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Die by the Sword

Diamond Throne

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Rules

Rules and changes

Skills

Only major changes are that Hide and Move Silently are combined into one skill Sneak.

Knowledge

Architecture, Ceremony, Cosmology, Dangerous Beasts, Engineering, Geography, History, Magic, Nature, Nobility, Religion, Runes, Sailing, Science

Languages

Alabast, Aquan, Auran, Celestial, Common, Draconic, Faen, Goblin, Giant, Ignan, Infernal, Litorian, Rhodin, Sylvan, Terran, Troll, Undercommon, Verrik

 

Combat and Equipment is the same. There are new weapons and armor, but you don’t have the money for them right now anyways.

CHANGE Dying and Death

Disabled Hit points 0 though the negative of your con bonus means you are disabled. You are not out yet, you have only one action per round, move or standard. Ant activity that is strenuous cause you to lose one hit point.

Dying Hit points between negative of your con bonus and your con score. You are unconscious and lossing hit points like normal d&d rules, if no one heals you you will die.

Dead Hit points below you con score.

Example You got a 14 Con (that’s a plus 2 modifier) If you get hit for so many points that you are now at -1 hit points, you are still awake and able to move. Disabled from 0 until -2

If you get hit again and drop to -9, you are dying. Dying from -3 to -14

If you take damage and end up below negative Con score you are dead. Dead -15

CHANGE: No alignment. However they do have Hero Points, so they still want good guys.

Hero Points Generally speaking a hero point adds +20 to any roll. If the roll was an attack and would have hit normally, then it does double damage, or becomes a called shot. Eyes, head, or limbs. This does not automatically kill anyone, that’s not heroic I guess, instead it rends them dazed or blind for a few rounds.

They can also be used to act out of turn, not that helpful on a forum game, or to stop the dying process, or maybe to break rules the game has set up. In other words to use the point to do thinks you aren’t supposed to.

CHANGE SPELLS

Every spell caster prepares a group of spells from the spell list. Some Spellcasters can only cast Simple Spells while others can cast Complex and Simple. No one can cast Exotic Spells without a Feat or Class Ability. First a Spellcaster must rest, like in normal D&D, then they pick what spells they have Readied. Each Spellcaster can only have a certain amount of spells Readied at one time. They may then cast those spells at anytime like a Sorcerer in normal d&d. Whenever a spell caster wants to he can take at least an hour to restudy his spell books or however he cast spells and pick new spells for his Readied list. If he has already cast all his spells per day, he won’t get any new spells until he rests.

CHANGE Gods and Clerics.

Religion exists. Gods might exist. The Cleric Class does not exist. There is no divine magic. Greenbonds use the power of “The Green” to heal and cast spells, but it is not divine. To make up for the lack of Clerics, all spell casters have access to healing spells. There is a prestige Class that lets Spellcasters gain a bond with some otherworldly being, and to take it you need the Priest Feat. But that’s the closest thing to divine characters you’ll find.


The Races

 

Humans

Humans make up the largest portion of the society. They are native to the land and have been slaves of one race to be freed and turned into the serfs of another. They live hard lives and most do not have any political power. They make up the skilled labors and some of the foot solders of the army.

Humans speak Common and can be found anywhere in the Realm. They can be any class without restriction. Common human names are (males) Lofgar, Nathred, Tomar, (females) Barvara, Nara, Sadune, Vessi.

Human Racial Stats

Medium: As Medium creatures, humans have no bonuses or penalties due to size.

Human base speed is 30 feet

One bonus Feat at 1st Level (not a Talent)

4 extra skill points at first level and 1 point every level after.

Automatic Language: Common

Bonus Language: Any

Faen

The enchanted forest of The Harrowdeep has been the source for stories all over the realm. Creatures of various kinds can be found and large amounts of fey populate the area. The main group is that of the Faen, a small race of fey that have made many treaties with the giants and men of the Diamond Throne. Though Faen came from the Harrordeep, they soon migrated all over the realm and can be found anywhere.

Faen are split between quick and deadly fighters and powerful spell casters. So much so that they developed into two different species, Quicklings and Loresongs. Two separate races with the same blood. Two Loresongs might give birth to a Quickling. There seems to be no pattern, but the type, Quickling and Loresong definitely defines the personality of the Faen.

Loresongs are the leader and teachers. The intelligence and charisma of the Loresong have lead their people for generations. The Quickling are the defenders of the Harrowdeep. Fast and silent, these small warriors stop anyone from harming their homeland. Quicklings spies and assassins are coveted all over the realm.

Faen also have one other oddness, they can if they chose to do so, metamorphosis into a winged faen known as a Spryte. No Faen can start the game as a Spryte.

Faen tend to be kind and fun loving, they accept strangers sooner than most races would. One the odd quirks of the Faen is there religious beliefs. They believe in many Gods, too many to count. Most nonfaen think they just make up gods as they see fit, but to the Faen, they believe that when they “become aware” of a new divinity it is a sign of good fortune. A Faen swinging across a rope over a large chasm, might suddenly feel the presence of Tomam, god of the rope, or Finwa, god of chasms, or even Gergish, god of moving through the air without wings.

All Faen speak Common and Faen.

Typical names are (males) Phain, Soern, Vaeth, (females) Nauva, Raechi. (surnames) Goldenhammer, Lorewriter, Kingmade.

Faen (Loresong) Racial Stats

Loresongs gain +2 Intelligence and a -2 Strength

Small: As Small creatures, all Faen gain a +1 size bonus to attacks, and AC, and a +4 bonus to Sneak. They can only use small sized weapons and armor.

Faen are light footed and quiet, gaining a +2 Sneak bonus.

Faen base speed is 20 feet.

Loresongs have an affinity for magic and gain a +2 on Spellcraft

Innate Spell like abilities: 1/day--Detect magic, ghost sounds, and lesser glow globe.

Low light vision: Faen can see twice as far as humans in lowlight conditions.

Metamorphosis: Once a Faen has gained three levels of any class, they may instead of taking a new feat, from character feats or class bonus feats, turn into a Spryte. They lose all racial bonus and abilities and gain new ones from the Spryte.

Automatic Languages: Common and Faen

Bonus languages: Any

 

Faen (Quickling) Racial Stats

Quicklings gain +2 Dexterity and a -2 Strength

Small: As Small creatures, all Faen gain a +1 size bonus to attacks, and AC, and a +4 bonus to Sneak. They can only use small sized weapons and armor.

Faen are light footed and quiet, gaining a +2 Sneak bonus.

Faen base speed is 20 feet.

Quicklings are extremely nimble and react fast giving them a +1 to initiative

Run: As long as the Quickling is not in Heavy Armor he may run at five times his normal rate instead of four.

Low light vision: Faen can see twice as far as humans in lowlight conditions.

Metamorphosis: Once a Faen has gained three levels of any class, they may instead of taking a new feat, from character feats or class bonus feats, turn into a Spryte. They lose all racial bonus and abilities and gain new ones from the Spryte.

Automatic Languages: Common and Faen

Bonus languages: Any

Faen (Spryte) Racial Stats

Unless otherwise noted remove all other racial modifiers.

