon still deals its extra acid damage on a critical hit.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, Melf's acid arrow; Cost: +2 bonus.

Ancient: (Mercenaries) An ancient weapon refers to a lost master secret to weaponsmithing in which the weapon itself is treated with rare strengthening oils and reforged under magical flame. A weapon treated thus has its hardness and hit points doubled.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: +1 bonus.

Bonding: (Mercenaries) A bonding weapon has a mystical hilt whose wrappings writhe to wrap themselves firmly around the wielder's hand, making it effectively impossible to perform a disarm maneuver on the wielder. The wielder may choose to cancel this ability at any time.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, Bigby's grasping hand; Cost: +1 bonus.

Ceremonial: (Mercenaries) A ceremonial weapon is outfitted with many false gems and senseless runes. It also appears to be made of gold or bronze and does not detect as magical. These types of weapons are commonly allowed in court halls or banquets where normal weapons are not allowed. In combat, it also adds a +5 circumstance bonus to any Bluff or Diplomacy check.
  Caster Level: 4th; Prerequisites: Craft Magic Arms and Armor, alter self; Cost: +1 bonus.

Cunning: (Magic Item Creation) A weapon with the cunning ability is strongest when wielded in secrecy, shadow, and silence. When a critical hit is scored against a flat-footed opponent or against an opponent who is denied his Dexterity bonus for whatever reason, the weapon's critical hit multiplier is increased by one step (for example, from x2 to x3). Only melee weapons can be enhanced with this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, darkness or silence; Cost: +1 bonus.

Destructive: (Magic Item Creation) A weapon with the destructive special ability is especially good at sundering weapons and overcoming hardness. Its enhancement bonus to damage is doubled when sundering or when attacking an object. This confers no special ability to damage non-living creatures such as constructs. Only melee weapons can possess this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: +1 bonus.

Explosive: (Magic Item Creation) On a successful critical hit, a magic item with this special ability erupts in concussive force, dealing 1d6 fire damage to every being within a 5-foot radius of the target (including the wielder if they are within 5 feet). If the critical hit multiplier of the weapon is x3, the damage is increased to 2d6, and if the critical multiplier is x4, then the damage is increased to 3d6. The explosive special ability can only be added to ranged weapons. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, fireball or flame strike; Cost: +2 bonus.

Focused: (Mercenaries) This weapon doubles as a magical focus for touch spells. A spellcaster wielding this weapon in battle may first cast a touch spell on it, which it holds for a number of rounds equal to the caster's level, awaiting discharge. On the first successful attack with the weapon thereafter, the spell discharges into the target along with any normal damage the weapon would normally inflict.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, magic weapon; Cost: +1 bonus.

Force: (Mercenaries) A weapon of force releases a magical, unseen blast of force when it successsfully strikes a target. The weapon immediately initiates a bull rush as a free action as if the wielder initiated it. Any additional bonus to attacks or damage can be added to the wielder's Strength in this bull rush. The wielder can suppress this ability at will.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull's strength, gust of wind; Cost: +3 bonus.

Hammering: (Magic Item Creation) Charge attacks made using a weapon with this special ability are resolved at touch attacks. The hammering weapon ignores armor bonuses, shield bonuses, and natural armor bonuses when determining whether an attack is successful. Only non-light blunt and piercing melee weapons can be enhanced with this special ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: +1 bonus.

Healing: (Mercenaries) A weapon of healing fills the wielder with positive energy. So long as the wielder holds the weapon, he regenerates 1 hit point per round to a maximum of 25 hit points per day.
  Caster Level: 18th; Prerequisites: Craft Magic Arms and Armor, aid, heal, regenerate; Cost: +5 bonus.

Heaven's Wrath: (Magic Item Creation) Ranged weapons imbued with this ability are soaked in powerful emanations from the eternal heavens. When launched, a bright flare of sacred energy springs up around them, in the shape of delicate, spectral swan's wings. If targeted against a being of evil alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal - if it results in a successful critical hit, the missile strikes for an additional 1d6 points of holy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Heaven's wrath missiles can also strike non-evil beings, but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, detect evil, true strike; Cost: +2 bonus.

Hell's Fury: (Magic Item Creation) Ranged weapons imbued with this ability are soaked in powerful emanations from the endless pits. When launched, a bright flare of profane energy springs up around them, in the shape of tattered, smoky bat's wings. If targeted against a being of good alignment, the missile strikes unerringly, always hitting the target. An attack roll is still made as normal - if it results in a successful critical hit, the missile strikes for an additional 1d6 points of unholy damage, or 2d6 if the critical multiplier is x3, or 3d6 if it is x4. Hell's fury missiles can also strike non-good beings, but do not inflict additional damage and do not strike unerringly. Only ranged weapons can benefit from this special ability. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, detect good, true strike; Cost: +2 bonus.

Honourable: (Magic Item Creation) A weapon with this special ability is tailor-made for honest combat against honourable foes. The weapon grants a +1 insight bonus to Armor Class against any attack made while the wielder is either flat-footed or denied his Dexterity bonus. It also bestows a competence bonus to Sense Motive checks equal to to the weapon's enhancement bonus for the purpose of opposing Bluff checks in combat. Finally, an honourable weapon imposes a penalty to attack rolls equal to its enhancment bonus when used to attack a flat-footed opponent.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, detect thoughts or zone of truth; Cost: +1 bonus.

Howling Fury: (Magic Item Creation) A weapon of howling fury is a great boon to a barbarian or any other character who has the ability to rage or frenzy. A weapon with this special ability increases the duration of a rage or frenzy by a number of rounds equal to the enhancement bonus of the weapon.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, remove fear plus heroism or rage; Cost: +2 bonus.

Idiocy: (Magic Item Creation) A weapon of idiocy is quickened with the power of senseless chaos. It deals one point of temporary Intelligence damage when it hits a creature. A critical hit does not multiply the Intelligence damage. Creatures immune to critical hits such as plants or constructs, are immune to the Intelligence damage dealt by the weapon, as are beings which are immune to mind-affecting spells and spell-like effects. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, touch of idiocy; Cost: +2 bonus.

Invisible: (Mercenaries) This weapon has been empowered to be permanently invisible, as the spell greater invisibility. Spotting an invisible weapon on someone requires a DC 20 Spot check. Striking with an invisible weapon makes defense against it difficult and the wielder gains a +1 circumstance bonus on attack rolls with the weapon.
  Caster Level: 6th; Prerequisites: Craft Magic Arms and Armor, greater invisibility; Cost: +2 bonus.

Invisible (Quintessential Wizard) This weapon quality may only be applied to ammunition such as arrows, bolts, or sling bullets. Ammunition imbued with this enhancement is renered invisible, allowing it to strike a target unawares. Invisible ammunition is extremely difficult to dodge, but they are also difficult to aim precisely. The user of invisible ammunition suffers a -2 circumstance penalty to their attack rolls. The target of invisible ammunition loses their Dexterity bonus to armor Class and all dodge bonuses against the attack. After being attacked with invisible arrows in a surprise round resulting from an ambush, the target and their allies may still be caught by surprise, allowing the attacker to take another partial action.
  Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, invisibility; Cost: +1 bonus.

