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Thread: Chronicles of Misthaven setting information and rules.

  1. #31
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    Familiars and improved familiars:


    Familiars in categories marked with an asterisk (*) are able to grasp and carry one object at a time in their paws, claws, or hands, including weapons, rods, wands, and staves, as long as their carrying capacity is sufficient. Calligraphy wyrms, which are marked specifically with an asterisk below, can also carry these items. Most familiars cannot wield weapons in combat. All improved familiar can wield weapons.

    All familiars can activate the abilities of their use-activated magic items, so long as these abilities do not require a command word. All improved familiars can use spell trigger and spell completion magic items, including wands and scrolls, as well as magic items with a command word.

    The table below lists all item slots that familiars possess. If a familiar has an item slot, it can wear nonmagical items of that type. Celestial, entropic, fiendish, and resolute familiars use the same slots as typical animals of their kind. A familiar can wear magic items in its armor and neck slots, as long as its body shape is eligible for these slots. If a magic item specifically calls out that it is made for a type of creature, then that creature can wear that item. Familiars with the Saddle or Horseshoe slot can always wear magic versions of these items.

    Arbiter* (eyes, hand, headband, wrist): Arbiter
    Auger (eyes, headband): Auger
    Avian* (armor, belt, eyes, headband, neck, ring, saddle, wrist): Archaeopteryx, arctic tern, bat, chicken, clockwork familiar, dodo, dove, flying fox1, hawk, kakapo, mockingfey, nosoi, osprey, owl, parrot, peafowl, penguin, pseudowyvern, ptarmigan, puffin, raven, rhamphorhynchus, snail kite, snark, snowy owl, thrush, toucan
    Biped [claws]* (armor, belt, chest, eyes, head, headband, neck, ring, shoulders): Compsognathus, wallaby
    Biped [hands]* (all item slots): Brownie, cassisan (Small humanoid form), coral capuchin, faerie dragon, homunculus, imp, leshy (any), liminal sprite, lyrakien, mephit (any type), monkey, nuglub, pooka, pyrausta, quasit, shikigami, soulbound doll, sprite, tarsier, xiao, zhyen
    Cassisian (headband): Cassisian (helmet form)
    Floating Head (eyes, head, headband): Doru, spirit oni
    None (no item slots): Eyeball, harbinger, paracletus, wysp
    Piscine (belt, eyes, saddle): Lamprey, popoto dolphin, pufferfish, seal, tullimonstrum
    Quadruped [claws] (armor, chest, eyes, head, headband, neck, saddle, shoulders): Almiraj, arctic fox, arctic hare, armadillo, brain mole, calligraphy wyrm*, cat, cat sith, caypup, chuspiki, dire rat, donkey rat, ermine, flying squirrel, fox, hedgehog, jerboa, koala, lemming, margay, meerkat, mole, mongoose, otter, platypus, pseudodragon, pseudosphinx, rabbit, raccoon, rat, red panda, rock tuatara, silvanshee, skunk, sloth, squirrel, weasel
    Quadruped [hooves] (armor, chest, eyes, head, headband, horseshoes, neck, saddle, shoulders): Goat, pig
    Quadruped [short legs] (armor, eyes, head, headband, neck, saddle1, shoulders): Dwarf caiman, fire salamander, horned lizard, lizard, marine iguana, snapping turtle, toad, tuatara, turtle
    Serpentine (belt, eyes, headband): cacodaemon, leopard slug, mamiwa, nehushtan, nycar, pipefox, raktavarna, sea krait, viper, voidworm
    Unusual (belt, eyes): Blue-ringed octopus, butterfly, clockwork spy, cockroach, creeper ivy, dweomer cap, elemental (any type), flowering lattice, giant flea, giant isopod, giant tardigrade, greensting scorpion, house centipede, ioun wyrd, katroome, king crab, leopard slug, moth, octopus (young template), petrifern, ravenous tumbleweed, razor fern, sawleg locust, scarlet spider, shimmerwing dragonfly, spiny starfish, stirge, suture vine, trilobite, typhilipede, vampire squid





  2. #32
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    All DR granted by shields and armor stacks with each other.





  3. #33
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    Elemental resistance does not protect from environmental factors.

    Energy immunity does protect against related environmental effects.

    All DR except DR/lethal is completely useless against environmental effects.