Sprytes gain +2 Dexterity and a -2 Strength. These bonus and penalties stack with other racial modifiers.

Tiny: As Tiny creatures, all Sprytes gain a +2 size bonus to attacks, and AC, and a +8 bonus to Sneak. They can only use tiny sized weapons and armor.

The Sprytes base ground speed is 10 feet

Flight: Sprytes have tiny gossamer wings that allow them to fly with a speed of 30 feet and average maneuverability.

Low light vision: Faen can see twice as far as humans in lowlight conditions.

Racial Levels: Unlike the Quickling and Loresong, the Spryte is allowed to take the Spryte Racial Class to better improve their natural abilities.

The Spryte Class

Hit Dice D6

Class Skills: Balance, Bluff, Concentration, Escape Artist, Knowledge (magic), Sneak

Skill point 2 + int mod

 

Level attack fort reflex will special

1 +0 +0 +2 +0 +1 Dexterity, Innate spell like abilities: 1/day Charm (heightened), ghost sounds, lesser glow globe; at will, detect magic

2 +1 +0 +3 +1 +1 Dexterity, +1 level of existing Spellcaster, innate spell like ability: 1/day Invisibility (self)

3 +2 +1 +3 +1 Innate spell like ability: 1/day Dispel Magic,

suggestion, unknown (self only); Flight maneuverability becomes perfect

 

Giants

Giants refer to themselves as Hu-Charad, meaning “the stewards,” but everyone calls them Giants, and for good reason. They are massive creatures that can grow up to 12 feet tall. They appear to be large humans, and young giants tend to be the size of the average human.

Many years ago, A dragon is said to have shown up in a Giant city, just before it died it said one word, “West.” Weightier the story is true or not doesn’t matter, what is known to be true is that 300 years ago giant appeared on the shores of Khorl, and when they saw the tyranny of the Dramojh, the Giants knew they had to do something. The Giants, under the mindset of what they call the Chi-Julud, conquered the land and renamed it, Dor-Erthenos, the Lands of the Diamond Throne. Giants turned the place into a strong nation with stable economies and large cities. They see themselves as fair rulers that treat their subjects well. Of course not everyone agrees with the Giants.

Giants tend to be peaceful, gentle, and cautious. However, under the ritual of Chi-Julud, called the Wardance, they are brutal, territorial, and warlike. Giants firmly believe in rituals and ceremony. They have no faith in gods, but do believe that ancestors watch over them from the Houses of the Eternal. They pay respect to the dead, particularly to those who did great deeds in life.

Giants speak Giant and Common. Giants are not given names at birth, instead they are given nicknames until a time of naming, generally a rite of adulthood. At this time, when the family feels the giant is old enough, the giant picks his own name. The first part is generally in reference to an ancestor that the giant feel a kinship with and the second part that has a more personal meaning to them. Example names are (male) Li-Coraon, Na-Filaris, Ro-Paterik (female) Aoe-Derrel, Iu-Medora

Giant Racial Traits

Giants Gain +2 Strength and -2 Dexterity.

Medium: As Medium creatures, Giants have no bonuses or penalties due to size. Giants can grow to be very large.

Giant: Giants are not Humanoids, but Giant

Giant base speed is 30 feet

Giants are wise beings and gain +2 to Diplomacy and Sense Motive

Giants are known as great builders and gain +2 Craft

Automatic Language: Common and Giant

Bonus Language: Any

Racial Levels: Giants can take the giant racial class.

Giant Racial Class

Hit Dice d10

Class Skills: Craft, Diplomacy, Intimidate, Jump, Knowledge (ceremony), Perform (ballad), Perform (storytelling), Sense Motive

Skill Points 2 + int mod

Weapons

All simple weapons and light armors and shields

 

Level attack fort reflex will special

1 +0 +2 +0 +0 +1 Strength, +1 Wisdom

2 +1 +3 +0 +1 +1Wisdom, +1 Constitution

3 +2 +3 +1 +1 +1 Strength, +1 Constitution, increase size to large

When size is increased to large the Giant grow from 7 feet to about 10. They gain a 10 foot reach and -1 penalty to AC and Attacks.

Litorians

Litorians are catlike hunters that have formed the lands of the Diamond Throne for hundreds of years. They started as a nomadic people and over the years many have turned from their more savage roots and moved into the cities. These more civilized Litorians, are however not the norm.

Litorians have brown fur and stand a little taller than a human. They have catlike feature and some are known to have very sharp teeth. Males have manes, and make them appear very much like a lion.

Most Litorians are thoughtful and quiet, until provoked beyond their limits. Once angered the Litorian becomes a brutal and dangerous foe. They love the outdoors, good food, and long, well considered stories, that are not boastful or exaggerated. They have a deep sense of personal honor, and have a hard time compromising. They believe very strongly in the concept of the life debt.

Litorians speak a complex language that most find difficult to understand, however, Giants take to it easily. They also speak Common. Examples of Litorian names are (male) Charnaset, Chron, Malethar, Rastor, (female) Marel, Rann, Sorret, Yintra.

Litorian Racial Traits

Litorians are strong, fast, and tough. They gain +2 Dexterity and -2 Wisdom.

Medium: As Medium creatures, Litorians have no bonuses or penalties due to size.

Litorian base speed is 30 feet

Low light vision: Litorians can see twice as far as humans in lowlight conditions.

Automatic Language: Common and Litorian

Bonus Language: Giant.

+2 racial bonus to Intimidate, Search, Spot, Listen, and Survival

Racial Levels: Litorians can take levels in the Litorian Racial Class

 

 

 

Litorian Racial Class

Hit Dice d8

Class Skills Balance, Climb, Craft, Jump, Search, Sneak, Survival

Skill Points: 2 + int mod

Weapons:

All simple and light armors and shields

Level attack fort reflex will special

1 +1 +2 +2 +0 +1 Strength +1 Dexterity

2 +2 +3 +3 +0 Scent, +10 feet ground speed

3 +3 +3 +3 +1 +1 Constitution, +1 Dexterity, Bite Feat

Mojh

The results of magical experimentation, the Mojh appear to be as much the dragons they revere as the humans they once were. These creatures pattern themselves on the Dramojh, demon dragons that once ruled the entire realm. The exact reason for why these men and women have changed themselves into the Mojh is not completely known. Some for power, some out of worship of the dragons, some were fooled into thinking it was the best choice.

Mojh do not generally want to enslave the world, like the Dramojh of old, but instead tend to seek out magical power, be it from spells, items, or runes.

By definition, it is a mistake to call the Mojh a race, because all of them were born human. Though research and experimentation, a group of men found a way to transform themselves into dragon like creatures. The Mojh are genderless, thick scaled humanoids with long tails and a natural talent for spell casting and intellectual pursuits. They also gain extremely long lives. The oldest Mojh have been around since the creation of the Diamond Throne, 300 years ago. Only humans can become Mojh.

The Mojh cannot reproduce, but can twice in it’s lifetime, asexually produce a reptilian creature called a Kobold. These creatures are not very smart and tend to become the slave of their progenitors.

