Showing posts with label Character Options. Show all posts

Baleful Cures  

Posted by Michael Donaldson in , , ,

Azkun knelt before the bleeding miscreant, his hand swirling with grey clouds. Gently, the smoke filtered in through the dying man's nostils, and his wounds scabbed over. Waking with a cough, the thief seemed dazed and uncoordinated despite the worst of his wounds having been healed. Standing, the Orc frowned down at his victim. "Now," he boomed, not even bothering to pin the reeling man "You will tell me what I need to know, or you will die a hundred more deaths."


Cure Light Wounds, Baleful

School conjuration (healing); Level alchemist 1, bard 1, cleric/oracle 1,druid 1, inquisitor 1, paladin 1, ranger 2, witch 1
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will half and Will Negates (staggered only); see text; Spell Resistance yes; see text
DESCRIPTION
This spell functions as per cure light wounds, save for if cast on a character currently disabled or dying. If the healing provided by this spell would bring a character to positive hit points, it does not end the staggered condition as healing normally would. A successful Will save negates this effect. If used on undead, this spell deals only half damage (A successful Will save reduces it by half again. Good clerics cannot use spontaneous casting to cast this spell.

I've always wanted a spell that could heal without giving enemies back their wits. Good for interrogation, I always said! You can apply the same "template" to other cure spells for good measure and have a whole cast of them.

I know you guys are hungry for more knowledge, so let's hop to it!


7. Telling the Future and Reading Dreams
What does it mean if I'm flying, in my dream? What if I'm having sex with kobolds? Furthermore, does all of this mean that our grand King is going to be murdered by kobolds eight days from now? With Knowledge (the planes) at your fingertips, Dreamtelling (Heroes of Horror) could be your ticket to fame, fortune, and prophecy.

By making a Knowledge (the planes) check after pondering your own dream or listening to someone else monologue theirs, you may read into and understand the symbolism at work within them. By adding 10 or 20 to the DC, you may possibly receive oracular or prophetic information from such knowledge checks; if your knowledge is high enough, you receive the effect of a commune spell. Wow!

While this is probably the coolest use of a Knowledge check on the entire list, its usefulness is determined heavily by the DM and therefore tends to slink back into the pitfalls of the Knowledge skill itself, which is something that we are trying to avoid. Therefore, it earns a lowly seven on the "usefulness" scale.

6. Totally Wreck a Wizard's Day
When I started writing this article I was absolutely sure I was going to find 10 absolutely awesome uses for the knowledge skills tucked away deep in books many had never even heard of.

I was wrong. There are actually very little non-variant uses for knowledge skills that didn't require some extra feat to activate; this is why so many of these uses are tied to an additional feature, such as a PrC or a Feat. I tried to make myself at least involve a knowledge check during some point in the process, but this particular feat jumped out at me too much to ignore.

Occult Opportunist (Dragon #340) allows you (for the price of Know (arcana) 5 ranks, Spellcraft 5 ranks) to take an AoO on enemy casters who dismiss a spell, redirect a spell, cast a quickened or swift spell, or even attempt to Turn or Rebuke undead. What!? That's sick!

I immediately realized that a large amount of intelligent undead must be really well-learned in the arcane arts, seeing as it would benefit them an incredible amount to be able to stab a cleric before he sends them away screaming in fear. The even better part of the above feat is that it forces the caster to make a concentration check or lose the effect. "Sorry, Mr. Pelor Jr., I'm here to stay."

5. Ludicrous Amounts of Skill Synergy
So yeah, it turns out people who are really smart can actually apply their knowledge skills to other activities. I'm not really going to say anything other than "look at the list below and grin wildly."

  • If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
  • If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
  • If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
  • If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
  • If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
  • If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
  • If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
  • If you have 5 or more ranks in Knowledge (psionics), you get a +2 bonus on Psicraft checks.
  • If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
  • If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
  • If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
  • If you have 5 or more ranks in Autohypnosis, you get a +2 bonus on Knowledge (psionics) checks.
  • If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
Grinning yet? Keeping in mind that Diplomacy also gets a buff from Bluff and Sense Motive, the Know (Nobility) makes a total of +6 from skill synergy alone (or +9 if you're a Half-Elf with the appropriate character options). That's a lot of synergy.

4. Do a Little Research
The following feat, from the Ebberon universe, is one that I believe all characters should have for free - it's primarily why I'm including it, actually, because as something you have to burn a feat on, it definitely doesn't belong at number 4. When you imagine it as something a character might get as part of an expanded Knowledge skill, though, you can quickly appreciate it's usefulness.