  4. #34
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    Any means of bringing back someone to life that involves the soul and planar travel is highly unlikely to succeed. 10% chance of success. No retries. If you have captured the soul in some way or it is still in the body (as undead for instance) then these problems do not present themselves. Familiarity with the one Raised increases chance of success. As well as possible other things of which you have no researched knowledge of.





  5. #35

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    Now presenting: Urfael Krisk, demon-hunter from Mesurat.

    https://www.myth-weavers.com/sheet.html#id=1844163
    "A good speech should be like a woman's skirt: Long enough to cover the subject but short enough to keep people interested." -Winston Churchill

    The very Prettiest Orc avatar done by the talented Letty Wilson.








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    The following two feats are now allowed (in progress):

    Divine fighting technique

    Any adventurer can learn a divine fighting technique by taking the Divine Fighting Technique feat. A cleric, inquisitor, or warpriest who worships a deity can always choose to give up either the first power of one of her domains or a minor blessing benefit to gain access to that god’s divine fighting technique without having to meet the Divine Fighting Techniques technique’s prerequisites (including the Divine Fighting Technique feat). In addition, a warpriest can always give up a major blessing to gain the advanced benefit without meeting its prerequisite. A class of the same alignment as the deity of sufficient level can replace a class feature with the initial/advanced benefit without meeting its prerequisites as outlined below:

    bard or skald - versatile performance
    rogue - rogue talent
    barbarian - rage power
    paladin - mercy
    fighter, monk, samurai or brawler - bonus feat
    swashbuckler - deed
    ranger - bonus feat granted by his combat style
    cavalier - daily use of challenge
    bloodrager - bloodline feat
    antipaladin - cruelty
    alchemist - discovery
    hunter - teamwork feat
    investigator - investigator talent
    magus - magus arcana
    shaman - hex
    oracle - revelation
    slayer - slayer talent
    ninja - ninja trick
    druid - daily use of wild shape

    Divine fighting technique (Anas'Kun)
    Anas'Kun's revealing glaive

    Anas'Kun's movements mimicking furious flames help your weapon strike true.

    Initial benefit: While wielding a glaive, you use your slashes to find and hurt your target at the same time. Your miss chance from concealment with the weapon reduces by 1% for each of your HD.

    Advanced prerequisites: Blind fight, Weapon focus (glaive), base attack bonus +6

    Optional replacement prerequisite: Class level 6

    Advanced benefit: In melee while wielding a glaive, every time you miss because of concealment, you can reroll your miss chance percentile roll an additional time and take the more favorable result to see if you actually hit. This stacks with the benefit from the blind fight feat.


    Divine fighting technique (Borm)
    Borm's sundering hammer

    Borm teaches that everything returns to earth to be used again.

    Initial benefit: While wielding a lucerne hammer, your denting blows are particularly devastating. When using the sunder maneuver, you ignore one point of an object's hardness for each of your HD.

    Advanced prerequisites: Improved sunder, Weapon focus (Lucerne hammer), base attack bonus +6

    Optional replacement prerequisite: Class level 6

    Advanced benefit: While attacking with a lucerne hammer, you ignore a point of target's DR for every 2 HD you have.

    Divine fighting technique (Esterelle)
    Esterelle's blade whirlwind

    Esterelle's style favors those who fight alone, using the sword to move like a whirlwind across the battlefield.

    Initial benefit: While wielding a bastard sword, you use large sweeping slashes at the expense of accuracy. As a full attack action you can attack all creatures within reach, but every attack suffers a -1 penalty per each attack you are going to make as part of this full attack action. As usual, you can take a 5' step between the attacks, but not before you attack every creature within reach. You can exclude 5' squares from your attacks, but you suffer a cumulative -5 penalty on all attacks per each excluded 5' square.

    Advanced prerequisites: Whirlwind attack, base attack bonus +6

    Optional replacement prerequisite: Class level 6

    Advanced benefit: When using the full attack action described in the initial benefit and wielding a bastard sword, you don't suffer a penalty for the number of attacks you are going to make and you can make a second attack at -5 penalty against all targets you initially hit.

    Deific obedience

    Prerequisites: Knowledge (religion) 3 ranks, must worship a deity.