Mojh speak Common and Draconic. Sample names a Mojh might take on after his transformation are Daragoth, Scinathar, Yetheran.

Mojh Racial Traits

Mojh are very intelligent, but tend to be thinner and less sturdy than the average human. They gain +2 Intelligence and -2 Constitution.

Medium: As Medium creatures, Mojh have no bonuses or penalties due to size.

Mojh base speed is 30 feet

Darkvision: Mojh can see 60 feet in complete darkness.

+2 racial bonus to Knowledge (runes), Decipher Script, and Forgery

Due to their tails, Mojh gain a +2 on Balance rolls.

Natural Armor: Mojh gain a +1 Natural armor bonus to AC

Automatic Language: Common and Draconic

Bonus Language: Any

Racial Levels: Mojh can take levels in the Mojh Racial Class

Mojh Racial Class

Hit Dice d8

Class Skills: Balance, Climb, Concentration, Craft, Knowledge (magic), Knowledge (runes), Search, Spellcraft

Skill Points: 2+ int mod

Weapons:

All simple weapons. No armor or shields.

Level attack fort reflex will special

1 +0 +0 +0 +2 Spell like ability detect magic, at will, Sense the Unseen Feat

2 +1 +0 +1 +3 Spell like ability 1/day Lesser beastskin, levitate, touch of fear +1 existing level of spell caster

3 +2 +1 +1 +3 Spell like ability 1/day Destructive grip, levitate, +1 Natural Armor, +1 existing level of spell caster

 

Sibeccai

Strong and hardy, Sibeccai are excellent warriors and fierce opponents. Once just simple beast in the wilderness, the Giants long ago, using strange magic, turned the Sibeccai into the beastmen they are today. They are the loyal foot solders of the Diamond Throne. They tend to be haughty and arrogant, unless they are dealing with the Giants. Sibeccai pride themselves for not playing the beast, and when they are angered enough that their beastside comes out, they feel a deep sense of shame. Of course some Sibeccai are different from others and attempt to become more Beast than man.

Sidecar are humanoids covered in short hair, ranging from red to brown and gray to black. They are muscular and lean and have long narror snouts like those of a hounds. There ears are pointed and long, with a shock of hair on their heads witch tends to be a little darker than the rest of their fur. Many say they look like jackals.

Sibeccai speak no language of their own, but instead speak Giant or Common. Examples of Sibeccai names are (male) Kaganis the Hunter, Palathan the Speaker, Tigarithon the Wanderer, (female) Mirapolay the Skywatcher, Sissathas the Keeper, Vidirdon the Dreamer

Sibeccai Racial Traits

Sibeccai gain +2 Constitution and -2 Intelligence.

Medium: As Medium creatures, Sibeccai have no bonuses or penalties due to size.

Sibeccai base speed is 30 feet

Low light vision: Sibeccai can see twice as far as humans in lowlight conditions.

Automatic Language: Common and Giant

Bonus Language: Any.

+2 racial bonus to Gather Information, Handle Animal, Sneak

Racial Levels: Sibeccai can take levels in the Sibeccai Racial Class

Sibeccai Racial Class

Hit Dice d8

Class Skills: Climb, Craft, Gather Information, Handle Animal, Listen, Sneak, Spot, Swim, Survival

Skill Points 2 + int mod

Weapons:

All simple and light armors and shields.

Level attack fort reflex will special

1 +1 +2 +2 +0 +1 Constitution, Bite Feat for free

2 +2 +3 +3 +0 +1 Dexterity, Scent

3 +3 +3 +3 +1 +1 Strength, +1 Dexterity, Weapon focus (Bite) and Weapon specialization (bite) for free

Verrik

Verrik are incredibly wise and intelligent beings with innate mental powers. It is said that the Verrik discovered both the Akashic memory and invented Witchcraft.

At first glance they appear top be human, but their red-wine skin and white or blue black hair give them away to be something other. Verrik see the world in a strange way, they say they use “contextual thinking” and that allows them to see the bigger picture. Often Verrik activities are unclear to nonverrik. Verrik seem aloof to most people, in truth, there are very introspective and contemplative. They do not see the need for humor and frivolous thoughts and activities.

Verrik speak Common and Verrik, but they never speak their own language in front of nonverrik. Examples of Verrik names are (male) Dajsan, Qiddedr, Xerzed (female) Ayanc, Nlaada, Sfiri.

 

Verrik Racial Traits

Verrik gain +2 Wisdom and -2 Charisma.

Medium: As Medium creatures, Verrik have no bonuses or penalties due to size.

Verrik base speed is 30 feet

Sensory control: Verrik can willingly turn off their own senses (sight, hearing, touch, taste) Mainly they do this to avoid a gaze attack or the like. They still take any penalties from the lost senses.

Innate Abilities: 1/day Contact, Sense thoughts, lesser telekinesis

Spell Access: Verrik spell casters always have access to complex Psionic spells, even if they can only cast simple spells

Automatic Language: Common and Verrik

Bonus Language: Any.

Racial Levels: Verrik can take levels in the Verrik Racial Class

 

Verrik Racial Class

Hit Dice d8

Class Skills: Concentration, Craft, Knowledge (magic), Sense Motive, Spellcraft, Use Magic Device

Skill Points: 2 +int mod

Weapons:

All simple weapons No armors or shields

Level attack fort reflex will special

1 +0 +0 +0 +2 Innate spells: 1/day compelling command, detect magic, disorient, 3/day object loresight

2 +1 +0 +0 +3 Innate spells: 1/day Levitate, Mind Stab, Read mind

3 +2 +1 +1 +3 Innate Spells: 2/day Telepathy, +2 intelligence or +2 Wisdom (player’s choice)


Classes (Only up to level 3 as to not kill me)

Akashic

Specially trained member of a unique guild that focus on the collective memories of all people and things. Part psychic, part skilled learner, these adventures are used as advisors and assassins. They also are known as scholars and explorers. Akashics are versatile and therefore no one Ability is better than another, most benefit from having high Intelligence, some focus on Charisma, some on Dexterity.

Level attack fort reflex will special

1 +0 +0 +0 +2 Skill Memory +2

2 +1 +0 +0 +3 Perfect Recall

3 +2 +1 +1 +3 Delve into Collective Memory

Skills ALL

Skill Points 8 + Int Mod.

Hit Dice D6

Weapons

All Simple, and Martial weapons, all non exotic Armors and Shields

Skill Memory: After a full round of concentration an akashic can reach into the collective memory and gain insight on any skill, even if he has no ranks in it and it cannot be used untrained, except Languages. The akashic gets a +2 on that skill. He can use this ability once per day for every two levels of Akashic.

Perfect Recall: On any Knowledge skill the akashic has actual ranks in, they add twice their Intelligence bonus to the roll. Example, if you have an Intelligence of 16 and Knowledge (history) at rank 2 you would add 8 to the d20 (2+3+3=+8)

Delve into the Collective Memory: An akashic may roll his Akashic level plus his Intelligence modifier to see weightier he knows any relevant information on a person, place, or thing. They may do this a number of times per day equal to their class level. This work just like the Bards Bardic Knowledge.