Karmic: (Book of Eldritch Might II) This weapon gains a +2 attack and damage bonus when it successfully strikes a foe in legitimate combat (striking an inanimate object out of battle does not count). The bonus is good for one attack, which - if successful - confers that same bonus on the next attack. The next attack after a miss, however, carries a penalty of -1 to attack, but not damage.
  Aura: Faint enchantment; Caster Level: 3rd; Prerequisites: Craft Magic Arms and Armor, bless, magic weapon; Cost: +1 bonus.

Knockback: (Book of Eldritch Might II) This quality can apply only to ranged weapons. Any creature struck by this weapon must make a Strength check with a DC of 20. Those who fail are knocked back 5 feet.
  Aura: Moderate transmutation; Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, telekinesis; Cost: +1 bonus.

Overpowering: (Magic Item Creation) On a successful hit, a weapon with this special ability allows the wielder to make a free bull rush attempt against the target. The wielder does not need to move into the defender's square when doing so, and does not provoke an attack of opportunity. To resolve the bull rush attempt, make opposed Strength checks as normal, adding the weapon's enhancement bonus to the check. If the check succeeds, the opponent is moved back 5 feet for every 5 points by which thwe wielder's check exceeds theirs. If the check fails, the wielder does not need to move.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, bull's strength; Cost: +2 bonus.

Phantom: (Quintessential Wizard) A phantom weapon is cloaked under a dweomer to appear as a walking stick, wand, or other harmless item normally carried by a noble or arcane spellcaster. In any encounter against an opponent who is not aware of the weapon's true qualities, the attacker's first strike made with a phantom weapon catches the target flat-footed. The target does not expect the attack to be effective, weacking his guard and allowing the attacker to make a devastating strike. The phantom quality may not be applied to ammunition.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, major image; Cost: +2 bonus.

Proficient: (Mercenaries) A proficient weapon is imbued with a master wielder's skill, imparting the ability onto whoever currently hlds it forth in battle. Any type of melee weapon may benefit and the wielder may use it as if they had the appropriate Simple, Martial, or Exotic weapon skill with that particular weapon while holding it.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, divine power, keen, true strike; Cost: +1 bonus.

Reach: (Mercenaries) A weapon of reach contains dimensional magic to project an astral blade or head 5 feet in front of itself. Any Small or Medium weapon without reach may benefit from this effect. The reach weapon is then considered to have a reach of 10 feet even though the actual size of the weapon does not change. On command, the weapon may be used to strike at creatures up to 10 feet away from the wielder.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, astral projection; Cost: +3 bonus.

Resonating: (Magic Item Creation) A weapon with this special ability is a bard's best friend. Its magic resonates with and bolsters bardic music abilities. The wielder may add the weapon's enhancement bonus to all Perform skill checks which involve the use of bardic music abilities. The resonating special ability can only be applied to melee weapons.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, charm person, suggestion, creator must be a bard; Cost: +1 bonus.

Reusable: Reusable is a special ability that can be added to any magic consumable ammunition, such as sling stones, arrows, or bolts. Reusable magic ammunition is not consumed when it strikes or misses a target. If recovered, it can be used again.
  Aura: Moderate evocation; Caster Level: 7th; Prerequisites: Craft Magic Arms and Armor, major creation, mending; Cost: +1 bonus.

Ruinous: (Magic Item Creation) A weapon with this special ability inflicts gaping wounds which are hideous to look upon and which can potentially disfigure the victim permmanently. A ruinous weapon deals 1 point of Charisma damage when it hits a creature. A critical hit does not multiply the Charisma damage. Creatures immune to critical hits such as plants and constructs, are immune to the Charisma damagedealt by the weapon. Missile weapons bestow this property on their ammunition when used.
  Caster Level: 10th; Prerequisites: Craft Magic Arms and Armor, symbol of fear or symbol of fear; Cost: +2 bonus.

Shattering: (Mercenaries) A shattering weapon is mercilessly dense and powerful. It deals double damage to any nonliving object it strikes. An object must have no movement of it's own, and must have a hardness rating to be subject to this ability.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, shatter; Cost: +1 bonus.

Shredding: (Magic Item Creation) A weapon with this special ability strikes especiall vicious blows which shred natural armor like tissue. On a successful crtiical hit, the weapon imposes a -2 penalty to natural armor. This penalty is cumulative and can lower the target's natural armor bonus below 0, but only to a negative value equivalent to the original natural armor bonus. Natural armor damaged in this manner heals at the rate of 1 + the target's Constitution modifier (minimum 1 point) per day. Only slashing melee weapons or slashing ranged weapons can possess this property.
  Caster Level: 9th; Prerequisites: Craft Magic Arms and Armor, keen edge; Cost: +1 bonus.

Spellbreaker: (Quinessential Wizard) Imbued with a strong anti-magical aura, a spellbraker cleaves through magical proections with ease. When a spellbreaker hits a target, there is a chance it destroys spells such as mage armor, Shield, or stoneskin. When making anattack with a spellbreaker, its special ability activates on one of two conditions. First, if the attack misses, but would have hit if not for a magical spell that improves the target's Armor Class, that spell immediately becomes the target of a dispel magic cast by a 5th-level wizard. If more than one spell improves the target's Armor Class, randomly determine which spell is affected. Second, it the spellbreaker hits, but a spell reduces the damage it causes, such as stoneskin, the weapon's ability activates against that enchantment.
  Caster Level: 11th; Prerequisites: Craft Magic Arms and Armor, Forge Ring, dispel magic, antimagic field; Cost: +3 bonus.

Skill: (Quintessential Wizard) A weapon imbued with the skill property grants its wielder proficiency with the weapon.
  Caster Level: 5th; Prerequisites: Craft Magic Arms and Armor, cat's grace; Cost: +1 bonus.

True Death: (Magic Item Creation) A weapon with the true death ability is the bane of those who count on their allies' ability to raise or resurrect them should they fall in combat. A creature killed by a blow from a true death weapon must immediately attempt a Fortitude save; if the save is failed, the body is immediately disintegrated. On a succcessful save, the body is not disintegrated. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 15th; Prerequisites: Craft Magic Arms and Armor, destruction or disintegrate; Cost: +3 bonus.

Virulent: (Magic Item Creation) A weapon with the virulent special ability carries within itself a magical plague which sickens and weakens those struck by it. On a successful critical hit, the target must attempt a DC 14 Fortitude save or suffer initial damage of 1d2 points of temporary Strength damage and then make another save 10 rounds later or suffer secondary damage of 1 point of temporary Constitution damage. The effects of multiple critical hits stack. Creatures immune to critical hits and those immune to magical poison are immune to this additional damage. Missile weapons bestow this ability on their ammunition when used.
  Caster Level: 12th; Prerequisites: Craft Magic Arms and Armor, cloudkill or poison; Cost: +2 bonus.

