Sunday, October 6, 2019

Campaign Design - Base Classes: Aspect of Nature Wild Shape

Aspect of Nature Wild Shape

At 5th level, a druid gains the ability to wild shape into one or more aspects of nature.

At 5th level, a druid may take on one aspect from those described below. At 8th level, the druid can take on two aspects simultaneously. At 11th level, she can take on up to three aspects simultaneously, and a 15th level the limit increases to a maximum of four simultaneous aspects. Some aspects can only be combined with certain other aspects, as indicated in their descriptions.

Each aspect taken on counts as one daily use of the druid's wild shape ability. Multiple versions of the same aspect do not stack. Taking on one or more aspects is a standard action that does not provoke an attack of opportunity, and the effect lasts for 1 minute per druid level. A druid may take on one aspect per day for every daily use of wild shape that she is entitled to. Using more than one aspect simultaneously consumes one use of the wild shape ability per aspect.

Some aspects, as noted in their descriptions, have a minimum druid level as a prerequisite.

Unless otherwise noted in the aspect's description, a druid who assumes an aspect of nature retains her own type and subtype, keeps her extraordinary, supernatural, or spell-like abilities, and retains her ability to communicate and cast spells. She is considered proficient with any natural attacks granted by the aspect.

Aspects of Nature
  • Agility: The druid gains a +8 bonus to Dexterity, but takes a -4 penalty to Strength. Prerequisite: Druid level 8th+.

  • Aquatic: The druid grows gills, enabling her to breathe underwater while also retaining her ability to breathe air. Webbing between her fingers and toes grants her a swim speed of 40 feet (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load) and a +8 bonus on her Swim checks.

  • Elemental Air: The druid's body becomes gaseous as the gaseous form spell, except that she can fly with a speed of 100 feet with perfect maneuverability and doesn't lose supernatural abilities while in this form. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning, as well as any other immunities provided by the gaseous form spell. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Agility and Endurance. Prerequisite: Druid level 16th+.

  • Elemental Earth: The druid's body becomes stony and rocklike. While in this form, the druid has immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a morningstar. Her natural armor bonus becomes +8, replacing any other natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally. She also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Endurance and Vigor. Prerequisite: Druid level 16th+.

  • Elemental Fire: The druid's body bursts into flame. While in this form, the druid has immunity to fire, poison, sleep, paralysis, and stunning. In addition, any creature struck by the druid in melee - whether with a weapon, unarmed attack, or natural weapon - takes an extra 1d6 points of fire damage and must succeed on a Reflex save or catch fire for 1d4 rounds. The save DC is 10 + ½ the druid's level + the druid's Constitution modifier. Creatures hitting the druid with natural weapons or unarmed attacks while this aspect is in effect take 1d6 points of fire damage and also catch fire unless they succeed on the Reflex save as above. The druid also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Agility and Endurance. Prerequisite: Druid level 16th+.

  • Elemental Water: The druid's body becomes semifluid. While in this form, the druid gains a +10 bonus on Escape Artist checks, resistance to fire 10, and immunity to poison, sleep, paralysis, and stunning. She gains a swim speed of 90 feet and a +8 bonus on her Swim checks. Her touch puts out torches, campfires, exposed lanterns, and other open flames of nonmagical origin if they are Large or smaller. The druid can dispel magical fire she touched as if she had cast dispel magic on it. She also gains damage reduction 10/+1. The druid cannot cast spells while this aspect is in effect. She cannot combine this aspect with any other aspect except for Endurance and Vigor. Prerequisite: Druid level 16th+.

  • Endurance: The druid gains a +4 bonus to Constitution. Prerequisite: Druid level 8th+.

  • Flight: The druid grows wing that enable her to fly at a speed of 40 feet with average maneuverability (or 30 feet if wearing medium or heavy armor or carrying a medium or heavy load). The wins are feathery or batlike at the druid's option.

  • Plant: The druid's body becomes plantlike. While in this form, the druid gains a +10 bonus on Hide checks made in areas of forest, overgrowth, or similar terrain. She gains immunity to poison, sleep, paralysis, and stunning. She gains a slam attack that deals bludgeoning damage equal to a light mace. Her natural armor bonus becomes +4 replacing any natural armor bonus the druid has, though enhancement bonuses to natural armor still apply normally. She cannot combine this aspect with any other aspect except Vigor. Prerequisite: Druid level 12th+.

