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domenica 24 novembre 2024

Gestalt Signature Ability for Rogues

 As I convert my character to Gestalt, I may need to create some completion abilities for them every now and then.

Like for Anton. He was a rogue with a few wizard levels. In Pathfinder, I found that a few magus levels were even better for him.

But the rogue is a secondary support class in Gestalt, and making him a primary wizard didn’t sound so well. Assassin? Poisoner? Executioner? Nope, that’s not him.

So I grabbed the idea of creating customized signature abilities when you want to use a support class as a primary. All is allowed in a game where the first rule is the Rule of Cool. And here is it. How I used it, you will see next time.

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Rogue: Precise Striker: You gain a +3 bonus on sneak attack rolls.


domenica 2 aprile 2023

New Ghost Special Attacks

 The latest version of the Phantom of the Opera in Aaron’s novels is both a ghost and an extraplanar being. I could have him ascended as some existing kind of angel, but I needed him to stay incorporeal (though not always) and keep his bardic abilities. So, this. (Thank you, ghost versatility!)

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New Ghost Special Attacks

Sacred Ghost (Sp): The ghost accomplished enough good deeds to atone for its sins in life and ascended to petitioner status for higher planes. Its type changes to outsider (extraplanar), though it retains the incorporeal subtype and any subtypes it had in life. It also gains one spell-like ability from the angelic aspect spell chain, of a level equal or lesser to ½ its CR. The ghost can use this ability once per day. The caster level is equal to the ghost’s HD.

Solidify (Su): The ghost died fighting for someone it loved. Three times per day, it can become corporeal for a number of rounds equal to its CR. During this time, it can touch other creatures or objects, but loses all other special abilities he possesses from the ghost template except rejuvenation. While corporeal, a ghost has a Strength and Constitution score as it had in life.

domenica 5 marzo 2023

Monotheism in Worldcenter (Updated)

 In this build, Catherine uses my own homebrewed rules for monotheistic Christianity (even if the Tour de Farce trilogy is not set in Worldcenter). I slightly updated and fleshed out the rules for her. Here they are for quick consultation. By the way, the domains Cat chose are Community, Glory, Good, Law, and Protection. She obtained Magic as a mortal herald domain even if it isn’t one of her chosen domains because… well, because she needs to learn believing in magic.

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Monotheism in Worldcenter

Humans born in Worldcenter are largely monotheistic (though other faiths are not openly persecuted). The church’s structure closely resembles that of medieval Catholic church- there is one God only, but several saints that can be considered Empyreal Lords and originated different Orders of friars, nuns or priests with their own alignment, domains, edicts and rules. God himself (many believers like to consider him male, though some branches of theology disagree) is considered LG, but also NG and CG for the purposes of prerequisites and followers’ alignment, as he embodies all aspects of goodness. A saint and their order can have any good or neutral alignment (so evil priests are possible, but they will be fought if discovered by good and neutral church members). Each saint also grants their own Celestial Obedience to members of their order, but only God grants Deific Obedience. Other deities are variously considered as fiends, saints, or other aspects of God.

The different nuances of this are symbolized by the three chivalric orders that serve the throne: the Knights of the Lily (LG paladins), the Knights of Ivy (warpriests, CG) and the Knights of the Red Rose (cavaliers, mostly NG). The Knights of the Red Rose are secular cavaliers, but rumors have that there is a fourth secret order of NG inquisitors acting in shadows, the Knights of the Star. Characters of different classes can belong to saintly orders, but Evangelists, Exalteds, and Sentinels receive their powers from God rather than their patron saint. Some orders can grant druidic powers, but full-fledged, organized  druids are mostly worshipers of pagan deities. Oracles and shamans are seen with some suspicion as they tend to act outside the normal church hierarchy, but they can also be highly revered by people as mouthpieces of the Lord against the establishment, should it become corrupt.

God grants all domains except Evil, and all subdomains except Blood, Cannibalism, Corruption, Daemon, Demodand, Demon, Devil, Fear, Greed, Hatred, Kyton, Lust, Murder, Plague, Sakhil, Slavery, Torture, Tyranny, and Undead (these are mostly granted by the Devil). Each character worshiping God chooses five domains and the relative subdomains among those granted by God, and these are considered the domains God grants to that character for the purpose of any class features, spells, effects, or prerequisites. Some domains can be slightly modified to expunge spells and powers that are too “evil”. God grants all inquisitions except Crime, Possession, Sin and Torture. The only mysteries/spirits he doesn’t grant are Dark Tapestry and Godclaw (though the equivalent of Hellknights could think to receive their powers from him). God has not a favored weapon (any one simple weapon with which a worshiper takes Weapon Focus is considered as a deity’s favored weapon for all spells, effects, and prerequisites), and priests do not follow special spell rules.