Wizard Hammer: (Quintessential Wizard) A wizard hammer destroys prepared spells before a spellcaster has a chance to cast them. If a spellcaster who must prepare spells is struck by this weapon, he must make a DC 20 Will save of lose his highest level spell from those he has currently prepared. If the spellcaster has more than one spell prepared at his highest level, randomly determine which one he loses.
  Caster Level: 13th; Prerequisites: Craft Magic Arms and Armor, greater dispelling, insanity; Cost: +4 bonus.


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Friday, December 5, 2014

House Rules - Magic Tattoos

Tattoo Magic (adapted from Relics & Rituals and Relics & Rituals II)

Tattoo magic allows a spell caster to imbue tattoo ink with magical energy. The ink may then be used to create a tattoo on a target, which may be enchanted with a spell like other magic items. The target gains the ability to activate the tattoo and benefit from the enchantment's effects. Tattoos must be inscribed by a spell caster who knows the Inscribe Magical Tattoo feat and also meets the prerequisites for inscribing that particular tattoo.

Tattoo magic is not without drawbacks, as the spell in question is not enchanting an object, but rather a person. Bearers of tattoos must become the conduits for the powers they carry, and as a result each tattoo has a unique side effect that mirror's the magic it channels. Removing tattoos once in place requires high magic, as the process is similar to disenchanting other magical items. Spells such as Woda's disjunction may remove the magic from a tattoo, but not the tattoo itself, and thereby eliminate the disenchanted tattoo from the limits on the number of magical tattoos a character can possess. Nonmagical tattoos can be removed from a subject's skin with a regenerate spell cast upon the inked area.

A character may wear a number of ranks of tattoos equal to twice his Constitution modifier, and no character may have a single tattoo that has a prerequisite spell of a higher level than that character's Constitution modifier. Characters who suffer Constitution damage or have their Constitution permanently lowered to the point they can no longer support the power of their tattoos will find their highest rank magical tattoo becomes dormant and unusable. Further tattoos, in order from highest to lowest, will also fall dormant until the character falls under the Constitution limit for tattoo use. if a character's Constitution is restored or even temporarily raised to a level that allows use of the dormant tattoos, they will begin functioning normally as long as the character's Constitution remains high enough.

Unless a tattoo description specifies otherwise, tattoos must be activated to be used. The user must make a Charisma check of DC 5 + the level of the major spell effect to successfully unleash the powers of the tattoo, and a similar effect to deactivate it. Activation is a standard action that does not provoke attacks of opportunity. If the activation check fails, the tattoo does not function and its daily uses are not expended.

Beastspawn
  Tattoo Ranks: 1
  Powers: This tattoo grants the character low-light vision, and the ability to see twice as far as normal humans in dimly lit areas. The character may check to activate and deactivate this tattoo as often as he likes.
  Side Effects: When the tattoo is activated, the wearer is highly vulnerable to the blinding effects of light, and suffers a -2 penalty to saves involving dazzling lights or other light related effects.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, light; Market Price: 2,500 shillings.

Blessing of Tiwas
  Tattoo Ranks: 2
  Powers: The devotees of Tiwas are to be a light that shines the way to justice. This tattoo appears as a scale over crossed swords done in silver and gold. When activated, the tattoo glows as a light spell, granting both light and a blessing in the form of a bless spell that affects only the tattoo user. This tattoo may be used twice per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bless, light; Market Price: 3,240 shillings.

Caire’s Blessing
  Tattoo Ranks: 2
  Powers: This tattoo incorporates all manner of good luck charms and motifs and allows the bearer to reroll a single die roll once per day before the DM has declared the roll a success or failure, though the new roll must be kept. The tattoo does not require a Charisma check or a standard action to activate.
  Side Effects: Sometimes luck runs against you, but there is no side effect other than the bearer must take the result of the second roll no matter whether it is better or worse than the first.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, Caire's luck; Market Price: 2,160 shillings.

Cloak of the Sun
  Tattoo Ranks: 3
  Powers: This tattoo depicts a stylized sunburst, usually in a prominent place on the bearer. When activated, the tattoo surrounds the bearer with the effects of the daylight spell, which lasts for 50 minutes or until deactivated. This tattoo may be used once per day.
  Side Effects: None.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, daylight; Market Price: 5,400 shillings.

Cloak of the Wild
  Tattoo Ranks: 1
  Powers: This tattoo, which depicts two hands around the outline of an animal's head, grants its bearer the ability to pass unnoticed among animals. When activated, its user is considered to be under the effects of an hide from animals spell cast at the caster level of the tattoo. This tattoo may be activated three times per day.
  Side Effects: When activated, the bearer becomes more noticeable to humans; this tattoo inflicts a -2 circumstance penalty to Hide and Move Silently checks related to other humanoid creatures.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, hide from animals; Market Price: 2,600 shillings.

Countenance of the Sun
  Tattoo Ranks: 2
  Powers: This tattoo, which depicts a stylized sunburst around an eye, fills the user with great powers of charisma and leadership. When this tattoo is activated, the user gains a +4 enhancement bonus to Charisma for 30 minutes. This tattoo can only be activated once per day.
  Side Effects: Once the effects have worn off, the character is lethargic and tired. The character is fatigued for an hour.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, eagle's splendor; Market Price: 1,728 shillings.

Dragon's Ire
  Tattoo Ranks: 3
  Powers: This tattoo allows the user to perform a breath attack as if he had cast the spell dragon's breath at a caster level equal to the tattoo's caster level. The type of breath gained by the caster is determined by the form of the tattoo: A red dragon for fire breath, a black dragon for acid breath, and so on. Only one type of dragon may be represented by the tattoo. This power may be activated more than once per day, but each activation after the first imposes a +5 cumulative increase to the Charisma check needed to activate the tattoo. The DC is reset to normal once the character goes 24 hours without using the breath attack.
  Side Effects: The bearer takes one point of damage of the appropriate type (with no save) for each die of damage he inflicts while breathing.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, dragon's breath; Market Price: 8,000 shillings.

Eiur's Light
  Tattoo Ranks: 1
  Powers: The divine light of Eiur is a powerful force for healing. This tattoo allows the character to heal himself for 1d8+1 points of damage per activation. The tattoo may be activated three times per day.
  Side Effects: The tattoo's magic requires one round per point healed to take effect. The character must also be outdoors in the sunlight or moonlight, or the tattoo's magic fails.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, cure light wounds; Market Price: 2,500 shillings.

Eye of Woda
  Tattoo Ranks: 2
  Powers: This tattoo, which is a band across the bearer's eyes, like a blindfold, grants the ability to notice invisible objects and creatures. When activated, it acts as a see invisibility spell for up to 30 minutes. This tattoo may be activated twice per day.
  Side Effects: Use of the eye of Woda can be painful, forcing a DC 15 Fortitude save each time it is activated, or the bearer is dazzled for 10 minutes.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, see invisibility; Market Price: 3,900 shillings.

Familiar Mark
  Tattoo Ranks: 1
  Powers: This is an ancient druid mark that grants an animal increased prowess and damage with its natural weapons. Many wizard's also place these tattoos upon their familiar's. This tattoo may be activated twice per day, granting the animal the effects of the magic fang spell for one minute per caster level of the tattoo.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, magic fang; Market Price: 2,160 shillings.