  • Poison: The druid gains a bite attack that deals bludgeoning, piercing, and slashing damage equal to a dagger. In addition, the bite delivers a toxic venom (Fortitude save DC 10 + ½ the druid's level + the druid's Constitution modifier; initial and secondary damage 1d6 Constitution).

  • Scent: The druid gains the scent ability.

  • Speed: The druid gains a +30-foot enhancement bonus to her base land speed.

  • Tooth and Claw: The druid gains a primary bite attack (at her full base attack bonus) and two secondary claw attacks (at her base attack bonus -5 and adding only half her Strength bonus on damage rolls), The bite attack deals bludgeoning, piercing, and slashing damage equal to a short sword, while the claws deal piercing and slashing damage equal to a dagger.

  • Vigor: The druid gains a +8 bonus to Strength, but takes a -4 penalty to Dexterity. Prerequisite: Druid level 8th+.

Aspect of Nature Wild Shape
Druid Level
Wild Shape per Day
Simultaneous Aspects
Available Aspects
5th
1
1
Aquatic, Flight, Poison, Scent, Speed, Tooth and Claw
6th
2
1
-
7th
3
1
-
8th
3
2
Agility, Endurance, Vigor
9th
3
2
-
10th
4
2
-
11th
4
3
-
12th
4
3
Plant
13th
4
3
-
14th
5
3
-
15th
5
4
-
16th
5
4
Elemental Air, Elemental Earth, Elemental Fire, Elemental Water
17th
5
4
-
18th
6
4
-
19th
6
4
-
20th
6
4
-

Home     Base Classes     Druid

Saturday, October 5, 2019

Campaign Design - Base Classes: Vermin Wild Shape

Vermin Wild Shape

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

A druid can use this ability more times per day at 6th, 7th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 10th level, a druid becomes able to use wild shape to change into a vermin creature with the same size restrictions as for animal forms. For obvious reasons, this makes this wild shape option popular among druids devoted to Kivutar and near-universal among druids devoted to Gangyn or Ninkurra.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. A druid can’t use this ability to take the form of a plant that isn’t a creature.

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Vermin Wild Shape
Druid Level
Wild Shape Forms
Wild Shape Size
Elemental Size
Wild Shape per Day
Elemental per Day
5th
Animal
Small or Medium
-
1
-
6th
Animal
Small or Medium
-
2
-
7th
Animal
Small or Medium
-
3
-
8th
Animal
Small, Medium, or Large 
-
3
-
9th
Animal
Small, Medium, or Large 
-
3
-
10th
Animal or Vermin
Small, Medium, or Large 
-
3
-
11th
Animal or Vermin
Tiny, Small, Medium, or Large
-
3
-
12th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
13th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
3
-
14th
Animal, Plant, or Vermin
Tiny, Small, Medium, or Large
-
4
-
15th
Animal, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
-
4
-
16th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
17th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
4
1
18th
Animal, Elemental,  Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
19th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
2
20th
Animal, Elemental, Plant, or Vermin
Tiny, Small, Medium, Large, or Huge
Small, Medium, Large, or Huge
5
3

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Campaign Design - Base Classes: Wild Shape

Wild Shape

At 5th level, a druid gains the ability to turn herself into any Small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the alternate form special ability, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. Each time you use wild shape, you regain lost hit points as if you had rested for a night.

Any gear worn or carried by the druid melds into the new form and becomes nonfunctional. When the druid reverts to her true form, any objects previously melded into the new form reappear in the same location on her body that they previously occupied and are once again functional. Any new items worn in the assumed form fall off and land at the druid's feet.

The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.

A druid can use this ability more times per day at 6th, 7th, 10th, 14th, and 18th level, as noted on the table below. In addition, she gains the ability to take the shape of a Large animal at 8th level, a Tiny animal at 11th level, and a Huge animal at 15th level.

The new form’s Hit Dice can’t exceed the character’s druid level.

At 12th level, a druid becomes able to use wild shape to change into a plant creature with the same size restrictions as for animal forms. A druid can’t use this ability to take the form of a plant that isn’t a creature.