    Benefit: Each deity requires a different daily obedience, but all obediences take no more than 1 hour per day to perform. Once you’ve performed the obedience, you gain the benefit of a special ability or resistance as indicated in the Obedience entry for the god to whom you performed the obedience. If you have at least 8 Hit Dice, you also gain the first boon granted by your deity upon undertaking your obedience. If you have at least 11 Hit Dice, you also gain the second boon. If you have 14 Hit Dice or more, you also gain the third boon. Unless a specific duration or number of uses per day is listed, a boon’s effects are constant. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

    Deific obedience (Anas'Kun)

    Obedience: Sit for an hour while watching a candle's flame burn. You gain +2 sacred bonus on saves vs. evil creatures and +2 sacred bonus on Perception checks.
    Boons:
    1: Righteous (Sp) Protection from evil 3/day, Flames of the faithful 2/day or Fire shield 1/day
    2: Piercing Gaze (Ex) You gain blindsense 30'.
    3: Cleansing Flames (Ex) Half of fire damage you deal from any source is instead converted into divine power, bypassing any energy resistance, similar to the Flame Strike spell.

    Deific obedience (Borm)

    Obedience: Plant your bare foot to the ground and stand still for an hour while quietly observing your surroundings or contemplating your past with indifference. You gain +4 bonus to CMD against being tripped, dragged, overrun, bull rushed or repositioned.
    Boon:
    1: Still Earth (Sp) Lead blades 3/day, Make Whole 2/day or Greater Magic Weapon 1/day
    2: Eternal Memory (Ex) You gain +4 on all knowledge checks and you can use all knowledge skills untrained.
    3: Runic Hammer (Ex) Reduce the base price of all items you craft or create by 10%. In addition, you can use Fabricate once per day as a spell-like ability.

    Deific obedience (Deo)

    Obedience: Take a handful of mixed gems, coins, and keys. Include coins from three or more different currency systems (such as from three different kingdoms), as well as at least three different keys—one of which should be the key to a lockbox, vault, or other such storage item. Kneel before a scale and balance the items as perfectly as you can on it, removing and replacing items in order to create the most equitable balance of items. Randomize the items you select each time you perform this obedience, so as not to let your obedience become routine. Meditate on the teachings from The Order of Numbers. Gain a +4 sacred or profane bonus on saving throws against spells and effects generated by creatures with a chaotic alignment. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience. Once made, this choice can’t be changed.
    Boon:
    1: Lawful Bulwark (Sp) shield of faith 3/day, shield other 2/day, or archon’s auraUM 1/day
    2: Diplomatic Immunity (Ex) While within the bounds of a city of more than 5,000 inhabitants, you gain a +4 sacred or profane bonus on Bluff and Diplomacy checks. You also gain a special status with the law. You’re considered a person to be respected, and may obtain special treatment and assistance that ordinary citizens could not, such as information on political activity, criminal investigations, or threats against the city. Any bribes or fees that would normally be levied by the legal system are waived for you. City guards and officials with an initial starting attitude of unfriendly or hostile instead have an attitude of indifferent toward you. These benefits apply only when you identify yourself as an exalted of Deo.
    3: Scales of Balance (Su) Once per day as a full-round action, you can pool and redistribute your current hit points and those of all willing allies within 30 feet of you. Total your current hit points and those of your willing allies, and then decide how you wish to redistribute them among the same individuals. You cannot give an ally more hit points than her maximum, nor can you leave an ally with 0 hit points.

    Deific obedience (Destiny)