Forseti's Might
  Tattoo Ranks: 4
  Powers: When activated, this tattoo grants the bearer the strength and speed of righteous anger. The character gains a +4 enhancement bonus to Strength and Dexterity for a number of hours equal to to the caster level of the tattoo. The tattoo cannot be activated more than once per day..
  Side Effects: As soon as the tattoo is deactivated or the duration of its effect expires, the bearer suffers one point of temporary Strength and Dexterity damage.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bull's strength, cat's grace; Market Price: 3,500 shillings.

Füllar's Cloak
  Tattoo Ranks: 1
  Powers: The priests of Füllar frequently stand apart from the conflicts of this world, often observing rather than acting. This tattoo operates as the spell sanctuary cast at the tattoo's caster level.
  Side Effects: The powers of this tattoo cannot be invoked for 30 minutes after the character has invoked any other magic tattoos.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, sanctuary; Market Price: 5,000 shillings.

Ghost-Hand Pattern
  Tattoo Ranks: 2
  Powers: This odd, jagged pattern is always placed on the palm of its bearer's hand. Upon activation, an identical pattern of shifting black energy appears in the air within 130 feet. The wielder may then cast touch-based spell through the ghost-hand pattern for up to three minutes, just as if by a spectral hand spell. This tattoo may be used three times per day.
  Side Effects: The bone-chilling supernatural cold of the pattern weakens those who use it. While the tattoo is active, the bearer sustains 2 points of temporary Strength damage. The damage disappears once the effect ends.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, spectral hand; Market Price: 5,200 shillings.

Greater Familiar Mark
  Tattoo Ranks: 3
  Powers: The superior version of the familiar mark tattoo, the greater familiar mark grants the benefit of greater magic fang as if cast at the caster level of the tattoo. This tattoo may be activated once per day.
  Side Effects: None.
  Caster Level: 6th; Prerequisites: Inscribe Magic Tattoo, greater magic fang; Market Price: 6,480 shillings.

y Grym's Sending
  Tattoo Ranks: 4
  Powers: This tattoo is automatically activated if the character dies: No Charisma check is necessary. The character's body withers away, leaving only the equipment the character was carried. Three days later the character appears reincarnated in the place she found most secure in the world, with no loss of ability or spell levels. As per reincarnate, the character loses one level of experience, and also loses the tattoo. The the character may choose to be unwilling to return via reincarnate, but if she is raised from the dead by another means, the magic of the tattoo will still be gone.
  Side Effects: None.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, reincarnate; Market Price: 1,400 shillings.

Heim's Shield
  Tattoo Ranks: 2
  Powers: Heim's strength and fortitude is legendary. This tattoo allows the bearer to gain the effects of the spell bear's endurance cast at the level of the caster who inscribed the tattoo. The character may check to activate this tattoo as often as he likes.
  Side Effects: While his fortitude is great, Heim's power is brittle, and breaks before it bends. The bearer loses a number of Dexterity points equal to the number of Constitution points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bear's endurance; Market Price: 6,000 shillings.

Hler’s Touch
  Tattoo Ranks: 3
  Powers: When activated this tattoo builds up the powerful electric charge of a sea storm that is automatically transferred into any creature coming into physical contact with the wearer of the tattoo. The shock inflicts 20 points of electrical damage, which is halved if the target makes a successful DC 13 Fortitude save. The tattoo may be activated twice per day.
  Side Effects: Touch attacks may not be made while this tattoo is active. Further, the charge may only be maintained for one round per point of the character's Constitution modifier. If the bearer continues to hold the charge beyond that time, he must make a Fortitude save each round to avoid accidentally discharging the shock, dealing half of the normal the electrical damage to himself, or none if the bearer makes a successful Fortitude save.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, touch of the eel; Market Price: 10,800 shillings.

Huror's Paw
  Tattoo Ranks: 1
  Powers: Perhaps one of the most common magical tattoos among the inhabitants of Elizon, huror's paw grants its bearer the ability to ignore the first 5 points of cold damage per round. The tattoo's effects last for 24 hours and may only be activated once per day.
  Side Effects: None.
  Caster Level: 1st; Prerequisites: Inscribe Magic Tattoo, endure elements (cold); Market Price: 360 shillings.

Mark of the Sang-Nuit
  Tattoo Ranks: 1
  Powers: Innovated by the Sang-Nuit, the mark of the Sang-Nuit is a dark circle emblazoned within the runic symbol of the brotherhood of night. In the dark of the night, those with this tattoo are able to cause themselves to vanish as if under the effects of an invisibility spell cast at the caster level of the tattoo.
  Side Effects: The mark of the Sang-Nuit can only be activated in darkness, when the sun is not in the sky.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, invisibility; Market Price: 1,730 shillings.

Mark of the Kinslayer
  Tattoo Ranks: 0 (cursed)
  Powers: The rugged tribes of Elizon, and the clans of the Rodharic lands mark their most heinous criminals with cursed tattoos. These tattoos function identically to normal magic tattoos, except they are always active and cannot be deactivated by their bearer. Cursed tattoos are not limited by the bearer's Constitution score and do not count against the bearer's maximum number of uncursed magical tattoos. Those found guilty of slaying a kinsman are marked on the face with this cursed tattoo to ensure they are forever exiled from the northlands. The victim's tolerance for cold is magically stripped. They cannot tolerate cold environments and take double damage from all cold attacks.
  Side Effects: Similar to endure elements, the bearer of this mark ignores the first 3 points of damage each round from fire or heat-based attacks.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, bestow curse; Market Price: 20,000 shillings.

Mark of the Owl
  Tattoo Ranks: 2
  Powers: The stylized owl of this marking is very distinctive, and is often seen by the Menaevian witches. When activated, the tattoo grants the bearer a +4 enhancement bonus to Wisdom for 30 minutes or until it is deactivated. This tattoo cannot be activated more than once per day.
  Side Effects: While this tattoo is activated, the character becomes short-tempered and curt, the spirit of the owl is a wise but rude one, reducing the character's Charisma by 4 for the duration of the effect.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, owl's wisdom; Market Price: 1,728 shillings.

Mother of Animals
  Tattoo Ranks: 2
  Powers: This tattoo - a stylized circle within which has been worked representations of a claw, a feather, a fin, and a hoof - grants the ability to entrance an animal as per the spell charm animal cast as a third level caster with a save DC of 11 + the bearer's Charisma modifier. This tattoo may be used three times per day.
  Side Effects: Tapping into Vali's power requires a sacrifice to the land. Activating the tattoo requires the character to expend 1 hit point, dripping the blood onto the ground.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, charm animal; Market Price: 4,875 shillings.

Mother’s Tongue
  Tattoo Ranks: 2
  Powers: A popular tattoo among the devotees of Caire, mother's tongue is tattooed directly onto the tongue of its bearer. When activated, it allows the bearer to speak with animals, as per the spell as if cast by a caster of the tattoo's caster level, twice per day.
  Side Effects: While this tattoo is active, the bearer cannot speak the languages of any sentient beings - only the tongues of animals.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, speak with animals; Market Price: 3,460 shillings.