At 16th level, a druid becomes able to use wild shape to change into a Small, Medium, or Large elemental (air, earth, fire, or water) once per day. These elemental forms are in addition to her normal wild shape usage. In addition to the normal effects of wild shape, the druid gains all the elemental’s extraordinary, supernatural, and spell-like abilities. She also gains the elemental’s feats for as long as she maintains the wild shape, but she retains her own creature type.

At 18th level, a druid becomes able to assume elemental form twice per day, and at 20th level she can do so three times per day. At 20th level, a druid may use this wild shape ability to change into a Huge elemental.

Wild Shape
Druid Level
Wild Shape Forms
Wild Shape Size
Elemental Size
Wild Shape per Day
Elemental per Day
5th
Animal
Small or Medium
-
1
-
6th
Animal
Small or Medium
-
2
-
7th
Animal
Small or Medium
-
3
-
8th
Animal
Small, Medium, or Large 
-
3
-
9th
Animal
Small, Medium, or Large 
-
3
-
10th
Animal
Small, Medium, or Large 
-
4
-
11th
Animal
Tiny, Small, Medium, or Large
-
4
-
12th
Animal or Plant
Tiny, Small, Medium, or Large
-
4
-
13th
Animal or Plant
Tiny, Small, Medium, or Large
-
4
-
14th
Animal or Plant
Tiny, Small, Medium, or Large
-
5
-
15th
Animal or Plant
Tiny, Small, Medium, Large, or Huge
-
5
-
16th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
1
17th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
5
1
18th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
6
2
19th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, or Large
6
2
20th
Animal, Elemental, or Plant
Tiny, Small, Medium, Large, or Huge
Small, Medium, Large, or Huge
6
3

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Thursday, October 3, 2019

Campaign Design - Base Classes: Animal Companion List

Animal Companion List

The following is a list of many of the kinds of animals that may be called by druids, outdoorsmen, and rangers as animal companions. This list is not exhaustive - almost any animal with the same general characteristics as those listed here would be suitable as animal companions. Note that the statistics listed here don't include the bonuses these animals would get for actually being an animal companion. To add those benefits, consult the animal companions page.

A character of sufficiently high level can select her animal companion from one of the higher level lists, applying the indicated adjustment to their effective druid level (in parentheses) for purposes of determining the companion’s characteristics and special abilities.

1st Level or Higher (Effective Druid Level -)
Animal
Source
Baboon
MM
Badger
MM
Barracuda
SW
Camel
MM
Cat, Tressym
FRCS
Chuckwalla
SS
Compsognathus (Dinosaur)
D318
Coyote
SS
Dire Rat
MM
Dog
MM
Dog, Riding
MM
Donkey
SS
Eagle
MM
Eel
SW
Eel, Reef
CoFP
Fastieth
ECS
Gyrfalcon
FB
Hawk
MM
Horse, Heavy
MM
Horse, Light
MM
Horse, Valenar Riding
ECS
Hyena
MM
Lizard, Horned
SS
Owl
MM
Owl, Moon
SS
Owl, Snowy
FB
Pony
MM
Porpoise
MM
Rhamphorhynchus (Dinosaur)
D318
Sea Lion
SW
Seal
SW
Serval
SS
Shark, Medium
MM
Snake, Medium Sea
SW
Snake, Medium Viper
MM
Snake, Small Sea
SW
Snake, Small Viper
MM
Squid
MM
Stingray
SW
Swindlespitter (Dinosaur)
MM3
Turtle, Sea
CoFP
Turtle, Snapping
SW
Vulture
SS
Wolf
MM

2nd Level or Higher (Effective Druid Level -1)
Animal
Source
Hawk, Sea
CoFP

4th Level or Higher (Effective Druid Level -3)
Animal
Source
Ape
MM
Bear, Black
MM
Bison
MM
Boar
MM
Branta
FB
Cheetah
MM
Clawfoot (Dinosaur)
ECS
Crocodile
MM
Dimetrodon (Dinosaur)
D318
Dire Badger
MM
Dire Bat
MM
Dire Eel
SW
Dire Toad
MM2
Dire Weasel
MM
Fleshraker (Dinosaur)
MM3
Horrid Rat
ECS
Leopard
MM
Leopard, Snow
FB
Lizard, Monitor
MM
Peccary
SS
Pteranodon (Dinosaur)
D318
Puma
SS
Sailsnake
MM4
Shark, Large
MM
Snake, Constrictor
MM
Snake, Large Sea
SW
Snake, Large Viper
MM
Wolverine
MM