    Obedience: Dance in a random pattern beneath the light of the stars, trusting in the guidance of destiny. If no stars are currently visible, softly sing or chant all of the names of stars that you know as you perform your dance. Let your mind expand and turn your thoughts away from where your feet might land, allowing your steps to fall where chance wills. When the dance feels complete, cease dancing. Ponder the steps you took and the position in which you stopped, and consider what portents these subtle clues might hold for the future. Gain a +1 luck bonus on initiative checks and a +4 sacred bonus on Perception checks made to determine whether you are aware of opponents just before a surprise round.
    Boon:
    1: Fighting Chance (Sp) entropic shield 3/day, blur 2/day, or displacement 1/day
    2: Starlit Caster (Su) Over time you have learned to focus your magical power to better damage agents of evil. You add your Charisma bonus on your concentration checks, as well as on your caster level checks to overcome spell resistance. In addition, when you stand in starlight and cast a spell that deals hit point damage, you can have it deal an extra 2d6 points of damage. This bonus damage is untyped, and manifests as a glowing aura of starlight around the spell’s original effect. If you can't cast spells, you can, once per day as a standard action, summon a lillend azata. You gain telepathy with the lillend to a range of 100 feet. The lillend follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home on Elysium. The lillend doesn’t follow any commands that would cause it to take evil or overly lawful actions, and the creature could even attack you if the command is particularly egregious.
    3: Starry Eyes (Su) You gain darkvision with a range of 60 feet. If you already have darkvision with a range of 60 feet or greater, the range of your darkvision instead increases by 10 feet. This extension applies only to natural, permanent darkvision, not to darkvision that is granted by spells or other effects. In addition, while you stand in starlight the range of your spells (other than spells with the range of “personal” or “touch”) increases as though your caster level were 1 level higher.

    Deific obedience (Esterelle)
    Obedience: Spend an hour in solitude while practicing a task which can be completed in a minute and repeat it until you do the absolute best you can (until you roll a natural 20). You can pick a different task each day. You gain a +1 +1 per 4 HD sacred bonus on all trained skill checks.
    Boon:
    1: Freedom of air (Sp) Liberating command 3/day, Wind wall 2/day or Fly 1/day
    2: Swift traveler (Ex) You movement speed increases by 10' for all modes of movement you have.
    3:

    Deific obedience (Frigga)
    Obedience: Plant five seeds in fertile earth, spacing them out in the shape of an arrow. The seeds may be those of any plant that can potentially grow in the region, though edible plants are preferred. The seeds don’t need to be from a type of plant that could thrive in that soil—all they must have is a chance at survival. If no suitable earth exists, place a small bundle of seeds (again, those that grow edible plants are preferred), a small bundle of preserved food, or a quiver of arrows in a place where a passerby might see it. Mark your gifts with Frigga's sign, and say a prayer for the health and safety of the communities in the area and those who may be in need of Frigga's guidance. Gain a +4 sacred bonus on Survival checks.
    Boon:
    1: Family's Bond (Sp) cure light wounds 3/day, shield other 2/day, or prayer 1/day
    2: Tough Hide (Su) When you wear armor made from cloth or plant fabric, the armor provides an extra +2 armor bonus to your AC. This bonus improves the normal armor bonus granted by the armor; in other words, it stacks with the suit’s normal armor bonus. You also mystically subsume some of the qualities of the plant that gave its life for the armor. Gain the tremorsense ability with a range of 30 feet while wearing armor made from cloth or plant fabric.
    3: Faithful Combatant (Ex) You are particularly skilled at using Frigga's favored weapon. When using a sickle, you add your Wisdom bonus on attack and damage rolls.

    Deific obedience (Gesh)
    Boon: Dress yourself in the heaviest set of metal armor you own. Shout your oath of loyalty to Gesh at the top of your lungs, punctuating each pause for breath by smashing your weapon against a shield or against your armor-clad body. After your oath is done, kneel on one knee with your weapon resting against your shoulder. Recite your victories in battle in a sonorous voice until the time for your obedience is done. If you should be attacked while conducting your obedience, slay the creature who dared test your might. (You may be assisted by allies, but you must strike the killing blow.) Gain a +4 sacred or profane bonus on Strength checks and Strength based skill checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
    1: Mighty Warrior (Sp) enlarge person 3/day, bull’s strength 2/day, or beast shape I 1/day
    2: Two-Handed Smash (Ex) If you make a full attack while wielding a two-handed melee weapon, you may make a single unarmed strike in addition to your normal attacks. In essence, after you complete your two-handed weapon attacks, you smash with your elbow, kick out with a foot, or make some other unarmed strike against an opponent. This bonus attack is made at your highest base attack bonus, and provokes an attack of opportunity if you lack the Improved Unarmed Strike feat or a similar ability. If you’re Medium, you deal 1d6 points of damage with this unarmed strike; if you’re Small, you deal 1d4 points of damage. Add half your Strength bonus to the damage dealt. The attack roll for the unarmed strike is subject to the normal penalties for two-weapon fighting unless you have the feats to reduce these penalties.
    3: Devout Rage (Ex) You enter a holy or unholy frenzy whenever you rage, depending on your alignment. You gain a +2 bonus on your attack and damage rolls while raging. If you don’t have the rage class feature, you can fly into a rage once per day as the rage spell, though you don’t need to concentrate. Instead, the rage lasts for a number of rounds equal to your Hit Dice or until you choose to end it, whichever comes first.