Research (Ebberon Campaign Setting) basically allows the player to utilize their knowledge skills to search through records, books, tomes, and reports to find out information contained within, as specified by the player. More information and examples are located within the feat description itself, but the ability basically allows the player to utilize their own knowledges and a helpful repository of texts to make searching for information an interesting skill challenge, not just a completely arbitrary trip to the Library. ("Ok, DM, I start searching the tax records for the Governor's expenses. Is he scum?" "Uh..Yes. You find them. He is scummy.")

It takes a lot of the guesswork out of knowledge checks, too - a DM should more-or-less know how much this repository of knowledge (i.e., the Library) has to say about a topic and need not worry about revealing more than that.

To be concluded...

Like I always say, folks, I live vicariously through your comments, so if you read this, even saying high will improve my quality of life in this steel-barred basement Spenser keeps me in these days so I will be forced to write articles while he's slacking off (I do the same to him when I'm out cruising). Keep me company, my dear readers. Don't leave me all alone down here.

Part 3 of this series will conclude with some very fun ways to use your various knowledges to become omniscient. Stay tuned!

Ah, the wizard-relegated, much maligned knowledge skill. All too often does the knowledge skill either get pushed into slots the player has little care for, or reluctantly doled out amongst the party in fears that something critical will be missed along the way. We received a tip a little bit ago to get back to the Top Ten lists I used to do, and Spenser nudged me along with this suggestion.


It was extremely trying work to figure out, besides the obvious, what knowledge skills could be used for. Unfortunately, it is all too often that knowledge skills are more or less determined by the DM in their effectiveness - without a good DM with decent background information, you may not get anything useful out of the small monologue that typically follows a succeeded knowledge check.

Welcome to The Knowledge Check Strikes Back!

10. Having an Excuse to Know Monster Stats In-Character.
It's a beholder! He has a charm person ray! Or is it dominate monster? Is that sickly green ray an acid arrow or a deadly disentegrate?

In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s HD. A successful check allows you to remember a bit of useful information about that monster.

For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Bonus points for anyone who knows what a kyton is immune to (That's a DC 18).

As a DM, an easy way to arbitrate this is to allow the player character's to ask one specific question about a monster ("What kind of damage reduction does this creature have?") for each bit of "useful information" they've earned, in addition to a brief flavor overview for making the original DC. Just be sure to reward your players for their skill slot - it's just as expensive as, say, Tumble.

9. Getting a Bonus on Saves Where You Need Them Most.

Do you remember Tome of Magic? Pact Magic, Shadow Magic, Truenaming? No? Well, there is one thing I remember from Tome; Defense Against the Supernatural

For those of you too lazy to just click the link up there, the feat (which requires an investment of 2 ranks in Knowledge Arcana - something any class can have at first level) basically gives you a +2 bonus on all saves against supernatural special attacks. These, of course, are more or less exactly the sort of things you need your saving throws for - especially if you used the number 10 reason to find out exactly what a Medusa can do with her gaze!

In all honesty, though, the myriad of supernatural special attacks monsters pack typically represent the nastiest and most unexpected things D&D can throw at you. If you think failing a save against a spell sucks, try to keep in mind that they were balanced to allow players to cast them - monster abilities weren't.

8. Kick Major Ass Because You're So Damn Smart

Let me ask you this - what is organ in the human body that a person suffers the worst damage when it is harmed? Most people on earth will probably answer the Brain or the Heart, which are both legitimate answers, but what if I told you that a greater knowledge of the human (and nonhuman) anatomy might lend you amazing combat prowess?


Complete Champion introduced a wide variety of powerful Devotion feats, which are supposed to be themed on the different domains. This one, from the Knowledge Domain, allows you to make the appropriate knowledge check against a creature and, based on your result, gain a bonus on attack and damage against them for the entire combat. If you can score a 36 or higher, you get a obliterating +5 to attack and damage. (That isn't really that hard, to be honest.) Ugh!

It pays to be a nerd, I tell you!

To be continued...

For part 2, we'll cover numbers 7-4, where you'll learn how to divine the future through others dreams and lots more. Stay tuned!
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New Spell: Portal  

Posted by Spenser Isdahl in , , , ,

The other day I was contemplating teleportation in D&D 3.X/Pathfinder, and began considering alternatives to the traditional form in which D&D teleportation came in. My favorite idea was one in which teleportation requires a caster at both ends opening two portals for safe travel. This also brings up interesting problems of whether or not to open a portal in the first place so as to potentially allow enemies to access your location instantly, or to necessitate interesting adventures in which the PC must negotiate with a distance mage to open a portal, or for the PCs to sneak into a location and open a portal for a large force to access (and I'm sure many other scenarios).