7th Level or Higher (Effective Druid Level -6)
Animal
Source
Bear, Brown
MM
Crocodile, Giant
MM
Cryptoclidus (Dinosaur)
MM2
Deinonychus (Dinosaur)
MM
Dire Ape
MM
Dire Barracuda
SW
Dire Boar
MM
Dire Hawk
MM2
Dire Peccary
SS
Dire Wolf
MM
Dire Wolverine
MM
Elamosaurus (Dinosaur)
MM
Horrid Badger
ECS
Horrid Bat
ECS
Horrid Weasel
ECS
Lion
MM
Megaloceros
FB
Protoceratops (Dinosaur)
SS
Rhinoceros
MM
Snake, Huge Sea
SW
Snake, Huge Viper
MM
Terror Bird
FF
Tiger
MM

10th Level of Higher (Effective Druid Level -9)
Animal
Source
Bear, Polar
MM
Bloodstriker (Dinosaur)
MM3
Dire Lion
MM
Dire Puma
SS
Dire Snake
MM2
Dire Tortoise
SS
Dire Vulture
SS
Glyptodon
FB
Helicoprion
D318
Hippopotamus
SS
Horrid Ape
ECS
Horrid Bear
ECS
Legendary Eagle
MM2
Megaraptor (Dinosaur)
MM
Pachycephalosaurus (Dinosaur)
D318
Sea Tiger
MM3
Shark, Huge
MM
Snake Giant Constrictor
MM
Smilodon
FB
Whale, Orca
MM

13th Level or Higher (Effective Druid Level -12)
Animal
Source
Allosaurus (Dinosaur)
MM2
Ankylosuarus (Dinosaur)
MM2
Diprotodon
SS
Dire Bear
MM
Dire Elk
MM2
Elephant
MM
Giant Banded Lizard
SS
Ichthyosaur (Dinosaur)
SW
Legendary Ape
MM2
Octopus, Giant
MM
Parasaurolophus
D318
Woolly Mammoth
FB

16th Level or Higher (Effective Druid Level -15)
Animal
Source
Archelon
SW
Dire Elephant
MM2
Dire Rhinoceros
FF
Dire Shark
MM
Dire Tiger
MM
Legendary Snake
MM2
Megatherium
FF
Quetzalcoatlus (Dinosaur)
MM2
Roc
MM
Stegosaurus (Dinosaur)
D318
Squid, Giant
MM
Triceratops (Dinosaur)
MM
Tyrannosaurus (Dinosaur)
MM
Zeuglodon
FB

19th level or Higher (Effective Druid Level -18)
Animal
Source
Mosasaur (Dinosaur)
SW
Plesiosaur (Dinosaur)
SW

21st Level or Higher (Effective Druid Level -20)
Animal
Source
Diplodocus (Dinosaur)
D318
Giganotosaurus (Dinosaur)
D318

24th Level or Higher (Effective Druid Level -23)
Animal
Source
Liopleurodon (Dinosaur)
D318

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Campaign Design - Base Classes: Animal Companions

Animal Companions

Druids, outdoormen, and rangers may have an animal companion. An animal companion is different from a normal animal of its kind in many ways. An animal companion is superior to a normal animal of its kind and has special powers based upon its master's effective druid level, as described below. A character of sufficiently high level in the druid, outdoorsman, or ranger classes can select her animal companion from the animal companion list.

Animal Companion Table
Class Level
Bonus Hit Dice
Natural Armor Adjustment
Strength/Dexterity Adjustment
Bonus Tricks
Special
1st - 2nd
+0
+0
+0
1
Link, Share Spells
3rd - 5th
+2
+2
+1
2
Evasion
6th - 8th
+4
+4
+2
3
Devotion
9th - 11th
+6
+6
+3
4
Multiattack
12th - 14th
+8
+8
+4
5
-
15th - 17th
+10
+10
+5
6
Improved Evasion
18th - 20th
+12
+12
+6
7
-

Animal Companion Basics
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level: The character’s effective druid level. Druid, outdoorsman, and ranger class levels stack with one another for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus Hit Dice: Extra eight-sided (d8) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the animal companion’s base attack and base save bonuses. An animal companion’s base attack bonus is the same as that of a druid of a level equal to the animal’s Hit Dice. An animal companion has good Fortitude and Reflex saves (treat it as a character whose level equals the animal’s Hit Dice). An animal companion gains additional skill points and feats for bonus Hit Dice as normal for advancing a monster’s Hit Dice.