Deific Obedience

Offer to cast a beneficial spell for another creature without any benefit for you or your party coming from this, and ask the benefited creature not to tell anybody about your action. If you aren’t able to do that, meditate upon a sacred text of the faith, reciting the prescribed prayers among lectures. The lectures change for every day or the year. Always try to relate the teachings offered to your daily life and find some means to improve yourself. Gain a +4 sacred bonus on Diplomacy and Knowledge (religion) checks.

Evangelist

1: Peace Bearer (Sp) sanctuary 3/day, calm emotions 2/day, or remove blindness/deafness 1/day

2: Confessor Ally (Sp) Once per day as a standard action, you can summon a balisse angel to aid you. You gain telepathy with the angel to a range of 100 feet. The angel follows your commands perfectly for 1 minute for every Hit Die you possess before vanishing back to its celestial home. The angel doesn’t follow commands that would cause it to violate its alignment by committing evil acts, and it could even attack you if the command is particularly egregious.

3: Life Font (Su) You gain the Extra Revelation feat, choosing a revelation from either your chosen mystery or the Life 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.

Exalted

1: Merciful Disciple (Sp) cure light wounds 3/day, lesser restoration 2/day, or remove disease 1/day

2. As a Lamb Among Wolves (Ex) Gain an armor bonus equal to your Charisma modifier (minimum +1) whenever you wear no armor. If you already possess the nature’s whispers revelation, add your Charisma bonus also to your Reflex saving throws (instead of your Dexterity bonus) instead. If you already possess the prophetic armor or sidestep secret revelations, add your Charisma bonus also to your CMD (in place of your Dexterity bonus) instead.

3: Faithful Servant (Su) Select two class features among the following: channel energy, domain, hexes, oracle curse, revelations, spirit, or wandering spirit/bonded spirit. You add your exalted level to your class level in the class granting the chosen class features for the purpose of determining their effects. You don’t gain any new abilities thanks to this boon. If you don’t possess any of these abilities, or if you already use them at your character level, you instead gain Believer’s Boon as a bonus feat, and may use it to gain either the 1st-level or higher-level power of any one domain as a cleric of your character level once per day or one minute per day, whichever applies best.

Sentinel

1: Glorious Defender (Sp) celestial healing 3/day, blessing of courage and life 2/day, or wrathful mantle 1/day

2: Severe Guard (Ex) You gain Shared Judgment as a bonus feat. If you don’t have the judgment class feature, you instead gain it as an inquisitor of your character level, and may choose any 4 judgments from the inquisitor’s list to use.

3: Battlefield Absolution (Sp) judgement undone 1/day.

Dedicated Hierophant Path Ability: Hand of Mercy: At 3rd tier, you can select any mercy available to a 6th-level paladin to apply to your channel energy ability. At 6th tier, you can select any mercy available to a 9th-level paladin, and at 9th tier, you can select any mercy available to a 12th-level paladin. Bonus Path Ability: Mythic mercy (guardian).

Godling Path Ability

This should more appropriately be called “saint path ability” in this case.


Imbued Healing (Su) At 6th tier, when you cast a spell of the healing subschool, you can expend one use of mythic power to add the effect of one spell from your domain, mystery, or spirit magic spell list to the initial spell effect, as long as you may normally cast a spell of that level.


New Hierophant 1st Tier Path Ability

Coupled Graces (Su): Whenever you spend a standard action, move action, or swift action to activate a domain power, revelation, warpriest blessing, shaman spirit power, or shaman hex, you can also activate an ability that uses mythic power as a free action. The mythic ability you activate must require the same action type as the other ability you activated or faster (a swift action is faster than a move action, and a move action is faster than a standard action).

sabato 19 giugno 2021

Additional Rule: Chaokineticists, Phytokineticists and Elemental Whispers

 I like kineticists and I would have loved more rules for them. Instead, some large holes remain. For example, we have no wood or void elementals/wysps. So Improved Elemental Whispers is useless for chaokineticists and phytokineticists. But shouldn’t it be an universal wild talent? Sure it should! So here’s my houserule.