Of course, to make this relevant for more than a few levels, you may consider making other forms of teleportation should probably be removed from the game, or made harder or more dangerous to use than normal.

Portal
School conjuration (teleportation); Level sorcerer/wizard 3
Casting Time 1 standard action
Components V
Range personal
Target you and touched objects or other willing creatures
Duration concentration, up to 10 min./level (D)
Saving Throw none and Will negates (object); Spell Resistance no and yes (object)

This spell opens a portal and makes you aware of the direction and distance from your location of other open portals within 100 miles per caster level, as well as the alignment of the caster, if any, who opened the portal.

At any point during the spell's duration, you can attempt to instantly travel to any of the other open portals that you are aware of as a move action. Interplanar travel is not possible. You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring additional willing Medium or smaller creatures (carrying gear or objects up to its maximum load) within 30 feet. A Large creature counts as two Medium creatures, a Huge creature counts as four Medium creatures, and so forth. All transported creatures appear within the 30 feet of the caster of the target portal; if this is not possible, the action is wasted and no one is transported. As with all spells where the range is personal and the target is you, you need not make a saving throw, nor is spell resistance applicable to you. Only objects held or in use (attended) by another person receive saving throws and spell resistance. Traveling in this way instantly ends the duration of this spell.

When another creature attempts to use your portal, you become aware of its alignment and caster level (if any) and may attempt to bar it entry. This is resolved as an opposed caster level check.

Three Tier Alignment  

Posted by Spenser Isdahl in , , , ,

I was reading an article over at Dungeon Mastering, where the question of whether your character's actual alignment is how she acts or what she thinks she is. The author, Krystal, answers that it's how your character acts, and within the context of a normal game, I tend to agree. However, it got me thinking about D&D alignments in a new way.

Three Tier Alignment

The idea behind three tier alignment is that a character doesn't have a single solid alignment that the player can confidently point to. Alignment is a murky matter that a player has to think about when he or she acts in-game. The three tiers are as follows:

  1. Perceived by Self: The player decides this based on the character. This is only a representation of how the player thinks his or her character is acting, and is not the character's alignment for the purposes of spells and abilities.
  2. Perceived by Others: This is how NPCs think of the PC, as decided by the DM. This can be influenced by other NPCs or the PC's own actions, and the player should only be made aware of this alignment with a successful Gather Information (Diplomacy in Pathfinder) check to discover what people are thinking. This alignment informs how new NPCs see the PCs. Like first tier, this is not the PC's true alignment for spells and abilities.
  3. Actual: This alignment is decided by the DM based on the PC's actions, and is only magically discernible. For the purposes of spells and abilities, this is the alignment you use.
While much more complicated, this system is much more dynamic and forces the PCs to think about their actions and how they may impact both their second and third tier alignments.

Has anyone used an alternate alignment system? How did it work out?

10 Reasons to Play a First Level Wizard (Part 3)  

Posted by Michael Donaldson in , ,

In Dungeons and Dragons 3.x, the wizard is lauded as one of the most powerful classes in the game. Examples of their power include the 2d6-per-caster level "Disintegrate", the ominously breakable "Polymorph", and the easily metamagiced "Enervation" - all of which come from the core rulebook. As a player, however, I have noticed that the core spells at the early levels leave something to be desired - a wizard will fire off his three magic missiles and then resort to being a flimsy, unskilled crossbowman.

Scouring my sourcebooks, I embarked on a journey to find 1st level spells for our fledgling facemelter. After all, we wouldn't want the player to get bored before you start having to worry about him completely upsetting the game balance in a single turn.

This is Part 3 of 3.



NUMBER FOUR - Blockade (Complete Scoundrel p.95)

When we think about the spells that are the most useful for a first level wizard, we have to remember that damage is something that you're rarely going to outperform the barbarian in. At best, you can deal interesting damage types. Where the wizard comes into his own is the utility, and at first level, one of the best things that you can do is keep yourself out of danger.

Blockade summons a 5' solid block of wood that weighs 2000 pounds, has a hardness 5 and 600 hitpoints. This is simultaneously difficult for EL 1 enemy groups to in any way negate, and it comes at a completely economic cost - a single swift action. This is what makes blockade such an amazing spell. But wait, there's more!