Natural Armor Adjustment: The number noted here is an improvement to the animal companion’s existing natural armor bonus.

Strength/Dexterity Adjustment: Add this value to the animal companion’s Strength and Dexterity scores.

Bonus Tricks: The value given in this column is the total number of "bonus" tricks that the animal knows in addition to any that the animal companion's master might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The animal companion;s master selects these bonus tricks, and once selected, they can’t be changed.

Link (Ex): An animal companion's master can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The animal companion's master gains a +4 circumstance bonus on all wild empathy checks and Handle Animal checks made regarding an animal companion.

Share Spells (Ex): At the option of the animal companion's master option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her animal companion. The animal companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the animal companion if the companion moves farther than 5 feet away and will not affect the animal again, even if it returns to the master before the duration expires.

Additionally, the animal companion's master may cast a spell with a target of "You" on her animal companion (as a touch range spell) instead of on herself. An animal companion's master and her animal companion can share spells even if the spells normally do not affect creatures of the companion’s type (animal).

Evasion (Ex): If an animal companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Devotion (Ex): An animal companion gains a +4 morale bonus on Will saves against enchantment spells and effects.

Multiattack: An animal companion gains Multiattack as a bonus feat if it has three or more natural attacks and does not already have that feat. If it does not have the requisite three or more natural attacks, the animal companion instead gains a second attack with its primary natural weapon, albeit at a -5 penalty.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, an animal companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

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Tuesday, September 3, 2019

House Rules - Holy Symbols

Holy Symbols (from Path of Faith)
The holy symbol is an invaluable tool to the cleric or favored soul for casting divine spells and repelling or controlling undead. It is a representation of the priest's conviction and helps to identify which divine power she follows. A cleric can only use a holy symbol dedicated to her deity or to one of her deity's domains.

Some symbols are more powerful than others and have a stronger connection with the divine. They often have unique forms, such as a statue, a ring, or even the priest's weapon itself. All that matters is the meaning behind the image, and the purpose of the mark. By wearing a holy symbol, a priest is physically expressing her faith to the world.

Holy Symbol Types
Normal Symbols: Normal holy symbols are those without any inherent powers. They are only useful in the hands of a skilled cleric or favored soul. Otherwise, they primarily function as decorations, though they may occasionally ward off a weak-minded monster.

Greater Symbols: Greater symbols have strong innate powers and are highly prized by clerics and collectors. The unique powers of a greater symbol can stem from an unusual component in their creation such as the bark from a dryad's tree or the scales of a gold dragon. A greater symbol might have been worn by a high-level cleric for several years and somehow retained a little of its former owner's powers. Greater symbols grant a +1 bonus to all turning checks and turning damage rolls, and often come with one or two special abilities. In order to have a greater symbol made, use the Greater and Legendary Symbols Table to determine the cost increase.

Legendary Symbols: Legendary symbols are exceedingly rare and powerful. The exact method for creating them is a mystery. Some say these relics come from the hands of an avatar or a prophet. Others say that the ancient craftsman of old held some lost secret. A few even believe that these symbols are gifts directly from the Lords of Heaven or the Lords of Hell. Each one is unique and of ten has a history and name tied to it. Many legendary symbols rest in church vaults and are rarely, if ever, for sale. Legendary symbols grant a +3 bonus to all turning checks and turning damage rolls.

Holy Symbols
Form
Types Available
Cost
Weight
Standard
All
1 shilling
1/10 lb.
Fancy
All
25 shillings
1 lb.
Jewelry
All
500 shillings
1 lb.
Leather Gear
All
200 shillings
No Weight
Metal Gear
All
1,000 shillings
No Weight
Wood Gear
All
200 Shillings
No Weight
Tattoo
Normal, Greater
1,000 shillings
No Weight
Sketch
Normal
5 pennies
No Weight
Items
All
100 shillings
Varies
Unusual Holy Symbols
Not all holy symbols are bulky discs hanging around a cleric's neck. A symbol is just that - the representation of an idea. The holy symbol could be a strange character, a picture, or an image. Basically, any object that identifies itself with a deity or a religion could be called a holy symbols. Listed on the Holy Symbols table are different forms the holy symbol can take as well as suggestions of cost, weight, and types available.