    Deific obedience (Malfeas)
    Boon: Engage in a tryst with the sincere intention of being impregnated or impregnating your partner, or sacrifice a creature that has been alive for no more than a week. Gain a +4 profane bonus on saves against insanity, confusion, and polymorph effects.
    1: Howling Terror (Sp) cause fear 3/day, mad hallucinationUM 2/day, or fear 1/day
    2: Maddening Thoughts (Su) Your mind constantly swirls with dark whispers and disturbing thoughts. You gain a +4 profane bonus on saving throws against mind-affecting (compulsion) spells and effects and against divination spells and effects that attempt to read your thoughts. Anyone who targets you with such a spell or effect must succeed at a Will saving throw (with a DC equal to 10 + your Wisdom modifier + 1/2 your Hit Dice) or take 1d4 points of Wisdom damage.
    3: Scarred Form (Su) An armorlike epidermis of thick scars covers you. You take a –2 penalty on Charisma checks and Charisma-based skill checks. You gain damage reduction 5/—. If you already had damage reduction with no method of bypass (such as from the barbarian’s damage reduction class feature), you instead increase that damage reduction by 5.

    Deific obedience (Pangea)
    Boon: Hang a set of chimes where they will be stirred by either wind or water. If no suitable location exists to hang the chimes, you must hold the chimes and shake them gently to sound them throughout your obedience. Chant prayers from Hymns to the Wind and the Waves as you attune yourself to the sound of the chimes, then drink a mouthful of pure water and pour a handful over your head. Gain a +4 sacred or profane bonus on saving throws against electricity and water spells and effects. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
    1: Weather Watcher (Sp) endure elements 3/day, resist energy 2/day, or protection from energy 1/day
    2: Lightning Child (Su) You become resistant to lightning and similar effects. Gain electricity resistance equal to 5 + your Hit Dice.
    3: Elemental Ally (Sp) Once per day as a standard action, you can cast summon monster VII to summon a greater elemental of a type you choose. You gain telepathic communication with the elemental to a range of 100 feet, and the elemental obeys your commands perfectly.

    Deific obedience (Raphael)
    Boon: Hold your primary weapon in front of you and hang a holy symbol of Raphael from it. Kneel while focusing on the holy symbol, pray for guidance and protection from Raphael, and swear to follow his teachings. Gain a +4 sacred bonus on Diplomacy and Knowledge (nobility) checks.
    1: Glorious Servant (Sp) shield of faith 3/day, enthrall 2/day, or searing light 1/day
    2: Demon-Feared Caster (Ex) You are used to fighting the forces of evil. You gain a sacred bonus equal to 1 + 1 for every 4 Hit Dice you possess (maximum +6) on caster level checks to overcome the spell resistance of outsiders with the chaotic or evil subtypes. These bonuses stack against outsiders who are both chaotic and evil (maximum +12) . If you don’t have the ability to cast spells, you instead gain the ability to use protection from chaos/evil as a spell-like ability three times per day.
    3: Wrath of the Inheritor (Su) Three times per day, you can call upon Raphael during the casting of a spell to increase its potency. When you use this ability, you can cast any spell that deals hit point damage and has a casting time of 1 standard action as a full-round action instead. Doing so changes half the damage dealt to divine power, similar to a flame strike spell. For example, a wizard 5/evangelist 9 casts a lightning bolt as a full-round action. The spell deals 10d6 points of damage, half of which is electricity damage and the other half of which is divine energy and not subject to electricity resistance. If you can’t cast spells that deal hit point damage, you instead gain the ability to imbue your weapon with holy power. Three times per day as a free action, you can grant your weapon the holy weapon special ability for 1 minute.