If you can push the block into water, it floats. It has 600 hit points, so if you push it into lava or acid you could use it as a quick stepping stone as that damage eats into it. You can block off doorways or make yourself unflankable. Can't quite reach something? Make a stepping stone.

This is what wizards do best.

NUMBER THREE - Scramble True Position (Tome of Magic p.258)

Yeah, you read that right. Tome of Magic. This is a Truename Spell. Didn't see that one coming, did you?

The interesting thing about the Truespeak skill is that Truenamers aren't the only ones who can train it - and there are quite a good bit of spells tucked in the back of the book for spellcasters who have it trained. It's an Intelligence based skill, so even though it's cross-class you can still make pretty good use of it at low levels.

Basically - and this is the short version - you make an int-based cross-class skill check. If it's high enough, (which isn't really a problem at all if you're a well built wizard,) you can then move everyone in a 10' radius spread two squares in whatever direction you like. The same mention in slide's spell description of dangerous situations is again mentioned in scramble true position. On top of this offering no save (other than the sort of reverse save you get to control the difficulty of) for the movement, it has the extra effect of causing your foes to fall prone if they fail a reflex save.

This sort of spell really shines when you use it on a bridge or other precarious positions, because with a relatively easy skill check you can send everyone around you into unflattering positions. All in a first level spell. Nice, eh?

NUMBER TWO - Fist of Stone (Spell Compendium p.94)

Why is this spell so good? It gives you a brand new fist that offers +6 to strength for the vast majority of purposes, and the slam attack it gives you is one of those 1.5xStr (your new strength!) attacks.

Your new hand doesn't give you any penalties. Your hand is as versatile as it was previous to the spell, and it lasts a minute no matter what level you are. By the time this spell isn't very good, you've got better ones. At low levels, it lasts the entire combat. Perfect.

All of a sudden the wizard is a competent melee fighter. Since wizards have so few spell slots at these levels, sometimes the best idea is to save something like Fist of Stone for last and let loose on your opponents after all the other slots have been expended. At this level, the only difference between you and the fighter is a feat and a single BAB. You can show him who's boss now.

The Number One Reason to Play a 1st-Level Wizard

I wrestled with what to write here for a long time, because there are so many good contestants. At first, I was sure that Frostburn's shivering touch, lesser was going to make it onto here, but in the end the poor wording and sheer brokenness of it led to me leaving it out entirely. Secondly, spell flower almost made it onto this list, but that spell doesn't come into its own until later levels (when you could be two-weapon fighting with horrendous touch spell mayhem.) Look those spells up. One's ridiculous, and the other has some amazing synergistic properties.

When I started this article, it was aimed at not only first level spells, but first level characters. At the end of the day, we have to consider the spells that a first level character is going to get the most bang for their buck - that is, the few spell slots available to them. One of my goals was to espouse new spells that people had never heard of, but I couldn't help but drag us back home for the winner.

NUMBER ONE - Color Spray (Player's Handbook p.210)

Really, I could gush on this spell, but let's face it - if you're reading this page, you know what it does. It brutally crushes low level encounters. This spell is a save-or-die.

Enjoy.

10 Reasons to Play a First Level Wizard (Part 2)  

Posted by Michael Donaldson in , ,

In Dungeons and Dragons 3.x, the wizard is lauded as one of the most powerful classes in the game. Examples of their power include the 2d6-per-caster level "Disintegrate", the ominously breakable "Polymorph", and the easily metamagiced "Enervation" - all of which come from the core rulebook. As a player, however, I have noticed that the core spells at the early levels leave something to be desired - a wizard will fire off his three magic missiles and then resort to being a flimsy, unskilled crossbowman.

Scouring my sourcebooks, I embarked on a journey to find 1st level spells for our fledgling facemelter. After all, we wouldn't want the player to get bored before you start having to worry about him completely upsetting the game balance in a single turn.

This is Part 2 of 3.



NUMBER SEVEN - Mighty Wallop (Races of the Dragon p.114)

Mighty Wallop may seem like an unassuming spell at first, but it really becomes noticeable when you consider the implications that it offers. At its base level, it increases the damage of any bludgeoning weapon as if the attacker were one size larger, which is amusing and useful, but not altogether amazing. Or is it?

Let's remember for a second that Monk fists are able to be considered manufactured weapons for the sake of enchanting. This spell becomes considerably more useful when that monk already has some size increasing feats and abilities, such as Improved Natural Attack and Superior Unarmed Strike (Tome of Battle). A clever monk could be throwing around several d6's by the time he's 5th or 7th level, and what's a 1st level slot to increase that by another size catagory?