Standard: Standard holy symbols are usually circular discs made from simple, light materials like wood or copper embossed with the symbol of the deity they are dedicated to. They can take other forms, so long as the symbol is recognizable as a representation of the divine power to which is it dedicated. They are readily available in any church or town market.

Fancy: Fancy holy symbols are exactly the same as standard symbols except that they are made from more expensive materials such as silver or gold.

Jewelry: A skilled jeweler can etch the mark of a holy symbol into virtually any piece of jewelry, from sapphire earrings to silver bracelets. The price listed on the Holy Symbols table is merely the cost of paying the jeweler to perform this delicate operation, so it should be added to the base cost of the desired jewelry.

Leather Gear: A holy symbol can be etched or built into the very framework of weapon, a piece of armor, or item of clothing made from leather. This requires the talents of an expert leatherworker but it is well worth the trouble. If a character does not already own the desired weapon, armor, or clothing, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to a weapon, armor, or clothing does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Metal Gear: A holy symbol can be etched or built into the very framework of a weapon or piece of armor made from metal. This requires the talents of an expert blacksmith but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Wood Gear: A holy symbol can be carved or built into the very framework of a weapon or piece of armor made from wood. This requires the talents of an expert carpenter but it is well worth the trouble. If a character does not already own the desired armor or weapon, then the price listed in the Holy Symbols table should be added to the item's base cost. Adding a holy symbol to armor or weapons does not grant the user a proficiency or increase damage or protection in any way. Greater symbols are often an exception to this, possibly having qualities that adjust damage or protection.

Tattoo: A tattooed holy symbol is made from specially blended ink and holy water. It is best placed on a easily viewable area such as the palm, cheek, or forehead. A tattooed holy symbol cannot turn or rebuke undead unless they can see it. Tattooed holy symbols are not considered destroyed unless burned or hacked off completely. A tattoo artist who also happened to be a 10th-level or higher cleric or favored soul can create a greater tattooed holy symbol. Priests of Oxoßi, Þunor, and Vali tend to favor tattooed holy symbols.

Sketch: A sketched holy symbol has been drawn on a piece of white parchment by a church illuminator and can only be used once. Most clerics will not depend on a sketched symbol except in dire or unusual situations. A sketched symbol does fulfill the divine focus component of a spell, but once used it flashes brightly and vanishes, leaving behind a blank sheet of paper.

Items: Small statues, lamps, books, and other miscellaneous items can become holy symbols with a little work. These items must be blessed by a 10th-level or higher cleric and have some sort of visible mark on them that identifies a particular deity or religious belief.

Greater and Legendary Symbols
Greater
Legendary
Energy Bonus
Cost
01 - 60
-
+1
2,000 shillings
61 - 85
-
+2
8,000 shillings
86 - 95
01 - 50
+3
18,000 shillings
-
51 - 75
+4
32,000 shillings
-
76 - 85
+5
50,000 shillings
96 - 00
85 - 95
Special ability1 and roll again
-
-
96 - 00
Specific
-
1 A holy symbol can only have one special ability. The special ability is determined by deity or domain.
Special Powers
Not all holy symbols are created equal. Greater and legendary symbols have unique powers that make them more sought after by adventurers. To generate a greater or legendary holy symbol, use the Greater and Legendary Symbols table to determine its energy bonus and base cost. The energy bonus is used on the Holy Symbol Powers table to determine available powers. The DM chooses the powers a symbol possesses, though he may allow the player to have some say. A symbol can have multiple powers as long as the energy cost is less than or equal to its energy bonus. As such, a holy symbol with an energy bonus of +3 can have one power with an energy cost of three, or three powers with an energy cost of one, or any combination therein.

Extra Spell Slot: The holy symbol grants its wearer an extra spell slot of up to 5th level. If the holy symbol is removed, the slot and whatever spell it contained is lost for the day. A cleric or favored soul can only use this power if she is capable of casting a spell one level higher than is granted by the extra slot.

Metamagic Feat: The holy symbol allows its wearer to cast a spell using a metamagic feat as if she had that feat, although she must abide by the all usual restrictions of that feat.