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Elemental Whispers- Additional Rule

Chaokineticists and phytokineticists can select Elemental Whispers and Greater Elemental Whispers like other kineticists. While a void familiar takes its energy either from an Outer Plane or the Negative Plane, a wood familiar takes it from the First World. An improved elemental familiar assumes the form of a Tiny outsider with a subtype fitting to the master’s alignment (for a chaokineticist) or a Tiny fey or plant creature (for a phytokineticist). The chosen form must be one allowed for an improved familiar.

sabato 26 settembre 2020

Unchained Cantrips, by Aaron Hollingsworth

The stuff I received from Aaron this time ends here, but hey friend, you’re welcome to send me other things when you wish! The latest rules addition is not only revised cantrips, but orisons and knacks as well.

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Unchained Cantrips, Knacks, and Orisons

For many a seasoned spellcaster, 0th-Level spells become like old toys, forgotten and neglected in favor of higher level spells. Unchained 0th-level spells scale in power as the caster gains levels, becoming more effective as adventures grow more complex and dangerous. 

A spellcaster can learn an unchained 0th-level spell by gaining the Unchained Cantrip feat. Despite the feat's name, it also applies to knacks and orisons. 

Saving Throws

The saving throw for an unchained 0th-level spell is 10 +½ caster's level + key ability score. 


Feat

Unchained Cantrip

One of your 0th-level spells grows in power as you do. 

Prerequisites: 3rd level or 3 hit dice, able to cast a 0th-level spell

Benefits: Choose one 0th-level spell that you can cast. This spell becomes unchained, and is effectively replaced by the unchained version. Like any other 0th-level spell, this unchained version can be cast again without using up a spell slot.

Special: This feat can be selected up to 3 times. Each time, it applies to a different 0th-level spell.

Acid Splash (Unchained)

School conjuration (creation) [acid]; Level arcanist 0, inquisitor 0, magus 0, sorcerer 0, summoner 0, summoner (unchained) 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect one missile of acid

Duration instantaneous

Saving Throw none; Spell Resistance no

Description

You fire an orb of acid at the target. You must succeed on a ranged touch attack to hit your target. The orb deals 1d6 points of acid damage at 1st level. This damage increases by level on the table below. This acid disappears after 1 round.


Table: Acid Splash

Level

Damage

1st–3rd

1d6

4th–7th

1d8

8th–11th

1d10

12th–15th

2d6

16th–19th

2d8

20th

2d10


Arcane Mark (Unchained)

School universal; Level arcanist 0, magus 0, psychic 0, shaman 0, sorcerer 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range touch

Effect one personal rune or mark, all of which must fit within 1 sq. ft, +1 additional square foot per level. 

Duration permanent

Saving Throw none; Spell Resistance no

Description

This spell allows you to inscribe your personal rune or mark, which can consist of no more than six characters per level, considering the many names and titles you might acquire as you adventure. The writing can be visible or invisible. An arcane mark spell enables you to etch the rune upon any substance without harm to the material upon which it is placed. If an invisible mark is made, a detect magic spell causes it to glow and be visible, though not necessarily understandable.

See invisibility, true seeing, a gem of seeing, or a robe of eyes likewise allows the user to see an invisible arcane mark. A read magic spell reveals the words, if any. The mark cannot be dispelled, but it can be removed by the caster or by an erase spell.

If an arcane mark is placed on a living being, the effect gradually fades 1 month per level.

Arcane mark must be cast on an object prior to casting instant summons on the same object (see that spell description for details).


Bleed (Unchained)

School necromancy; Level arcanist 0, cleric 0, inquisitor 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, sorcerer 0, spiritualist 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one living creature

Duration instantaneous

Saving Throw Will negates; Spell Resistance yes

Description

You cause a living creature that is below 0 hit points but stabilized to resume dying. Upon casting this spell, you target a living creature that has –1 or fewer hit points. That creature begins dying, taking 1 point of damage, +1 additional point of damage for every 5 levels thereafter, per round. The creature can be stabilized later normally. This spell causes a creature that is dying to take 1 point of damage, +1 additional point of damage for every 5 levels thereafter.


Mage Hand (Unchained)

School transmutation; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one nonmagical, unattended object weighing up to 10 lbs + 10 additional pounds per level.

Duration concentration

Saving Throw none; Spell Resistance no

Description

You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet + 5 additional feet per level in any direction, though the spell ends if the distance between you and the object ever exceeds the spell's range.


Breeze (Unchained)

School evocation [air]; Level arcanist 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S, M (a miniature fan)

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one creature or object

Duration 1 hour per level (D)

Saving Throw Will negates (harmless); Spell Resistance yes

Description

You create a light wind that blows against the target, from a direction of your choice. The breeze grants the subject a +2 bonus on saves against very hot conditions, severe heat, breath weapons, and saves against cloud vapors and gases (such as cloudkill, stinking cloud, and inhaled poisons). This bonus increases by +1 at levels 5, 10, 15, and 20. This spell does not function without air or underwater.