Champion

Powerful warriors that take up and defend a chosen cause. There are many different types of Champion causes that can be chosen. Light, Darkness, Life, Death, Magic, Freedom. Constitution and Charisma are the primary Abilities of the Champion.

Level attack fort reflex will special

1 +1 +2 +0 +2 Champion Ability

2 +2 +3 +1 +3 Call Shield

3 +3 +3 +1 +3 --

Skills: Climb, Craft, Diplomacy, Heal, Jump, Knowledge (any), Ride, Spot, Swim

Skill Points 2+int mod

Hit Dice D10

Weapons

All Simple, and Martial weapons, all non exotic Armors and Shields

Champion Ability see Causes and level one abilities

Call or Imbue Shield: Once per day, the Champion can call forth a +1 Shield, with additional +1 every five levels. The shield cannot be removed, but can be dispelled. It lasts one minute per Champion level. The champion can also Imbue a preexisting shield giving it a +1, or increasing it’s magic another +1 if it is already magical. There is no benefit as you go up in levels with imbuing.

Causes (pick one)

Light: Gains Gather Information, Sense Motive and Search as class skills. Can a number of times per day equal to class level cast the spell Lesser Glowglobe, as a caster of his class level.

Darkness: Gains Intimidate as a class skill, can use any item with the Negative Energy spell descriptor.

Once per day per class level may cast the spell Cloak of Darkness as a caster of his class level.

Life: May use any item with the Positive Energy spell descriptor on it. May heal wounds equal to his level times his constitution modifier. Must touch the person to do this, may heal self.

Death: May use any item with the necromancy spell descriptor on it. Gains a +1 to all damage rolls on living beings.

Magic: Gains Spellcraft and Use Magic Device as class skills. Once per day may cast any 0 level or 1st level spell as a caster of his level. The spell has verbal components only.

Freedom: Gains Open Lock and Disable Device as Class Skills. Gains +2 versus Enchantment spells.

Greenbond

A mage that deals with nature. Speaking the language of the forest, greenbonds care of the land and all life. They believe that a form of positive energy called “The Green” exists in all life. They also believe that a negative energy, not death as that is a part of life, but the absence of life or the undead exists, known as “The Dark.” Wisdom is the most important ability for the Greenbond.

Level attack fort reflex will special

1 +0 +0 +0 +2 Nature sense, infuse with life (d8+level)

2 +1 +1 +0 +3 Nature’s gift (lesser)

3 +1 +1 +1 +3 Trackless step

Spells per day Spells readied

        0 1 2               0 1 2

1     2 1--                5 3-- 

2     3 2--                6 3--

3     3 2 1                6 4 2

 

 

 

 

Skills Concentration, Craft, Diplomacy, Gather Information, Handle Animal, Heal, Knowledge (ceremony, geography, magic, nature), Speak Language, Spellcraft, Swim, Survival

Skill Points 4 + int mod

Hit dice D6

Weapons

All simple weapons and Light armors

Spells

May cast all simple spells and any with the plant or positive energy spell descriptor on it. No spell failure due to armor and uses Wisdom to determine the spell power.

Nature Sense a greenbond can identify plants and animals with perfect accuracy. Can tell if water is safe to drink.

Infuse with Life the greenbond can bestow healing energy to himself or others by touch, healing D8 + his level a number of times per day equal to his Wisdom mod.

Nature’s Gift: by drawing the energy of nature the Greenbond can gain a bonus to any d20 roll he makes in the following round equal to one half his greenbond level. With a touch he may give this bonus to one or more ally, but they must use it that round. Each ally get a portion of the bonus, so if you have +10 at level 20, you can give two allies +5 or five allies +2.

Trackless Step: The Greenbond leaves no tracks in natural surroundings.

Mage Blade

Wariors of blade and spell. Their powerful weapon, known as an Athame is the focus for their spells, and it is very difficult for them to cast spells without it. Strength and Charisma are the most important Abilities for the Mage Blade.

Level attack fort reflex will special

1 +0 +0 +0 +0 Athame

2 +1 +1 +1 +1 --

3 +2 +1 +1 +1 --

Spells per day   Spells Readied
      0 1                      0 1

1    2 0                      2 0

2    2 1                      3 1

3    2 2                      3 2

Skills: Alchemy, Climb, Concentration, Craft, Intimidate, Jump, Knowledge (any), Search, Speak Language Spellcraft, Swim

Skill Points 2 + int mod

Hit Dice D8

Weapons

All simple and Martial Weapons, Light Armors, Shields

Spells: Charisma is the key ability for their spells. Can only cast Simple Spells. Mage Blades cannot cast in armor without spell failure, however, when they have their Athame in one of their hands they can cast in armor without penalty.

Athame The Mage Blade pick any weapon he or she can use and does a day long ritual to turn it into his or her Athame. The Athame is considered a magical weapon of +1, gaining another +1 at level 4 and every 4 levels after that. The weapon does not need to masterwork, but if it is, it can be upgraded to a keen or any other enhancement, modify the cost as if you did not have to pay for the athame’s natural pluses. Any Athame can be changed for a new weapon by taking another day long ritual. At first level the Mage Blade always knows where his Athame is (distance and direction). At 6th level the Athame will attack anyone who attempts to wield it besides the Mage Blade, unless ordered not to. At 9th level the Athame can be summoned to the Mage Blades hand as a standard action from up to 10 miles per class level. At 14th level it can be summoned as a free action.

The Magister

A spell caster that care for nothing except the study of spells and magic. A powerful magic user, that is dependant, at least a lower levels on his mighty staff. Intelligence is the most important Ability for the Magister.

Level attack fort reflex will special

1 +0 +0 +0 +2 The Magister’s staff

2 1 +0 +0 +3 --

3 +1 +1 +1 +3 --

Spells per day    Spells Readied
     0 1 2                  0 1 2

1   2 1 --                 5 3 --

2   3 2 --                 6 3 --

3   3 2 1                  6 4 2

Skills: Alchemy, Concentration, Craft, Decipher Script, Intimidate, Knowledge (any), Search, Speak Language

Skill Points 2 + int mod

Hit dice D6

Weapons:

No weapons but staffs. No armors. No shields.

Spells: Can cast Simple or Complex spells. Magisters face spell failure if they cast spells in armor. Without his Staff, the Magister takes twice as long to cast spells and is consider one caster level lower.

The Magister’s Staff

Hardness 12, Hit Points 50, Break DC 30. Gains +2 hit point per level and get a +1 to Hardness and DC every three levels.

If the staff is broken the Magister will be stunned for D4 rounds. It takes 1000 gold to attune a new staff.

Oathsworn

The most dedicated men and women in the land. They are powerful martial artists that dedicate their lives toward fulfilling any pledge they make. Oathsworn place many harsh restrictions on themselves such as never using weapons or armor, or riding animals or being carried by cart drawn by animal or slave. Dexterity and Strength are the most important abilities to the Oathsworn.