We should also consider the synergy this spell offers with the infamous Shillelagh, which offers up 2d6 quarterstaves to druids by itself. I'm sure the druid wouldn't complain. This sort of bonus also offers itself in similar ways to exotic/rare bludgeoning weapons that already deal signifigant two-handed damage, such as a Goliath Warhammer.

NUMBER SIX - Vigilant Slumber (Complete Mage p.112)

This spell is neither fancy, nor as any practical combat application, except for the continued survival of your wizard. Simply put: it allows you to specify a set of conditions in which you will immediately awaken, fully alert, and ready for action. The parameters for these conditions include anything you would normally be able to observe while awake.

Rules as written and the examples given, however, this seems to imply that a creature needs to be actually fully cloaked from a sense to gain immunity from it. It cites invisible foes as not qualifying for the awakening, but it makes no mention of mundanely stealthy foes.

The kicker here, of course, is that the spell lasts 12 hours, or until awakened. The spell itself does not actually cause you to fall asleep. A clever character will realize that this spell acts as an automatic counter to sleep effects! Characters under the influence of Vigilant Slumber automatically awaken from one of the most dangerous save-or-dies at low levels.

(Note: This is subject to DM discretion, after all, and you should be careful to distinguish unconciousness from sleep. This spell will not awaken you from a dying state.)

NUMBER FIVE - Power Word Pain (Races of the Dragon p.116)

This spell is quite possibly the most damaging thing a wizard can do to a creature at first level. As a standard action that only requires a verbal component, you can affect one living creature within close range with under 100 HP.

There is no save. Immediately, the creature begins to take 1d6 untyped magical damage a round for a duration dependent on their hit points - if it's under 50, the duration is a horrifying 4d4 rounds (Average 10d6 damage, which is on average 35 damage). From 51-75, the duration is 2d4 rounds, and anything else below 100 HP suffers only 1d4 rounds of pain.

Where to begin? This spell offers no save, can be cast while grappled or otherwise restrained, does an absolutely mindbending amount of damage, and doesn't require concentration to maintain. To know that your 1st level wizard has the potential to pass on a gut-wrenching 16 rounds of 1d6/turn is awe-inspiring, to say the least, and any apprentice worth his salt should have this in his spellbook.

10 Reasons to Play a First Level Wizard (Part 1)  

Posted by Michael Donaldson in , ,

In Dungeons and Dragons 3.x, the wizard is lauded as one of the most powerful classes in the game. Examples of their power include the 2d6-per-caster level "Disintegrate", the ominously breakable "Polymorph", and the easily metamagiced "Enervation" - all of which come from the core rulebook. As a player, however, I have noticed that the core spells at the early levels leave something to be desired - a wizard will fire off his three magic missiles and then resort to being a flimsy, unskilled crossbowman.

Scouring my sourcebooks, I embarked on a journey to find 1st level spells for our fledgling facemelter. After all, we wouldn't want the player to get bored before you start having to worry about him completely upsetting the game balance in a single turn.

This is Part 1 of 3.

NUMBER TEN - Slide (Spell Compendium p.191)

Slide is an interesting spell with some amazing possibilities. Often overlooked by the unimaginative, it takes some tricky placement to utilize but offers flexibility that many other spells lack. At close range, you may pick one creature, and that creature slides 5 feet in a direction you choose. The movement does not provoke an attack of opportunity. As a readied action, this spell can ruin enemy attacks and keep yourself from harm (used on yourself or an ally, no will save hampers your casting). Furthermore, the text specifically indicates that shunting a creature off of a ledge or over/into danger is both a valid use of the spell and offers no additional save.

It's a tricky one, but undoubtedly more fun than 1d4+1 force damage.

NUMBER NINE - Guided Shot (Spell Compendium p.108)

This spell really shines when you consider the synergy you can get from it in combination with other spells. On its own, it allows you to ignore penalties to a ranged attack due to distance, cover, or concealment if you can still legally target them (i.e., not outside the maximum distance for a weapon, target does not have total cover). Not so bad - but somewhat dubious as a standalone spell.

Let's try to imagine for a second how this spell changes when you pop a true strike before activating this spell. Did I mention guided shot is a swift action? That's right folks, we're looking at +20 crossbow bolts nailing someone from 1200 feet away. Guards at this range will have -240 to spot and listen if you choose to snipe them, so all you have to worry about is the guard rolling a natural 220.