Nomad’s Sheathe
  Tattoo Ranks: 4
  Powers: A favored item among not only the nomads of the Ahaliat Steppes and the Tozlan Desert, but also among spies, diplomats and thieves, nomad's sheathe appaers as an intricate pattern of knot work webbed along an arm or leg. When an item is touched to it and the tattoo is activated, the item is affected as per the tattoo item spell, appearing as a tattoo of the item trapped within the knot-work. The item may be retrieved by the bearer at any time, but the tattoo may only be activated once per day.
  Side Effects: None.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, tattoo item; Market Price: 20,580 shillings.

Oaken Shield
  Tattoo Ranks: 2
  Powers: This tattoo is created with dark tannin inks from ancient oaks, creating the symbol of a shield that appears to be woven oak branches. When activated, this tattoo grants the bearer the effects of barkskin as if cast by a 3rd-level caster, granting a +3 natural armor bonus for 30 minutes or until the tattoo is deactivated.
  Side Effects: The bearer's skin becomes rigid and dark while this tattoo is activated, reducing their Dexterity by 2 points until the magic is deactivated.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, barkskin; Market Price: 3,460 shillings.

Stone Sigil
  Tattoo Ranks: 4
  Powers: This sigil, which is a stylized symbol of a menhir, grants a spell caster great concentration in battle. When activated, the character acts as though he is under the effects of a mind over matter spell cast at the caster level of the tattoo. The sigil may be activated three times per day.
  Side Effects: The caster must remain still as a stone, focused only on spell casting. He may take no move or move-equivalent actions for the duration of the tattoo's effect, as doing so breaks the power of the stone sigil.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, mind over matter; Market Price: 24,300 shillings.

Syfa’s Grace
  Tattoo Ranks: 2
  Powers: Lithe and graceful, Syfa is the fleet runner through the forest, and tattoos invoking her allow the wearer to gain the effects of the spell cat's grace, cast at the level of the spell caster who inscribed the tattoo. The character may check to activate and deactivate this tattoo as often as he likes.
  Side Effects: This agility comes at the cost of Strength. The wearer loses a number of Strength points equal to the number of Dexterity points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, cat's grace; Market Price: 6,000 shillings.

Tar Dragon
  Tattoo Ranks: 8
  Powers: When successfully activated, the bearer of this tattoo gains the effects of bull's strength as if cast at the caster level of the tattoo. While active this tattoo also bestows immunity to the blows of most nonmagical weapons granting damge reduction 10/+1. Finally, the bearer is able to vomit a sticky substance from his mouth in a 20 foot cone. Anyone within the cone must make a DC 15 Reflex save or be treated as if they had just been hit by a tanglefoot bag. The vomit attack can be used once per day. If not deactivated sooner, the tar dragon tattoo deactivates when the bull's strength duration expires.
  Side Effects: Once the tattoo is deactivated, the bearer becomes exhausted for a period of time equal to the duration that the tattoo was active.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, bull's strength, stoneskin, web; Market Price: 70,000 shillings.

Three Feathers
  Tattoo Ranks: 1
  Powers: A depiction of three crossed eagle feathers, the three feathers tattoo grants its user the ability to cast the feather fall spell three times per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, feather fall; Market Price: 3,250 shillings.

Þunor's Might
  Tattoo Ranks: 2
  Powers: Þunor is renowned for his unsurpassed strength. This tattoo allows the bearer to gain the effects of the spell bull's strength cast at the level of the spellcaster who inscribed the tattoo. The character may check to activate and deactivate the tattoo as often as he likes.
  Side Effects: Þunor is reckless and headstrong. The bearer loses a number of Wisdom points equal to the number of Strength points gained while the tattoo is active.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, bull's strength; Market Price: 7,000 shillings.

Vali’s Servant
  Tattoo Ranks: 5
  Powers: Vali's most honored servants are granted this tattoo to allow them to take animal form to better serve their mistress' purposes. The crafter of this tattoo must choose one lycanthrope to be incorporated into the tattoo. Thereafter, upon activation, the tattoo allows the bearer to assume that lycanthropic form and gain all of its benefits and drawbacks. The bearer may also learn the Control Shape skill as a class skill.
  Side Effects: The bearer must check for involuntary transformation through the use of this tattoo as outlined in the Control Shape skill explanation.
  Caster Level: 9th; Prerequisites: Inscribe Magic Tattoo, Vali's blessing; Market Price: 48,600 shillings.

The Witch Eye
  Tattoo Ranks: 3
  Powers: This mark depicts a three-pupiled eye, and allows the bearer to use clairaudience/clairvoyance up to twice per day. The caster is able to choose whether to see or hear into the area scryed and those who use the witch eye frequently often activate both uses of the tattoo to do both.
  Side Effects: The preternatural sight and hearing granted to the user of the tattoo can damage the natural senses. After the effect is over, the bearer of the tattoo is blinded and/or deafened for ten minutes depending upon which senses were used.
  Caster Level: 5th; Prerequisites: Inscribe Magic Tattoo, clairaudience/clairvoyance; Market Price: 3,460 shillings.

Woda's Insight
  Tattoo Ranks: 2
  Powers: Coolness of mind leads to clarity of thought. This tattoo allows the bearer to gain the effects of the spell owl's wisdom as if cast at the caster level of the tattoo. This tattoo may be activated once per day.
  Side Effects: Participation in intense activity such as combat can disrupt calm thoughts, so the bearer of this tattoo must roll their Charisma check each round of such activity to keep it invoked. The wearer is stunned for one full round after the tattoo fails.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, owl's wisdom; Market Price: 1,200 shillings.

Wraith Hand
  Tattoo Ranks: 2
  Powers: The bearer's unarmed strikes and and weapons she wields gain the ghost touch ability while this tattoo is activated allowing bearer to strike incorporeal creatures without penalty. This ability lasts one minute per caster level of the tattoo and may be used twice per day.
  Side Effects: None.
  Caster Level: 3rd; Prerequisites: Inscribe Magic Tattoo, spiritual weapon; Market Price: 4,320 shillings.

Wünd’s Forge
  Tattoo Ranks: 4
  Powers: This mighty tattoo gives the user the benefits of a stoneskin spell when activated. The stoneskin is cast at the caster level of the tattoo, so it normally will last 70 minutes and prevent 70 points of damage before dissipating.
  Side Effects: Gaining the fortitude forged by Wünd has its price. When the tattoo's magic dissipates, the wearer suffers 3 points of temporary Constitution damage. The tattoo may not be reactivated until the character's Constitution has fully recovered.
  Caster Level: 7th; Prerequisites: Inscribe Magic Tattoo, stoneskin; Market Price: 6,300 shillings.