Level attack fort reflex will special Damage AC bonus Speed

1 +0 +2 +2 +2 unarmed strike, D6 +1 30 feet flurry of blows, swear an oath

2 +1 +3 +3 +3 eschew food, D6 +1 30 feet shattering blow

3 +2 +3 +3 +3 Evasion D6 +2 30feet

Skills: Balance, Climb, Concentration, Craft, Escape Artist, Heal, Intimidate, Jump, Listen, Sense Motive, Sneak, Spot, Swim, Tumble

Skill Points 4 +int mod

Hit Dice D10

Weapons:

None, no armor, no shields

Unarmed Strike Attack causes normal damage and does not cause attacks of opportunities.

Flurry of Blows: Gain an additional attack at highest bonus, but all attacks including the new one are -2.

Swear an Oath: All oathsworn must have an oath. They swear to complete a goal, anyone who attempts to fool them from completing their goal give the Oathsworn a +4 on Spot and Sense Motive. If the oathsworn does not fulfill their oath within a year they lose all class abilities for a month, after three times, they lose them forever. Each time they fulfill an oath, they must make another or they lose their class abilities until they do.

Eschew Food: An Oathsworn no longer needs food to survive, just water and air.

Shattering Blow: An oathsworn may take a full round action to land a massive blow against a creature or object. This unarmed attack ignores hardness or damage reduction equal to the Oathsworn’s class level.

Evasion: works just like the rogue’s class ability.

 

Runethane

Runethanes are the masters of magic, but they do not just focus on spells, they also create powerful runes that are visual symbols of magical might. Most Runethanes tend to tattoo themselves with nonmagical runes as well, just to understand the symbols of power better. They understand that some symbols are so mighty that they can take on life, and that certain Runes and spells live semi normal lives. These living runes hold very closely to their symbols goals. Beware the Living Rune of Death. Intelligence is the most important ability for the Runethane.

Level attack fort reflex will special

1 +0 +0 +0 +2 two lesser runes, erase runes

2 +1 +0 +0 +3 Lesser Rune

3 +1 +1 +1 +3 Lesser Rune, Sense Rune

Spells per day  Spells Readied
    0 1              0 1

1  2 0              2 0

2  2 1              3 1

3  2 2              3 2

Skills: Alchemy, Appraise, Concentration, Craft, Decipher Script, Disable Device, Forgery, Gather Information, Knowledge (any), Open Lock, Search, Spellcraft, Speak Language, Spot

Skill points 4+ int mod

Hit dice D6

Weapons

All simple weapons. No armor.

Spells: Runethanes use Intelligence with their Spellcasting, and will get spell failure if attemping to cast in armor.

Runes: Runes can be placed on objects and people, dependant on the rune. It takes a full round to create a rune and Runethanes can only create a number of rune per day equal to their class level. More powerful rune cost more to use then lower level runes. there are three types of runes: Touch, Applied, and Enchanted object runes. Touch based tend to be traps of some sort, they go off when someone touches them. Applied runes give effects to someone for a certain amount of time. Enchanted object are very powerful and last days equal to the runethane level.

Choice of Lesser Runes: At first level the runethane picks two runes from the following list. Each level after, up to level 5, he picks another Lesser Rune.

Rune of Affliction: Touch based rune. Anyone who touches this rune takes D6 +1 per level of the Runethane of elemental damage (type chosen at creation of rune) The DC is 10 + one half runethane level + int mod. This is a Reflex save, success means they take half damage.

Rune of Armor: Applied rune. This rune lasts for one hour per runethane level and give the give anyone person a +4 armor bonus to AC.

Rune of Conjuring: Touch based. This rune summons a monster that attacks anyone who touches the rune or obeys the Runethane, if he touched the rune. The creature is consider picked by the Runethane from the Summon energy creature II list and last for rounds equal to the Runethane or until destroyed.

Rune of Knowledge: Applied rune. This rune act just like the Object Loresight and Creature Loresight spells, and can be used a number of times per day equal to the runethane’s level.

Rune of Rest: Applied rune. Anyone effected by this rune heals at twice the normal rate. This rune lasts for 24 hours.

Rune of Sleep: Touch. Anyone who touches this rune must make a Will save (DC 10 +half runethane level + int mod) or fall asleep for D4 rounds. If the person is a higher level than the Runethane, they are only dazed for D4 rounds.

Rune of Warding: Applied Rune. Dependant on if the rune is placed on an object or a surface, this rune has different effects. On an object, anyone touching the object must make a will save (DC 10 +half runethane level + int mod) or drop it and be unable to touch it again for days equal to runethane level. If placed on a surface, the first person to come in contact with the rune will not pass or come close to area for days equal to runethane level, unless saved of course.

Erase Rune. A Runethane can always erase his own runes, but he can also attempt to erase another runethane’s runes by making a caster check (D20 +level) vs. a DC of 10 + runethane level. Advanced Runes add +4, greater runes +6, Runes of Power +8, and the Ultimate Rune +10.

Sense Rune: The Runethane can make a caster check (d20 +level +int mod) to sense whether an invisible or hidden rune lies within 10 feet of him. DC 10 + creators level.

 

Totem Warriors

Totem Warriors are fierce fighters that fell that the spirits of animals can bond with those of men and create powers that you can use. Each totem warrior chooses a specific animal and this shapes him and his personality. They gain animal companions and eventually the ability to shape change into their totem animal. Each totem warrior has a different focus, so it is difficult to say what the most important Ability is, but as fighters, Strength, Dexterity, and Constitution are all important.

Level attack fort reflex will special

1 +1 +2 +0 +0 Totem power

2 +2 +3 +0 +0 Bonus Feat

3 +3 +3 +1 +1 Totem Animal Companion

Skills: Climb, Craft, Handle Animal, Heal, Jump, Knowledge (nature), Listen, Ride, Spot, Swim, Survival

Skill points 4 +int mod

Hit dice: dependant on totem

Weapons

All simple and martial, Light and medium Armors, shields

Totem Power: each Totem Warrior gain powers based on their animal totem at different levels.

Bonus Feat: Bloody Strike, Combat Reflexes, Defensive Move (Mobility), Exotic Armor, Exotic Weapon, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack) Improved Critical, Improved Initiative, Point Blank Shot, (Far Shot, Precise Shot, Shot on the Run) Power Attack (Cleave, Improved Bull Rush, Improved Cleave, Sunder), Quick Draw, Stunning Blow, Study, Tough Hide, Track, Two Weapon Fighting, (improved Two Weapon Fighting), Weapon Finesse, Weapon Focus, Weapon Specialization. Must meet any requirements to take a Feat.

Totem Animal Companion: Each Totem Warrior gets his animal companion at third level. The animal gains hit dice as you go up in level. If it dies another will take it’s place in a few days.

The Totems (pick one)

Bear

Hit Dice D12

Animal Companion: Black Bear stats

Level 1 power: Hide of the bear: +1 natural Armor bonus

Hawk

Hit dice d8

Animal Companion: modified Hawk stats HD 2D8 (8) +6melee (D4-1), Fort +3, Reflex +6, Str 8

Additional Class Skills: Balance, Knowledge (geography), Search

Level 1 Power: Accuracy of the Hawk: Gains Point blank shot for free. And +1 dodge bonus to AC

Shark

Hit Dice D10

Additional Class skills: Knowledge (sailing). Shark Totems gain +2 to all swim rolls

Animal companion: Medium Shark

Level 1 Power: Skin of the shark: +1 natural AC bonus.