Spell-Like Ability: The holy symbol contains one or more divine spells of up to 5th level which the wearer can cast once per day each. Each spell has a caster level equal to the minimum level needed to cast the spell, and the user must pay all the normal costs associated with the spell. Once used, the spell cannot be cast again until the following day when the symbol recharges itself. if the symbol represents a specific deity, the spell must be contained within one of the deity's domains.

Spell Resistance: The holy symbol grants its wearer spell resistance. To determine if a spell or spell-like ability works, a spellcaster must make a caster level check (1d20 + caster level). If the result equals or exceeds the spell resistance, the spell works normally, although the wearer still gets a saving throw as normal. The wearer may lower her resistance to accept a spell as a free action.

Holy Symbol Powers
Energy Cost
Powers
1

  • 1st-level spell-like ability
  • extra 1st-level spell slot

2

  • 2nd-level spell-like ability
  • extra 2nd-level spell slot
  • spell resistance 9
  • metamagic feat once per day

3

  • 3rd-level spell-like ability
  • extra 3rd-level spell slot
  • spell resistance 11

4

  • 4th-level spell-like ability
  • extra 4th-level spell slot
  • spell resistance 13
  • metamagic feat three times per day

5

  • 5th-level spell-like ability
  • extra 5th-level spell slot
  • spell resistance 15

Special Abilities
The following holy symbol abilities are organized by domain. If a divine caster cannot use a holy symbol, she does not gain the benefit of its powers. Non-divine casters do not gain the benefit of these special abilities.

Air - Air Shield: The wearer is immune to dangerous air. She suffers no ill effects from poisonous gases or from stinking cloud, cloudkill, acid fog, or other similar spells. This does not negate the obscuring qualities of these spells.

Animal - Snake Eyes: The wearer can cast hold animal and dominate animal without verbal components.

Chaos - Spellbreaker: The wearer gains Spell Resistance 20 against all spells cast by lawful creatures.

Death - The Black Spot: The wearer is immune to death spells and effects.

Destruction - Hammer of Lug: The wearer gains a +1 circumstance bonus to all damage rolls with her melee attacks.

Earth - Earth Shield: The wearer gains a +1 natural armor bonus to Armor Class.

Evil - Hell's Blade: The wearer gains the ability to smite good once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not good, the smite has no effect, but the ability is still used up for that day.

Fire - Flame Shield: The wearer gains fire resistance 5. She ignores the first five points of fire damage each round regardless of its source.

Good - Angel's Sword: The wearer gains the ability to smite evil once per day with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per divine caster level. If the wearer accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day.

Healing - Healing Circle: The wearer gains the ability to cast heal once per day, but may only target herself with the spell.

Knowledge - Ring of Truth: The wearer gains a +10 divine bonus on Sense Motive checks when determining the honesty of another character of non-player character.

Law - Complete Order: The wearer can apply a metamagic feat without cost to any one spell that she prepares each day. She must still meet all the other requirements to use the metamagic feat.

Luck - Dextrous Roll: Once per day, the wearer may reduce the damage of one melee or ranged attack that hits her by ½. She may declare this after the attack roll but before damage is determined.

Magic - Mundane Aura: Magical items worn by the bearer do not radiate any magical aura whatsoever.

Plant - The Great Tree: The wearer may move through natural thorns, briars, overgrown brambles, and similar terrain at normal speed. The wearer is also rendered immune to magically manipulated terrain such as that generated by an entangle or spike stones spell.

Protection - Mind Shield: The wearer gains a +2 circumstance bonus to Will saves.

Strength - The Bull: The wearer may carry an additional 40 pounds of weight without penalty.

Sun - Fallen Star: Upon command, the holy symbol glows like a torch, shedding light in a 20-foot radius. This light cannot pierce magical darkness, but lasts until the symbol is discarded or commanded to stop.

Travel - Quick Feet: The wearer gains a +1 divine bonus to Initiative checks.

Trickery - Hidden Meaning: The holy symbol does not show a mark of any kind and is smooth all over. It can still turn or rebuke undead and be used as a divine focus.

War - Battle Fury: The wearer gains a +1 divine bonus to her melee attacks.

Water - Gills: The wearer can breather underwater as if affected by a water breathing spell.

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