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Thursday, December 4, 2014

Campaign Design - Prestige Class: Stonelord

Stonelord (Dragon 278)

Dwarves know more secrets about stone than anyone else. They live and die among the stones, and the earth whispers to them – or at least to select individuals. These special dwarves are known as stonelords, or occasionally rockbrothers and rocksisters. They use their connection with the earth to draw from the infinite reserves of power within it to help them perform amazing feats. Many stonelords say that their powers are a blessing from Wünd himself, but some maintain that their power is drawn from the very roots of the mountains. No matter who is correct, it is clear that stonelords display uncommon mastery of earth, rock, and stone.

Fighters are the most common stonelords, although dwarven scouts and barbarians have been known to adopt the mantle fairly frequently as well. Though uncommon, dwarven artificers, rogues, clerics, favored souls, and even the occasional wizard or sorcerer become stonelords. Stonelords often work in dwarven communities as protectors and leaders. Occasionally, they work in groups, but even their varied backgrounds and chosen powers make them all very different.

Hit Die: d8.
Luck Die: d4.

Requirements
To become a stonelord, one must meet the following criteria:
  • Race: Dwarf.
  • Base Attack Bonus: +5.
  • Skills: Craft: Stoneworking 6+ ranks, Spellcraft 3+ ranks.
  • Feats: Endurance.
  • Special: Must be able to speak Terran. To become a stonelord, a dwarf must undergo a ritual involving immersion in scared loam, long fasting periods deep underground and the ingestion of 1,000 shillings worth of powdered gemstones. The gem type chosen becomes the stonelord’s chosen gem, and he must carry that type of with him in order to access the spell-like abilities gained as a stonelord.
Class Skills
  • The stonelord’s class skills (and the key ability for each skill) are: Climb (Str), Concentration (Con), Craft: Any (Int), Knowledge: Any (Int), Profession: Any (Wis), Spellcraft (Int), and Spot (Wis).
  • 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 the following are class features of the stonelord prestige class:
  • Base Attack Bonus: Good. A stonelord gains +1 base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A stonelord gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A stonelord gains a +1⁄3 base Reflex save bonus per class level.
  • Base Will Save Bonus: Poor. A stonelord gains a +1⁄3 base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Stonelords are proficient in all simple weapons, but gain no additional proficiencies with any type of armor or shields.
  • Earth’s Blood (Sp): Once per day, the stonelord may heal his own wounds using a clump of mud or earth. This ability heals 1d8 + his stonelord class level worth of hit points. Using this ability is a standard action.
  • Stone Power: Every other level the stonelord may choose one power from the following list of powers. No power may be chosen more than once.

    • Earth Magic (Su): Once per day, a spell cast by the stonelord is considered maximized as if prepared with the Maximize Spell feat, although the spell’s level is unaffected. The spell’s level cannot be greater than the class level of the stonelord. If the stonelord cannot cast spells, this ability is useless. Using this ability is a free action.
    • Earth Power (Su): Once per day, all melee attacks made by the stonelord in a single round gain a +2 attack bonus and a +2d6 damage bonus. Using this ability is a free action.
    • Earth Shadows (Sp): Once per day per class level, the stonelord can create a figment of a Medium sized earth elemental that appears in a flanking position on the other side of the stonelord’s opponent for one round. This allows the stonelord to make flanking attacks against that opponent during that round. Using this ability is a free action.
    • Earth’s Endurance (Sp): Once per day, a stonelord may grant himself a boost to his Constitution as if he was affected by a bear’s endurance spell for an hour. Using this ability is a standard action.
    • Earth’s Strength (Sp): Once per day, a stonelord may grant himself a boost to Strength as if he was affected by a bull’s strength spell for an hour. Using this ability is a standard action.
    • Earthgrip (Sp): Once per day, a stonelord may cast hold monster on any target touching the ground, using his stonelord class level as his caster level. Using this ability is a standard action.
    • Gravity (Sp): Once per day, a stonelord may cast slow as a spell-like ability using his stonelord class level as his caster level. The save DC is 10 + the spell's level + the stonelord's Charisma bonus. Using this ability is a standard action.
    • Stoneskin (Sp): Once per day, a stonelord may grant himself skin like a stone as if he was affected by a stoneskin spell, using his stonelord class level as his caster level. Using this ability is a standard action.
    • Summon Earth Elemental (Sp): Once per day, the stonelord may summon a small earth elemental as if he cast summon monster III, using his stonelord class level as his caster level. Using this ability is a standard action.

  • Stone Shape (Sp): Once per day, a stonelord may shape stone as if he cast a stone shape spell using his stonelord class level as his caster level. The save DC is 10 + the spell's level + the stonelord's Charisma bonus. Using this ability is a standard action.
  • Meld into Stone (Sp): Once per day, a stonelord may merge into stone as if he was affected by a meld into stone spell using his stonelord class level as his caster level. Using this ability is a standard action.
  • Stone Tell (Sp): Once per day, a stonelord may speak with stone as if he cast stone tell using his stonelord class level as his caster level. Using this ability is a standard action.
  • Earthquake (Sp): Once per day, a stonelord may invoke an earthquake as if he cast the earthquake spell using his stonelord class level as his caster level. The save DC is 10 + the spell's level + the stonelord's Charisma bonus. Using this ability is a standard action.

Stonelord
LevelSpecial
1stEarth’s blood
2ndStone power
3rdStone shape
4thStone power
5thMeld into stone
6thStone power
7thStone tell
8thStone power
9thEarthquake
10thStone power

Home     Prestige Classes

Wednesday, December 3, 2014

Campaign Design - Prestige Class: Moondancer of Vali

Moondancer of Vali (adapted from Dragon 285)

Among the devotees of Vali, many of the most devoted women aspire to join the ranks of her otherworldly battlemaidens. These are the Loer Chwaer, the Sisters of the Moon, also known as the Moondancers of Vali, who honor their patron with dances under the moonlight, and savage hunts against her enemies. Although membership in this sect is only open to women, those of all races are welcomed. Because of the emphasis on Vali's warlike and shapeshifting aspects, the moondancers are especially popular among khülen, although human and changeling members are also quite common. Halfling and dwarvish moondancers are rare, and gnomish and alvari moondancers are almost unheard of. As far as anyone knows, there has never been an ironborn moondancer.

Moondancers almost all have levels as clerics devoted to Vali, as they have the most to gain from this prestige class, although favored souls devoted to the Moon-goddess take up this path reasonably often. Both clerics and favored souls seeking to enter this class are frequently multiclassed as fighters, barbarians, or scouts. Once in a while, a druid devoted to Vali will choose to become a moondancer, but given that druids who hold Vali as their patron are quite rare, druidic moondancers are rarer still.

Hit Die: d8.
Luck Die: d3.