Replace"1200' Crossbow" with "Perfect 50' Greatsword Toss" and watch general lulz commence.

NUMBER EIGHT - Wall of Smoke (Spell Compendium p.235)

As a first level spell, you might be asking yourself why you need another obscuring spell. Doesn't the mostly-useless obscuring mist do enough for my concealment needs? Well, what if I offered you an obscuring wall of smoke that nauseated enemies?

Oh yes.

With this spell, you can create one 10' block of nauseating smoke (fort negates), per level, as long as they form a straight line. This provides concealment to creatures past/in the smoke, and seriously pwnfaces some obscuring mist in the cool catagory.

As a side note, this spell retains its usefulness well into the later levels, where nauseated is still a crippling condition.



New Feats: What Doesn't Kill You Makes You Stronger (Part 2)  

Posted by Spenser Isdahl in , ,

Usually an injury from a magical creature in D&D is just a cure away from being a fond memory. However, sometimes the scars left by these wounds are sources of power in and of themselves.

New Feats
Bloodthirst
You have been tainted by vampirism, and gained the ability to drink blood.
Prerequisites: Must have taken at least 4 points of Con damage* from a vampire's Blood Drain ability, character level 5th.
Benefit: If you establish or maintain a pin, you may choose to bite into your foe and drink its blood, dealing 1d2 points of Constitution damage. Because you are only partially touched by vampirism, however, using this ability also sickens you for 1 round.

Gibber
A maddening gibbering persists perpetually in your mind, and occasionally surfaces verbally to assault the minds of others.
Prerequisites: Must have been affected by a gibbering mouther's Gibbering ability, character level 5th.
Benefit: You can gibber madly as a standard action, forcing all creatures other than gibbering mouthers within 30 feet to make a Will save (DC 10 + 1/2 your character level + your Con modifier) or be confused for 1 round. Each time you use this ability, take 2 points of Wisdom damage. This is a supernatural mind-affecting compulsion insanity effect. In addition, you are immune to the effects of this feat and to gibbering mouthers' Gibbering ability.

Ethereal Defense
After having your body infested by xill larvae, you've become less anchored to the material plane.
Prerequisites: Must have been the target of a xill's Implant ability, character level 5th.
Benefit: Opponents have a 20% miss chance when attacking you while you are fighting defensively and a 50% miss chance while you are taking a full defense. This is a supernatural ability.

Withering Touch
Your flesh carries the curse of death.
Prerequisites: Must have been affected by a wight's Energy Drain attack, character level 5th.
Benefit: Your unarmed strikes and natural weapons deal additional negative energy damage equal to your Charisma bonus (if any).

Yellow Musk Scion
Having had a yellow musk creeper's tendrils in your brain, you've taken on certain plant-like qualities.
Prerequisites: Must have taken at least 4 points of Int damage from a yellow musk creeper's Create Yellow Musk Zombie ability, character level 5th.
Benefit: You gain a +2 bonus on saves against mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) and effects that cause paralysis, poison, polymorph, sleep, and stun. You also need only sleep half the usual amount for our race each night.

*Change to Con drain for D&D 3.5

New Feats: What Doesn't Kill You Makes You Stronger (Part 1)  

Posted by Spenser Isdahl in , ,

Fighting monsters is a dangerous business, and many adventurers emerge from battle bearing terrible scars and deformations. However, sometimes a scar is more than just a scar.

New Feats
Aspect of the Beast
You have been touched by lycanthropy.
Prerequisite: Must have been cured of lycanthropy, character level 5th.
Benefit: You can take on a bestial form as a swift action, your features becoming more animalistic and feral, at the cost of your emotions slowly becoming more and more volatile and uncontrollable. You gain a +2 bonus to Strength and Constitution, but take 2 points of Charisma damage. These bonuses last for a number of rounds equal to your (newly modified) Constitution bonus (minimum 1 round). This is a supernatural ability.

Dead Eyes
Your eyes glow a dull red, granting you the ability to sense life.
Prerequisite: Must have taken at least 6 points of Con drain from a wraith's Constitution Drain ability, character level 9th.
Benefit: You gain the ability to notice living creatures within 15 feet, just as if you possessed the blindsense ability. This is a supernatural ability.

Inured to Beauty
You have seen true beauty, and now all other influences and sensations are dulled.
Prerequisite: Must have been subjected to either a succubus' energy drain attack or a nymph's blinding beauty ability or stunning glance attack.
Benefit: You gain a +2 bonus on saves against mind-affecting effects and illusion spells and spell-like abilities. In addition, when you fail such a save against an effect with a duration other than instantaneous or permanent, you are affected for only half the normal duration.