You can only have one breeze active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled.


Dancing Lights (Unchained)

School evocation [light]; Level arcanist 0, bard 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range medium (100 ft. + 10 ft./level)

Effect up to four lights + 1 additional light per level, all within a 10-ft.-radius area

Duration 1 minute per level (D)

Saving Throw none; Spell Resistance no

Description

Depending on the version selected, you create four lights (+ 1 additional light per level) that resemble lanterns or torches (and cast that amount of light), or four glowing spheres (+ 1 additional light per level) of light (which look like will-o'-wisps), or one faintly glowing, vaguely humanoid shape four every four lights you can create. The dancing lights must stay within a 10-foot-radius area in relation to each other but otherwise move as you desire (no concentration required): forward or back, up or down, straight or turning corners, or the like. You can cause these lights to dance by making a Perform (dance) check. The lights can move up to 100 feet per round. A light winks out if the distance between you and it exceeds the spell's range.

You can only have one dancing lights spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. If you make this spell permanent, it does not count against this limit.

Dancing lights can be made permanent with a permanency spell.


Daze (Unchained)

School enchantment (compulsion) [mind-affecting]; Level arcanist 0, bard 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S, M (a pinch of wool or similar substance)

Effect

Range close (25 ft. + 5 ft./2 levels)

Target one humanoid creature 

Duration 1 round, + 1 additional round at levels 5, 10, 15, and 20.

Saving Throw Will negates; Spell Resistance yes

Description

This spell clouds the mind of a humanoid creature so that it takes no actions. A dazed subject is not stunned, so attackers get no special advantage against it. After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


Disrupt Undead (Unchained)

School necromancy; Level arcanist 0, inquisitor 0, magus 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V, S

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect ray

Duration instantaneous

Saving Throw none; Spell Resistance yes

Description

You direct a ray of positive energy. You must make a ranged touch attack to hit, and if the ray hits an undead creature, it deals 1d6 points of damage to it. This damage increases by level on the table below. 


Table: Disrupt Undead

Level

Damage

1st–3rd

1d6

4th–7th

1d8

8th–11th

1d10

12th–15th

2d6

16th–19th

2d8

20th

2d10


Flare

School evocation [light]; Level arcanist 0, bard 0, druid 0, hunter 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, skald 0, sorcerer 0, wizard 0

Casting

Casting Time 1 standard action

Components V

Effect

Range close (25 ft. + 5 ft./2 levels)

Effect burst of light

Duration instantaneous

Saving Throw Fortitude negates; Spell Resistance yes

Description

This cantrip creates a burst of light. If you cause the light to burst in front of a single creature, that creature is dazzled for 1 minute per level unless it makes a successful Fortitude save. Sightless creatures, as well as creatures already dazzled, are not affected by flare.

Light (Unchained)

School evocation [light]; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 1 standard action

Components V, M/DF (a firefly)

Effect

Range touch

Target object touched

Duration 10 min./level

Saving Throw none; Spell Resistance no

Description

This spell causes a touched object to glow like a torch, shedding normal light in a 20-foot radius, and increasing the light level for an additional 20 feet by one step, up to normal light (darkness becomes dim light, and dim light becomes normal light). In an area of normal or bright light, this spell has no effect. The effect is immobile, but it can be cast on a movable object.

You can have a number of light spells active at any one time equal to your level. If you cast this spell while your maximum limit of light spells are still in effect, the first casting is dispelled. If you make this spell permanent (through permanency or a similar effect), it does not count against this limit. Light can be used to counter or dispel any darkness spell of equal or lower spell level.


Mending (Unchained)

School transmutation; Level adept 0, arcanist 0, bard 0, cleric 0, druid 0, hunter 0, occultist 0, oracle 0, psychic 0, shaman 0, skald 0, sorcerer 0, spiritualist 0, summoner 0, summoner (unchained) 0, warpriest 0, witch 0, wizard 0

Casting

Casting Time 10 minutes. This casting time is reduced by 1 minute for every 2 levels, to a minimum of 1 minute at 20th level.

Components V, S

Effect

Range 10 ft. per level.

Target one object up to 1 lb./level

Duration instantaneous

Saving Throw Will negates (harmless, object); Spell Resistance yes (harmless, object)

Description

This spell repairs damaged objects, restoring 1d4 hit points for every 2 levels to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.