Requirements
To become a Moondancer of Vali, one must meet the following criteria:
  • Alignment: Chaotic good or chaotic neutral.
  • Base Attack Bonus: +4.
  • Skills: Craft: Tattoo 4 ranks, Perform: Dance 4 ranks, Survival 2 ranks.
  • Feats: Blind-Fight, Endurance, Inscribe Magical Tattoo, Weapon Proficiency: Leaf Spear.
  • Spell Casting: Must be able to cast second level divine spells.
  • Special: Must have Vali as their patron deity.
  • Special: Must be female.
Class Skills
  • The Moondancer’s class skills (and the key ability for each skill) are Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge: Arcana (Int), Knowledge: Geography (Int), Knowledge: Local (Int), Knowledge: Nature (Int), Knowledge: Religion (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
  • 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 the following are class features of the moondancer of Vali prestige class:
  • Base Attack Bonus: Average. A moondancer of Vali gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A moondancer of Vali gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A moondancer of Vali gains a +1⁄3 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A moondancer of Vali gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Moondancers of Vali are proficient in all simple weapons, but no types of armor or shields.
  • Spells: A Moondancer of Vali continues training in magic. Thus, when a new moondancer level is gained, the character gains new spells per day, as if she had also gained a level in a divine spell casting class she already belongs to. She does not gain any other benefit a character of that class would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats and so on).
  • Moon Spells: A moondancer can pray for, and receive any Moon domain spell as if it were on their divine spell list. The spell uses a spell slot of a level equal to its level in the Moon domain list.
  • Twilight Senses (Ex): A moondancer gains low-light vision.
  • Vali’s Hand (Su): When a moondancer wields a leaf spear, they can negate damage reduction in creatures they attack as if they were using a +1 weapon. At sixth level they negate damage reduction as if their leaf spear was a +2 weapon, and at ninth level, the effect increases so that the damage reduction is negated as if the belly spear was a +3 weapon. If the leaf spear’s bonus is greater than the effect of the class ability, use the spear’s bonus to determine whether damage reduction is negated.
  • Beastmaster Domain: A moondancer gains access to the Beastmaster prestige domain. She gains the granted power associated with the domain (speak with animals once per day per level of moondancer) and can choose the spells in that domain as her daily domain spells (if she has any daily domain spell slots).
  • Vali’s Eyes (Su): Moondancers can see as if under the effect of a true seeing spell cast by a cleric equal to their divine caster level. Activating this ability is a standard action.
  • Vali’s Shapeshifting (Su): Moondancers who contract any form of lycanthropy are treated as natural lycanthropes. Their type becomes shapechanger, and they can select the Improved Control Shape feat and the Scent ability at any time they can select a new feat. Moondancers do not change alignment due to contracting lycanthropy, and are aware of their actions while in animal or hybrid form.
  • Moonshield (Su): Moondancers gain a +1 bonus to saving throws against Enchantment, Illusion and Necromancy spells and effects as well as spells and effects with the Darkness descriptor.
  • Moonfire (Sp): Moondancers can cast moonfire once per day as a cleric of their caster level. Activating this ability is a standard action.

Moondancer of Vali
LevelSpecialSpells per Day
1stMoon spells+1 level of existing class
2ndTwilight senses+1 level of existing class
3rdVali’s Hand +1+1 level of existing class
4thBeastmaster domain+1 level of existing class
5thVali’s Eyes once per day+1 level of existing class
6thVali’s Hand +2, Vali’s Shapeshifting+1 level of existing class
7thMoonshield+1 level of existing class
8thVali’s Eyes twice per day+1 level of existing class
9thVali’s Hand +3+1 level of existing class
10thMoonfire+1 level of existing class

Home     Prestige Classes     Vali

Tuesday, December 2, 2014

Campaign Design - Prestige Class: Shining Blade of Yng

Shining Blade of Yng (adapted from Dragon 283)

Yng’s teachings focus on promoting good through the use of armed force. Those among Yng’s servants, both clerics and favored souls, who aspire to become mighty weapons in their deity’s unending war against evil hope one day to enter the shining blades. The shining blades of Yng are an order of warriors dedicated to prowess in melee combat, which is achieved through prayer, devotion and asceticism. Members of the shining blades have an austere and simple lifestyle, forsaking all worldly wealth and many earthly pleasures in their quest to become but a blade in the hand of Yng.

Most shining blades of Yng are clerics or favored souls. Some members of the order believe that a minimum of training as a cleric, combined with the intense martial discipline of the fighter or the skirmish training of a scout is ideal to achieve the goal the shining blades seek, while others follow a single class exclusively. Very few multiclass arcane spell casters, rogues, or monks feel drawn to the shining blades. Members of the shining blades are among the most devout, single-minded, and driven crusaders in the world. Consumed with passion for the path they have chosen, they have little patience for those who are “blinded” by desire for material goods or personal power. All that matters, they believe and preach, is the fight against evil; as long as evil remains strong, there is important work to be done.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a shining blade of Yng, one must meet the following criteria:
  • Alignment: Neutral good.
  • Base Attack Bonus: +7.
  • Base Will Save: +3.
  • Skills: Knowledge: Religion 7+ ranks.
  • Spell Casting: Must be able to cast divine spells.
  • Special: Must have Yng as their patron deity.
Class Skills
  • The shining blades of Yng have the following class skills (listed with the key ability for each skill): Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Heal (Wis), Knowledge: Religion (Int), Profession: Any (Wis), and Spellcraft (Int).
  • 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 the following are class features of the shining blade of Yng prestige class:
  • Base Attack Bonus: Average. A shining blade of Yng gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A shining blade of Yng gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A shining blade of Yng gains a +1⁄3 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A shining blade of Yng gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Shining blades are proficient with all simple and martial weapons, all types of armor and all types of shields.
  • Spells: The shining blades continue their magical training as a divine spell caster. For every two levels gained as a shining blade (2nd, 4th, 6th, 8th, and 10th), he gains new spells per day as if he had also gained one level in a divine spell casting class. He does not, however, gain any other benefit of the spell casting class. If he has more than one divine spell casting class, the shining blade must decide which to assign his new level of spell casting ability to. This essentially means that he adds half his shining blade levels to the level of some other divine spell casting class the character has, then determines spells per day and caster level accordingly.
  • Detect Evil (Sp): A shining blade may detect evil as the spell of the same name as if it was cast by a cleric of the same level as his shining blade class level.
  • Smite Evil (Su): Once per day, a shining blade of Yng may attempt to smite evil with one normal melee attack. He may add his Charisma modifier (if positive) to his attack roll and, on a successful hit, deals one extra point of damage per shining blade level. If the shining blade accidentally smites a creature that is not evil, the smite has no effect, but that use is still counted against the number of smite attacks per day that the shining blade may make. At 4th level, the shining blade can smite evil twice per day. At 7th level, the shining blade can smite evil three times per day. At 10th level, the shining blade can smite evil four times per day. The smite attacks gained from this class are in addition to any that are gained through any other class (such as the paladin’s ability of the same name).
  • Shock Blade (Su): Once per day, a shining blade of Yng may, as a standard action, cause a slashing or piercing weapon he is holding to become a shock weapon, dealing +1d6 points of bonus electricity damage on a successful hit. The weapon may be enhanced this way for a number of rounds up to the shining blade’s level in this class plus his Charisma bonus (if positive), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.
  • Holy Blade (Su): At 5th level, the shining blade may bestow two magical enhancements upon his weapon. This ability replaces the shock blade ability, and may be used twice per day. With each use of the ability, he may choose to make the weapon a shock weapon dealing +1d6 points of bonus electricity damage, or a holy weapon dealing +2d6 points of bonus holy (good) damage against evil creatures. The two uses of this ability may overlap, so in a given combat a shining blade may spend one standard action to make his blade holy, and another to make it a shock weapon. A weapon may not be made to be doubly holy or doubly shocking. The weapon may be enhanced this way for a number of rounds up to the shining blade’s level in this class plus his Charisma bonus (if positive), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.
  • Radiant Blade (Su): At 9th level, a shining blade may bestow three magical enhancements upon his weapon. This supernatural ability replaces the holy blade ability and can be used three times per day. With each use of the ability, he may choose to make the weapon a shock weapon dealing +1d6 points of bonus electricity damage, a holy weapon dealing +2d6 points of bonus holy (good) damage against evil creatures, or a brilliant energy weapon that sheds light as a torch and ignores nonliving matter (including armor, undead, constructs, and objects). The three uses of this ability may overlap, so in a given combat a shining blade may spend one standard action to make his blade holy, and another to make it a shock weapon and another to make it a brilliant energy weapon. A weapon may not be made to be doubly holy, doubly shocking, or doubly brilliant. The weapon may be enhanced this way for a number of rounds up to the shining blade’s level in this class plus his Charisma bonus (if positive), but only so long as the shining blade is holding the weapon. If he is disarmed or gives the weapon to another character, the magical effect ends.
  • Celestial Transformation (Su): A 10th level shining blade of Yng actually becomes a celestial creature, taking on a shining metallic appearance and adopting the celestial creature template detailed in the Monster Manual.