Soft Form
Your body has been rendered soft and semi-amorphous by powerful acids.
Prerequisite: Must have been knocked unconscious by an ooze, character level 9th.
Benefit: You gain a +2 bonus on Escape Artist checks. If you have 10 or more ranks in Escape Artist, this bonus increases to +4. In addition, when a critical hit or sneak attack is scored on you, there is a 25% chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
Special: You cannot take the Stone Flesh feat.

Stone Flesh
You flesh has become unyielding and tough after having been transformed into stone.
Prerequisite: Must have been petrified by either a basilisk's gaze attack or a gorgon's breath weapon, or taken at least 4 points of Dex damage from a cockatrice's Petrification ability, character level 5th.
Benefit: You gain damage reduction 2/adamantium.
Special: You cannot take the Soft Form feat. You can gain Stone Flesh multiple times. Each time you do, increase the damage reduction granted by this feat by 1.

The Touch of Death  

Posted by Spenser Isdahl in , , ,

About a month ago, I wrote a post about a variant system for raising the dead in your D&D 3.5 games. Today's post is in the same vein, but tackles something entirely different: What happens after the spell is cast, the dead are raised, and everyone's gone home?

In many myths and stories that involve characters return to life, the character maintaining some supernatural connection with death after rising is a major trope. In D&D, this is (sort of) emulated by penalties being applied to newly raised characters, but this is a bland emulation in my opinion, having more to do with math and often getting ignored in the roleplay. Why should D&D characters be able to so easily forget about the mark of death when literary heroes have so much fun tragedy and madness to deal with? To address this issue, I've made the "Risen" subtype, detailed below (as well as a new feat to accompany it).

Risen Subtype: All living creatures who have been magically raised from the dead gain the risen subtype. Risen creatures gain the following traits:

  • Vulnerability to Negative Energy.
  • –2 penalty on saving throws to remove negative levels.
  • Deathsight (Su) All risen creatures gain the ability to discern the strength of nearby life forces, as per the deathwatch spell. this ability is always active.

New Feat
Ghost Tongue
You have crossed the veil of death, and brought back with you the ability to speak the tongue of the departed.
Prerequisite: Risen subtype.
Benefit: You gain a limited ability to communicate with the disembodied spirits of the dead. To do so, make a Diplomacy skill check (DC 15).
    If this check is successful, you gain information as though from a casting of augury, with an effective caster level equal to the amount by which you beat the skill check DC.
    Alternatively, if a dead body is available, you may question it as though with the speak with dead spell, though the dead body gets no saving throw, need not be able to speak, and only you can hear its response. Just as with the first use of this feat, your effective caster level is equal to the amount by which you beat the skill check DC.
    This is a supernatural ability that can be used 3/day.

New Feats: Mystic Power  

Posted by Spenser Isdahl in , ,

Here are a few feats to add magical power to characters of all classes.

Child of Fire
You have a mystical connection to elemental fire.
Prerequisite: Cha 13.
Benefit: A number of times per day equal to 3 + your Charisma modifier, you may hurl a ray of flame at a target within 30 feet as a ranged touch attack. This attack deals 1d4 + your Cha modifier fire damage. Alternatively, you can use one of your daily uses of this feat as a swift action to add bonus fire damage equal to your Charisma modifier to a weapon attack (you must announce your use of this ability before you know whether or not the attack was successful). This is a supernatural ability.

Second Sight
You have the ability to throw your senses through time and space.
Prerequisites: Wis 13, character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: augury, clairaudience/clairvoyance, and locate object. Your caster level equals your character level.

Telekinetic Maneuver
Using only your mind, you can perform combat maneuvers at a distance.
Prerequisite: Int 13.
Benefit: A number of times per day equal to 3 + your Intelligence modifier, you may perform one of the following combat maneuvers against a target within 30 feet: Bull rush, disarm, or trip. Use your base attack bonus + your Intelligence modifier instead of your normal CMB. You gain a +2 bonus on combat maneuvers performed using this feat. You also gain the ability to use mage hand at will. This is a supernatural ability.

The Ballikineticist  

Posted by Michael Donaldson in ,

In a variety of campaign settings that I have played, in one way or another, guns have found their way into an otherwise ordinary fantasy setting. Sometimes, it's a steampunk world. Otherwise, it's an Ebberon-esque semi-magic cannon. Elsewhere, muskets and flintlock firearms are beginning to emerge.