    Deific obedience (The Reaper)
    Boon: Collect small bones whenever it is convenient and respectful to do so. When it comes time to perform your obedience, lay out the bones in a spiral. At one end of the spiral lay a slip of parchment on which you have written the name of someone newly born. At the other end of the spiral, lay a slip of parchment on which you have written the name of someone newly deceased. Chant hymns while proceeding solemnly around the spiral, trailing a black scarf on the ground behind you. Gain a +2 profane or sacred bonus on attack rolls made with scythes. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
    1: Preserver (Sp) sanctuary 3/day, gentle repose 2/day, or speak with dead 1/day
    2: Strike the Unrestful (Su) As a free action, you can grant the ghost touch weapon special ability to a weapon that you hold. If that weapon is not magical, it is considered magical while under the effect of this ability. This ability affects only weapons held in your hand; if you drop the weapon or give it away, the effect ends on that weapon. You can affect a weapon in this way a number of rounds each day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive.
    3: The Veil Is Drawn Aside (Su) You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Bones mystery. If you don’t have the revelation class feature, you instead gain a +4 sacred or profane bonus on saving throws against necromancy spells and death effects.

    Deific obedience (Vyllick)
    Boon: Smash an assortment of items worth at least 10 gp, preferably something fragile, aesthetically beautiful, or with significance to a good-aligned deity. The more devout servants of Vyllick seek out and hoard particularly expensive, artistic, or rare items, such as fine bottles of wine or delicate curiosities, to smash during their obedience. Roll in the shards of the destroyed items, howling and shouting praises and curses invoking the Blade of Vengeance, until the shards draw blood and your lungs ache. Gain a +4 bonus on attack and damage rolls against objects.
    1: Destructive Force (Sp) break 3/day, bull’s strength 2/day, or shatter 1/day
    2: Destructive Spell (Su) By calling on the rage of the Rough Beast, you gain the ability to deal terrific damage with your spells. You can use this ability when casting a spell that deals hit point damage and has a casting time of 1 standard action or less. You can choose to cast the spell as a full-round action to gain a +4 bonus to its save DC. In addition, you treat all 1s rolled on your damage dice for the spell as 2s instead. If you can't cast spells, then instead your fingernails grow into thick, jagged talons, unevenly matched and vaguely resembling the spurs of a giant insect or the fangs of some unspeakable beast. You gain a pair of claw attacks. These are primary natural attacks that deal 1d8 points of slashing damage if you’re Medium or 1d6 points of damage if you’re Small.
    3: The Destroyer's Gifts (Su) You feel the touch of an alien presence at the corner of your mind, as if something hungry and hateful had taken root and now holds a measure of dominion over your thoughts. You gain an extra spell slot of the highest spell level you can cast. If you prepare spells, you can prepare one spell in this spell slot every day from the Chaos or Destruction domain spell lists. You may choose any spell from the lists even if you are an arcane spellcaster, and you can change this spell selection every time you prepare spells. If you are a spontaneous spellcaster, you can cast one spell from either of the domain spell lists as if it was on your known spells list. You can cast this spell only once per day, though you can choose a different spell to cast each time you regain your spells for the day. If you can't cast spells you can instead, once per day, channel a glimpse of Vyllick's hatred through your weapon, recreating the effects of disintegrate. You must declare your use of this ability before you roll your attack. On a hit, the target is affected as if targeted by disintegrate cast by a wizard of a level equal to your Hit Dice (maximum CL 20th). If your attack misses, the disintegrate effect is wasted.

    Deific obedience (Vasilar)
    Boon: Spend an hour in deep meditation, reflecting on the nature of the cosmos and your exceptional place above all others in the multiversal scheme—preferably while under the effects of a perception-altering drug. The DC of all illusion spells you cast increases by +2 and you gain a +2 profane bonus on saving throws to resist mind-affecting effects.
    1: Mists of the Mind (Sp) silent image 3/day, invisibility 2/day, or create drug 1/day
    2: Persistent Illusions (Su) Whenever you cast an illusion spell with a duration of concentration (plus any number of rounds), add half your level to the duration.
    3: Breathe Out Death (Su) You know the secrets of controlling the flow of blood and toxins in your body. You gain a +4 saving throw against poison and can no longer become addicted to drugs. Additionally, you gain a +4 bonus on rolls to become stable when reduced to negative hit points. Finally, your life span is supernaturally lengthened, with each aging step (middle age, old, venerable) being postponed by a number of years equal to double your Wisdom score.