Snake

Hit dice D8

Special: Gain weapons proficiency to all exotic agile weapons. Gain a +1 to reflex saves, and +1 dodge bonus to AC.

Animal Companion: Small viper

Level 1 Power: Quickness of the Snake: Gains +2 to initiative rolls.

Wolf

Hit Dice D10

Special: gains +1 to all will saves

Additional Class skills: Knowledge (geography), Sneak

Animal Companion: Wolf

Level 1 Power: Speed of the wolf: Gains +10 to ground speed.

Unfettered

The unfettered are swashbuckling adventures, part rogue, and part fighter. They are quick witted and agile warriors that dance about the battle field avoiding attacks whenever possible. Dexterity and Strength add a great deal, and many of their skills are based on Charisma. Unfettered also tend to have a high Intelligence.

Level attack fort reflex will AC Bonus special

1 +1 +0 +2 +0 +1 Parry

2 +2 +0 +3 +0 +1 Bonus feat

3 +3 +1 +3 +1 +2 --

Class Skills: Balance, Bluff, Climb, Craft, Diplomacy, Disguise, Escape Artist, Forgery, Gather Information, Jump, Knowledge (nobility) Open Lock, Perform, Search, Sense Motive, Sleight of Hand, Sneak, Spot, Swim, Tumble, Use Rope.

Skill points 4 +int.

Hit Dice D8

Weapons

All simple, Agile exotic weapons, Rapier, Long sword, and small sized and ranged Martial weapons.

Light armor and shields.

AC bonus: When wearing no armor or light armor the Unfettered gains a special dodge bonus to AC.

Parry: Against melee attacks that the unfettered is aware of, he may once per round add his Intelligence modifier to his AC, but it can be no more than half his unfettered level (minimum 1).

Bonus Feats: May pick from the following: Bloody Strike, Combat Reflexes, Defensive Move (Mobility), Defensive Stance, Defensive Unarmed Strike, Expertise (Improved Disarm, Improved Trip, Whirlwind Attack) Improved Critical, Improved Initiative, Low Blow, Modify Combat Style, Paralyzing Blow, Point Blank Shot, (Far Shot, Precise Shot, Shot on the Run) quick Draw, Rapid Strike, Stunning Blow, Two Weapon Fighting, (improved Two Weapon Fighting), Weapon Finesse, Weapon Focus

If it is in ( ) then you must take certain Feats before you can take it. Any Ceremonial Feats on this list can be taken by the Unfettered, even if he is Unbound. The Unfettered must still meet any other requirements, such as base attack to take a Feat.

Warmain

The damage dealers of the world. These tough fighters lead armies and fight battles for princes and scoundrels. They are the bodyguards, generals, and gladiators of the realm. Strength and Constitution are the main focus of the Warmain.

Level attack fort reflex will special

1 +1 +2 +0 +0 Sturdy

2 +2 +3 +0 +1 Bonus Feat

3 +3 +3 +1 +1 --

Class Skills: Climb Craft, Handle Animal, Intimidate, Jump, Knowledge (architecture), Knowledge (engineering), Knowledge (history), Knowledge (Nobility), Ride, Swim

Skill Points: 2 +int mod

Hit Dice D12

Weapons:

All Simple and Martial Weapons. Light, Medium, and Heavy Armors and Shields.

Sturdy: The Warmain gains the Study Feat for free.

Bonus Feat: Amy pick from the following: : Bloody Strike, Combat Reflexes, Exotic Armor, Exotic Weapon, Great Fortitude, Improved Critical, Mighty Unarmed Strike, Mounted Combat (Trample, Ride By Attack), Power Attack (Cleave, Improved Bull Rush, Improved Cleave, Sunder), Shield Specialization, Stomp, Stunning Blow, Study, Tough Hide, Two Weapon Fighting, (improved Two Weapon Fighting, Massive Two Weapon Fighting), Weapon Focus, Weapon Specialization. Must meet any requirements to take a Feat.

Witch

The witch has the power to touch magic since birth, with innate powers that flow through them. Witchery takes many forms and some witches are very different from others. Both men and women can be witches, though men sometimes refer to themselves as Warlocks. Wisdom is used for the Witches Spells and should not be over looked, many Witches focus on Strength; but due to the variety of witches it is difficult to say what Ability is best for them.

Pick a form of Witch (pick one) Iron, Mind, Sea, Wind, Winter, Wood

Level attack fort reflex will special

1 +0 +0 +0 +2 witchery one form

2 +1 +0 +0 +3 --

3 +2 +1 +1 +3 --

Spells per day   Spells readied
       0 1                   0 1

1     2 0                   2 0

2     2 1                   3 1

3     2 2                    3 2

Class Skills: All Witches: Alchemy, Bluff, Concentration, Craft, Disguise, Heal, Knowledge (any), Search, Sense Motive, Speak Language, Spellcraft, Use Magic Device.

Iron: Disable Device, Open Lock

Mind: Intimidate

Sea: Sppot, Swim

Wind: Balance, Listen

Winter: Balance, Survival

Wood: Climb, Survival

Skill Points: 4 + int mod

Hit Dice D6

Weapons:

All Simple Weapons. Light Armor, Shields

Spells: Witches use Wisdom to cast spells, and will get spell failure if casting in armor. All witches use a spell bag of some sort. A focus for their magic powers, that with out it, takes twice as long to cast spells as with it.

Witchery:

Each witch has five forms of witchery, and they chose one every five levels starting with level 1. Different witches have different effect with each form. They also gain special abilities from there witchery.

Iron: +1 luck bonus to AC versus weapons containing iron

Mind: Any time effected by a mind effecting spell the duration is only half.

Sea: Can breath under water up to 10 minutes per level, once per day

Wind: Gain air resistance 20

Winter: Gain cold resistance 20

Wood: Gain a +1 luck bonus to AC versus any weapon containing wood

The Witchery Abilities:

Types   Fire  Song  Blade  Storm Word (choice one type every 5 levels. 1,5,10,15,20)

Iron --  Fire Lance, Armor Song,   Iron Blade,  Hail of Metal,  Word of Repair

Mind-- Mindfire,  Thought Chord,  Mind Blade,  Mind Cloud, Word of Command

Sea --  Liquid Fire, Sea Song,  Water Blade,  Swirling Mist, Water Word
 

Wind --Fire Shield, Far Voice, Wind Blade, Gust, Windspeech


Winter --Icefire, Ice Song, Ice Blade, Hailstorm, Freezing Word


Wood --Greenfire,  Lifesong, Living Blade, Storm of Thorns, Nature’s Warding Word


Armor Song
: Gains magical armor that last until dispelled. It has no spell failure and no armor check, it can not be taken off, but can be turn on and off at will. It can only be worn by the witch that created it. It gives an Armor bonus to AC equal to the witches Wisdom mod +1 every five witch levels.