Shining Blade of Yng
LevelSpecialSpells per Day
1stDetect evil, smite evil once per day
2ndShock blade once per day+1 level of existing class
3rd-
4thSmite evil twice per day+1 level of existing class
5thHoly blade twice per day
6th-+1 level of existing class
7thSmite evil three times per day
8th-+1 level of existing class
9thRadiant blade three times per day
10thCelestial transformation, smite evil four times per day+1 level of existing class

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Monday, December 1, 2014

Campaign Design - Prestige Class: Mighty Contender of Þunor

Mighty Contender of Þunor (adapted from Dragon 283)

Priests of Þunor insist that the liberation of the spirit comes through the perfection of the body – in fact, clerics of the Storm Lord insist that the distinction between body and spirit is a false one, as each is totally dependent on the other. Some devotees of Þunor practice breaking chains (a DC 26 Strength check), demonstrating their bodily perfection while symbolizing their spiritual freedom. Those that seek the highest perfection of the body and spirit become mighty contenders of Thunor. Most mighty contenders of Þunor start as clerics or favored souls, but fighters and barbarians can enter the class easily by multiclassing as either clerics or favored souls, and in regions such as Elizon the Dekkulde Islands, and the Sjorover Islands, many do. Arcane spell casters are unlikely to find the church of Þunor’s emphasis on physical strength appealing, but there are exceptions – particularly among the rare khülen sorcerers. Most mighty contenders are an unusual mixture of athletic mysticism. They are very worldly as a rule, frequenting taverns and sporting contests while expounding their philosophy of spiritual and physical liberation, and demonstrating their feats of incredible strength.

Hit Die: d10.
Luck Die: d4.

Requirements
To become a mighty contender of Þunor, one must meet the following criteria:
  • Alignment: Chaotic good.
  • Base Fortitude Save: +5.
  • Skills: Knowledge: Religion 9+ ranks.
  • Feats: Endurance, Power Attack.
  • Spell Casting: Must be able to cast divine spells.
  • Special: Must have Þunor as their patron deity.
Class Skills
  • The mighty contenders of Þunor have the following class skills (listed with the key ability for each skill): Concentration (Con), Craft: Any (Int), Diplomacy (Cha), Heal (Wis), Intimidate (Cha), Knowledge: Nature (Int), Knowledge: Religion (Int), Profession: Any (Wis), Sense Motive (Wis), Spellcraft (Int), and Survival (Wis).
  • 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 mighty contender of Þunor prestige class.
  • Base Attack Bonus: Average. A mighty contender of Þunor gains +¾ base attack bonus per class level.
  • Base Fortitude Save Bonus: Good. A mighty contender of Þunor gains a +½ base Fortitude save bonus per class level.
  • Base Reflex Save Bonus: Poor. A mighty contender of Þunor gains a +1⁄3 base Reflex save bonus per class level.
  • Base Will Save Bonus: Good. A mighty contender of Þunorr gains a +½ base Will save bonus per class level.
  • Weapon and Armor Proficiencies: Mighty contenders of Þunor are proficient with all simple and martial weapons, all types of armor, all shields (except tower shields).
  • Spells: A mighty contender of Þunor continues his magical training as a divine spell caster, but more slowly. For every two levels gained as a mighty contender, he gains new spells per day as if he had also gained one level in a divine spell casting class. He does not, however, gain any other benefit of the spell casting class that the character would have gained (such as turning undead). This essentially means that he adds half his mighty contender level to the level of some other spell casting class he has, then determines spells per day and caster level accordingly. If he has more than one divine spell casting class, the mighty contender must decide which to assign his new level of spell casting ability to.
  • Mighty Endurance (Ex): A mighty contender of Þunor has a special form of damage resistance that allows him to ignore five points of nonlethal damage every time he is dealt nonlethal damage. This ability applies to all effects that deal nonlethal damage.
  • Feat of Strength (Su): When a mighty contender of Þunor performs a feat of strength (the granted power of the Strength domain) he may add his mighty contender levels to his cleric levels and favored soul levels to determine his Strength enhancement for one round. A mighty contender can perform a feat of strength a number of times equal to his unmodified Strength modifier, but always at least once.
  • Surge of Strength (Su): When a mighty contender of at least 3rd level performs a feat of strength, the enhancement bonus lasts for 1d4+1 rounds.
  • Strength Increase (Ex): When a mighty contender of Þunor reaches 5th level, and again at 9th level, he increases his Strength by one. This increase is not an enhancement bonus, it is an ability score increase like any character would normally receive every four levels.
  • Feat of Power (Su): Once per day, when performing a surge of strength, a mighty contender of Þunor of at least 7th level or higher may add one and one-half times his combined cleric, favored soul, and mighty contender levels to his Strength score for the first round of the surge. For the remaining 1d4 rounds he adds only his level to his Strength score.
  • Surge of Power (Su): Once per day when performing a surge of strength, a 10th level mighty contender of Þunor can add one and one-half times his combined mighty contender, cleric, and favored soul levels to his Strength score for the duration of the surge.
Mighty Contender of Þunor
LevelSpecialSpells per Day
1stMighty endurance, feat of strength
2nd-+1 level of existing class
3rdSurge of strength
4th-+1 level of existing class
5thStrength increase
6th-+1 level of existing class
7thFeat of power
8th-+1 level of existing class
9thStrength increase
10thSurge of power+1 level of existing class

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