    Deific obedience (Voldar)
    Boon: After reciting a traditional prayer to Voldar, either work at a forge or strike a small replica of an anvil or a sizable flat stone with a hammer for at least 10 minutes. If the sound of your hammer draws a creature near, encourage it to join in your worship. If hostilities become inevitable, leap into the fray with a battle shout in praise of Voldar. Perform some small act toward maintaining your weapon, such as sharpening or polishing it, as you conclude your obedience with another prayer to Voldar's might and wisdom. Alternatively, if you have created something through this effort, grant it to the next person you meet who strikes you as being worthy. Gain a +1 sacred bonus on all attack rolls made with earthbreakers.
    1: Forgecrafter (Sp) crafter’s fortuneAPG 3/day, fox’s cunning 2/day, or greater magic weapon 1/day
    2: Ironskin (Ex) Your skin is as thick and tough as that of a dwarf who’s worked the forge for 50 years, every scratch and burn associated with the memory of a masterpiece you’ve realized in stone or steel. As a free action, you can toughen your skin further, gaining DR 10/chaotic and evil. Dismissing this ability is also a free action. This ability lasts a number rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). The rounds don’t need to be consecutive.
    3: Hammerfist Ally (Sp) You can bring forth an ancient stone construct forged specifically to protect the beloved followers of the Father of Creation. Once per day as a standard action, you can summon a stone golem to aid you. You gain telepathy with the golem to a range of 100 feet. The golem follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its home. The golem takes the form of a sculpted dwarf hero wielding two massive warhammers, the holy symbol of Torag hanging prominently around its neck. Its statistics remain unchanged despite these cosmetic alterations.

    Deific obedience (Yvas )
    Boon: Inscribe blessings to Yvas, arcane formulae, and lines of prayer on a blank parchment. Don’t inscribe a complete spell—only notations sufficient to potentially spur a reader to study magic in an effort to complete the incantation. At the culmination of your obedience, cast any spell or spell-like ability or activate a spell completion or spell trigger magic item. Gain a +4 sacred or profane bonus on concentration checks. The type of bonus depends on your alignment—if you’re neither good nor evil, you must choose either sacred or profane the first time you perform your obedience, and this choice can’t be changed.
    1: Arcane Essence (Sp) mage armor 3/day, mirror image 2/day, or fly 1/day
    2: Arcane Eye (Sp) You can use arcane eye three times per day as a spell-like ability. The arcane eye you summon functions as if you had cast arcane sight and were able to view its information through the arcane eye. This allows you to see magical auras through the arcane eye, and potentially identify the schools of magic involved. You can also potentially determine the spellcasting or spell-like abilities of viewed creatures, as noted in the spell description.
    3: Pure Magic Aura (Su) You radiate an aura of the pure essence of magic. You can use this ability a number of rounds per day equal to 1 + 1 for every 4 Hit Dice you possess (maximum 6 rounds). These rounds don’t need to be consecutive, and you can activate and deactivate your aura as a free action. You and any allies within 20 feet of you increase your caster levels by 1d4. Roll this die when you activate this ability and use the same value for all who gain this benefit. The increase affects spell qualities (such as duration and number of targets) that rely on caster level, as well as caster level checks made to overcome spell resistance. The bonus caster levels don’t grant higher-level spell slots or cause the recipients to learn new spells.





  7. #37
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    Prestige class: Assassin - change alignment requirement to "Any non-good"

    Cleric domains: Add Ruins and Vermin druid domains to the list of Cleric domains





  8. #38
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    Noticing/recognizing spells as they're being cast:

    You can roll spellcraft check when the caster isn't visible nor audible, but only if you have Detect Magic or a similar effect active and you take a -4 penalty on the check for each sense you can't detect (-4 for vision, -4 for sound, up to -8 total). If the caster is not visible or audible (but not both), then you still suffer the penalty, but you don't need detect magic or a similar effect to attempt to recognize the spell.

    You can roll perception check opposed by the caster's stealth check when the caster isn't visible or audible to discern their location (which square(s) they occupy) but not their exact position (they still have total concealment). If the caster is invisible but their spellcasting is audible, Perception DC is 20 (plus modifiers for distance etc.). If the caster is invisible and the spell has no verbal components, the DC is equal to the caster's stealth check +20 (the same as for a moving creature while it is invisible).





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