Far Voice: The witch can give a message of no more than word equal to witch level to anyone he knows within 10 miles per witch level X his Wisdom mod. The witch can use this a number of times per day equal to his wisdom mod

Fire lance: can create a lance that only the witch can use, but is automatically proficient in it. The lance work just like a standard lance, but adds 1 point of damage +1 per two witch levels. Last until dispelled.

Fire Shield: The witch creates a shield of flames that give the witch a +2 bonus to AC. Anyone who attacks the witch takes 1 point of damage per witch level. The sheild last for rounds equal to witch level, and can be summoned a number of time equal to the witch wisdom mod.

Freezing Word: The witch can freeze two object together making it very hard to break the bond (DC 30) if the objects are in someone possession they get a fort save of 10+half witch level + wisdom mod. Can also be used to freeze a ten square foot area, making anyone standing on it roll Balance (10+half witch level + wisdom mod) or fall down. Both effect last for 10 minutes per level and can be used a total number of times per day equal to wisdom mod.

Greenfire: A number of times per day equal to wisdom mod, the witch can fire a ray of pure positve energy that does 2D6 +1d6 every two witch levels to any foe within 50’. Reflex (10+half witch level + wisdom mod) for half damage. Against the undead all 1’s and 2’s rolled are to be considered 3’s.

Gust: Can cast Gust of wind a number of times per day equal to witch level.

Hail of Metal Once per day, anywhere within 100 feet of the witch she can create a 20 foot diameter vortex of spinning metal that does 1D6 +1D6 every two levels to anyone inside the area of effect. Reflex(10+half witch level + wisdom mod) for half.

Hailstorm: Once per day, anywhere within 100 feet of the witch she can create a 20 foot diameter vortex of crushing ice that does 1D6 +1 every levels to anyone inside the area of effect. Reflex(10+half witch level + wisdom mod) for half. The effect lasts for 1 round plus 1 round every three witch levels.

Ice Blade: Can create a short, long, or two handed sword out of pure ice, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but adds 1 point of damage +1 per two witch levels. Last until dispelled.

Ice Song: As a standard action can cause any one humanoid within 50’ to be frozen and unable to move for rounds equal to level. May use this a number of times per day equal to wis mod. Will save (10+half witch level + wisdom mod) to avoid.

Icefire: A number of times per day equal to wisdom mod, the witch can fire a ray of cold energy that does 2D6 +1d6 every two witch levels to any foe within 50’. Reflex (10+half witch level + wisdom mod) for half damage.

Iron Blade: Can create a short, long, or two handed sword out of pure iron, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but is a +1 weapon with an additional +1 every five witch levels. Last until dispelled.

Lifesong: Can heal with a touch. A number of times each day equal to wisdom mod, the witch can heal D8 + twice the witch’s level of damage. A full round action.

Liquid Fire: a number of times per day equal to wis mod, the witch can create a 20 foot blast of acid in a 180 degree acr that does 1D6 +1D6 every two levels to anyone inside the area of effect. Reflex(10+half witch level + wisdom mod) for half.

Living Blade: Can create a short, long, or two handed sword out of pure wood, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but adds additional points of damage equal to the witch‘s wisdom mod. Last until dispelled.

Mind Blade: Can create a short, long, or two handed sword out of pure psychic energy, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but only requires a touch to hit and does D6 points of subdual damage +1 subdual per witch level. Last until dispelled.

Mind Cloud: Once per day, anywhere within 100 feet of the witch she can create a 30 foot diameter vortex of psychic energy that dazes anyone inside the area of effect. Will (10+half witch level + wisdom mod) to avoid. The effect lasts for 1 round per witch level.

Mindfire: A number of times per day equal to wisdom mod, the witch can fire a ray of psychic energy that does 2D6 +1d6 every two witch levels, half of it subdual, to any foe within 50’. Will (10+half witch level + wisdom mod) to avoid.

Nature’s Warding Word: Gains natural armor that last until dispelled. It gives an natural armor bonus to AC equal to the witches Wisdom mod +1 every five witch levels.

Sea Song: Once per day, the witch can sing this 10 minute long song that decreases the chance of bad weather or hostile encounters by 50%.

Storm of Thorns: A number of times per day equal to wisdom mod, the witch can fire a blast of tiny thorns in all directions up to 10 feet that does 1D6 +1D6 every two levels to anyone inside the area of effect. Reflex(10+half witch level + wisdom mod) for half.

Swirling Mist: Once per day per level, the witch can cast Obscuring Mist.

Thought Chord: The witch can give a message of no more than word equal to witch level to anyone he knows within 10 miles per witch level. The witch can use this a number of times per day equal to his wisdom mod

Water Sword: Can create a short, long, or two handed sword out of pure water, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but once per day the witch can touch a nonmagical object with it and rust it. If the object is in someone possession they get a fort save of 10+half witch level + wisdom mod.

Water Word: once per day, the witch can cause an area of water with a radius equal to witch level times 10 to calm or churn. Those inside must make a Swim check of 15 or start to drown.

Wind Blade: Can create a short, long, or two handed sword out of pure wind, only the witch can use it, but is automatically proficient in it. The weapon works just like a standard weapon, but it turns away attacks giving the witch a +1 to AC for every four levels.

Windspeech: The witch can translate the speech of anyone speaking to all within 25 feet of them. If the subject is unwilling the can attempt a Will save of 10+half witch level + wisdom mod. The witch can use this a number of times per day equal to his wisdom mod.

Word of Command: The Witch can give out a command to anyone within 25 feet of them. The command can be Flee, Drop, or Sleep for one round. If the subject is unwilling the can attempt a Will save of 10+half witch level + wisdom mod. The witch can use this a number of times per day equal to his wisdom mod.

Word o Repair: A number of times per day equal to wisdom mod, the witch can repair broken objects with but a word. If there is hit point damage to the item, the witch heals it D8 per two levels.


Feats

Feats

At character creation you must decide if you are Bound or Unbound.

Bound Characters have a Truename that allows spell casters to use powerful spells on them if they know that characters Truename. This includes dangerous spells of death and spells such as Raise Dead. Bound Characters also have access to Ceremonial Feats

Unbound Characters do not have to fear if a spells caster finds out there Truename, they never got one. Unbound characters tend to be rare in this world, they are unable to take the most powerful feats, and when they die, they tend to come back as undead. They only advantage they truly have is access to two talents at character generation. Unbound are allowed to take Ceremonial feats as Bonus feats, as long as they appear on their bonus feat list.