It's a known fact that guns are cool. But interestingly enough, psionics of all things has given very little love to ranged attackers. When designing my Campaign Setting, I created a psionic gunslinger to even the playing field for those who chose to use my firearms.

The prestige class can easy be adapted to a standard setting to become a Crossbow or even Archery-Based affair, and is worth a good look for all of you that thought Greater Psionic shot was just too good pass up.


THE BALLIKINETICIST

Table: Ballikineticist

Level

Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save

Special

Points/Day

Powers
Known

Level
Known

1st

+0

+0

+2

+2

Greater Psionic Shot

1

1

1st

2nd

+1

+0

+3

+3

Kinetic Shot (Psychokinetic)

3

2

1st

3rd

+2

+1

+3

+3

6

3

2nd

4th

+3

+1

+4

+4

Ectoplasmic Bullets

10

4

2nd

5th

+3

+1

+4

+4

Kinetic Shot (Burst)

15

5

3rd

6th

+4

+2

+5

+5

23

6

3rd

7th

+5

+2

+5

+5

Fell Shot

31

7

4th

8th

+6

+2

+6

+6

Kinetic Shot (Collision)

43

8

4th

9th

+6

+3

+6

+6

55

9

5th

10th

+7

+3

+7

+7

I Don’t Miss

71

10

5th


Hit Die
d8.

Requirements
To qualify to become a Ballikineticist, a character must fulfill all the following criteria.

Base Attack Bonus
+4

Skills
Concentration 8 ranks, Autohypnosis 4 ranks.

Feats
Precise Shot, Psionic Shot

Special
Must have a power point reserve of at least 1 point

Class Skills
The Ballikineticist’s class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Jump (Str), Knowledge (psionics) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).

Skill Points at Each Level
4 + Int modifier.

Class Features
All the following are class features of the Ballikineticist prestige class.

Weapon and Armor Proficiency
Ballikineticist gain no proficiency with any weapon or armor.

Power Points/Day
A Ballikineticist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Ballikineticist. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a Ballikineticist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character’s highest psionic class.

Powers Known
A Ballikineticist chooses his powers from the psychic warrior power list. At 1st level, a Ballikineticist knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. A Ballikineticist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Ballikineticist can manifest per day is limited only by his daily power points.

A Ballikineticist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night’s sleep each day to regain all his spent power points.

The Difficulty Class for saving throws against Ballikineticist powers is 10 + the power’s level + the Ballikineticist’s Wisdom modifier.

Maximum Power Level Known
A Ballikineticist gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Ballikineticist gains the ability to master more complex powers.

To learn or manifest a power, a Ballikineticist must have a Wisdom score of at least 10 + the power’s level.

Greater Psionic Shot
The Ballikineticist gains Greater Psionic Shot as a bonus feat, even if he or she does not meet the prerequisites. This feat is only useable in conjunction with a Handgun or Longarm.

Kinetic Shot (Su)
Starting at 2nd level, the Ballikineticist can put extra kinetic force behind his shots. As long as the Ballikineticist has Psionic Focus, any Handgun or Longarm he fires is treated as having the Psychokinetic weapon enhancement

When the Ballikineticist reaches 5th level, this ability improves, causing any Handgun or Longarm he fires to be treated as having the Psychokinetic Burst weapon enhancement.

At 8th level, this ability improves even further, with the bullets increasing in mass just prior to striking their target. Any weapon that the Ballikineticist fires is also treated as having the Collision weapon enhancement.

Ectoplasmic Bullets (Su)
Starting at 4th level, the Ballikineticist has learned how to create ammunition from the ectoplasm of the universe with his mind. By spending some of his power points, the Ballikineticist can fire a weapon even after it’s expended it’s last round. For every 1 power point he spends, a Ballikineticist can load an empty Handgun or Longarm he currently wields with +1 Psychokinetic ammunition, at a cost of 1 power point per 5 rounds. These bullets last for 1 min./class level before dissipating back into unformed ectoplasm. This counts as swift action.

Fell Shot
At 7th level, the Ballikineticist gains Fell Shot as a bonus feat, even if he doesn’t meet the prerequisites.

I Don’t Miss (Su)
At 10th level, the Ballikineticist has learned how to perfectly propel the ammunition he is firing from his gun. It is no longer just a weapon – it is an extension of his mind. By expending psionic focus, the Ballikineticist can add both the benefits of Greater Psionic Shot and Fell Shot to that attack. Furthermore, until the end of his turn, his attacks are still treated as benefiting from Kinetic Shot.