At first level you can pick Two feats (Three if you are human)

Bound

One Ceremonial

One General or Talent

Unbound

One Talent

One General or Talent

Humans can add an additional General feat


Spells

SPELLS

A: Air

Ac: Acid

Co: Cold
C: Curse

D: Darkness

E: Earth

El: Electricity

Fi: Fire

L: Light

MA: Mind effecting

NE: Negative Energy

P: Plant

PE: Positive Energy

Ps: Psionic

S: Sonic

W: Water

0 level Spells

Simple

Bash Caster gains +2 to next Melee Attack

Canny Effort Caster gains +2 on next Skill roll

Contact (Ps) Sends mental message to creature touched

Detect Disease Detects and identifies Diseases

Detect Magic Detects and identifies Magic

Detect Poison Detects and identifies Poisons

Enchanting Flavor makes food taste better and give a +2 bonus to Charisma checks against dinners

Ghost sounds creates illusionary sounds

Glow globe (lesser) (L) Creates a nonmoving magical light

Hygiene Cleans one craeture and gives a +1 resistance bonus vs. poisons

Minor Illusion Creates an illusion of a nonmoving object in the caster’s hand

Read Magic Caster can read magical writings such as scrolls and runes

Repair (lesser) repairs small objects and heal d10 points of damage to objects

Saving Grace provides a +1 to any saving throw

Scent Bane Negates Scent ability

Seeker Caster gains +2 to next Ranged Attack

Sense Thoughts (Ps) Reveals location and emotional state of anyone the caster has used Contact on in the last 24 hours

 

Complex

Appropriate size Makes one object the appropriate size for the user

Detect Creature Detects aura of specific creature types

Disorient Target must reroll initiative and is flat footed until that time

Door Warning Caster knows when a door is opened and who opened it

Telekinesis (lesser) (Ps) Caster can move 5lb. Objects with his mind

Touch of Nausea Subject of touch attack can only take a move action next round

Exotic

Raiment Changes caster’s clothing into other clothing

Reduce Weight Reduce target’s weight by 20lbs. per caster level

 

1st level Spells

Simple

Acrobatics Caster gains +5 to Balance, Climb, Jump, Tumble

Animate Weapon Caster’s weapon can attack on it own using your base attack

Charm Caster gains +10 bonus to charisma checks with target

Compelling Command Target must obey one of three commands

Compelling Question (lesser) Target must answer question with yes or no answer

Detect Secret Doors Detects secret doors

Glamour illusion makes caster look more attractive

Illusory Object (lesser) Creates illusion of static object

Mind Stab (MA, Ps) Ranged touch attack does D6 +1 per level subdual

Mudball (E,W) Ranged attack deals d8 +1 per level, blinds

Obscuring Mist (A, W) cloud obscures light and visibility

Precise Vision Caster gains +5 on Search and Spot

Predict Weather Provides details on the following days weather

Resistance Grants +1 per 5 level to saving throws

Safe Fall Creature in a 10 foot radius take no damage from falls

Scent Tracker Grants Scent ability to caster

Tears of Pain ( C ) Target gets -1 to saves

Touch of Fear (Fe) Subject of touch attack is Shaken

Transfer Wounds (lesser) (PE) Heals d10 +1/level; caster takes half in subdual damage

Veil of Darkness (D) Creates an immobile area of darkness

Complex

Cold Blast (Co) Ray attack deals d4 damage +1 strength +1 str/5 levels

Conjure Energy Creature I Conjures a creature made of energy

Creature Loresight (Ps) Provides facts about creature touched

Directed Charm (MA) Creature caster chooses gains +10 to charisma toward target

Distraction (MA, Ps) target takes no actions rounds/level (can make new save each round)

Fireburst (Fi) foes in 10 foot radius suffer d6 +d6/2 levels damage

Harden Increase object hardness 50% (minimum +1)

Illusory Creature (lesser) Illusionary Creature moves as caster wishes

Magic Armor Gives armor hardness, or shield a +1 enchantment

Magic Weapon gives a weapon a +1 enchantment

Object Loresight (Ps) Provides one fact about object touched

Open Lock Opens one lock with caster power check

Shock (El) Touch attack does d4 +1 dexterity +1 dex/5 levels

Stone Blast (E) Earth rips from ground and does d6 damage /2 levels

Touch of Disruption (NE) Touch attack deals d8 damage +1/level; heals undead

Touch of Pain Touch attack that causes -2 morality to attacks, saves, and checks

Water Roil (W) air breathers spend one round staying afloat, aquatic creatures suffer -2 to attacks save and checks

Wind Churn (A) Fliers spend next round staying in air. Magical flies suffer -2 to attacks saves and checks

Exotic

Analyze Caster learns one ability of a magic item

Eldritch Armor (F) Target gains +4 armor bonus

Increase Weight Increases Weight by 20 lbs./level

Learn Secret (lesser) Caster gains +5 insight on next use of an item

Plant Armor (P) Adds +4 Armor bonus to AC

True Strike Caster add +20 insight bonus to next attack roll

 

2nd Level Spells

Simple

Ability boost (lesser) Target gets +2 enhancement to highest ability score

Aid Plants (P) Plants are protected from disease

Battle Healing (lesser) (PE) Target is healed d6 +1/level (max 10)

Beastskin (lesser) Target gains +2 (or more) natural armor to AC

Blinding Light (L) Target is blinded for 1 round/level

Cloak of Darkness Caster is surrounded by darkness, 20% miss and +5 Sneak

Control Temperature (A,Co,Fi) raise or lower temperature by 10 degrees/level

Darkvision Target can see 60 feet in darkness

Destructive Grip (Ac) Touch deals d6 acid damage

Gentle Repose Keeps corpse from decaying

Glow globe (greater) (L) creates permanent nonmoving globe of light

Gusting Wind (A) Wind that puts out flames, knocks down creature and does 2d6 damage

Icebolt (Co) Ranged attack does 2d6 damage + d6 cold damage +1 point/level

Levitate (A) Willing target moves vertically as caster directs, up to 20 feet/round

Muddy Ground (E,W) Changes earth to mud, reducing movement and requiring Balance checks

Protective Charm (MA) One creature/level will not attack caster

Sealed Door (lesser) Makes door difficult to open

See invisibility Caster can see invisible creatures and objects

Subtle Steps Caster gains +3 to Sneak

Complex

Boil (Fi,W) Heats water in 10 foot radius, doing d6/level to anyone in area

Bypass Ward Suppress magical traps, wards,seals, and touch based runes

Conjure Energy Creature II Creates a creature made of energy

Drain Away Speed reduce medium or smaller humanoids speed by 30 feet

Earth Burst (E) Transforms rock into bomb that does d6/level damage

Eldritch Web (F) Creates magic web that entangles creatures

Energy Blade creates an energy weapon that needs only touch attacks and does d8 +1 /2 levels

Enhance Magical Flow (lesser) Adds +1 to spell casters DC’s

Greenspy (P) Plant stores sight and sound for caster to later experience

Location Loresight (Ps) Provides facts about current location

Magnetism Caster’s hands become magnetic and has a number of abilities

Mark Allies Protects allies from caster spells of 3rd level and lower

Read Mind (MA, Ps) Reveals surface thoughts

Scream (S) Target suffers d8 sonic damage +1 Con +1Con/5 levels

Silent Sheath (S) Target make no sound

 

Exotic

Advance Poison (NE) Increase DC of poison by 2

Dazzle sphere (L) Creatures in 10 foot radius are dazed for d4 rounds

Empower Rune Makes Rune invested

Empower Spell (F) Caster’s next spell is either consider +2 levels higher or does +d6 extra damage

Invigorate Item Increase saving throw DC of magic item by +1

Sorcerous Guise Illusion makes target look like another

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