#1
|
||||
|
||||
Campaign Document
Quick Links Campaign Classes Campaign Gods Campaign Domains Campaign Traits Campaign Equipment Campaign Animals Campaign Spells Campaign Feats Campaign Traps What I am looking for:
Creation Guidelines System: Pathfinder Books: Core, Bestiary I, II, III, Ultimate Combat, Ultimate Magic, Advanced Player's Guide, Inner City Primer/guide, Gods and Magic, Faiths of Corruption, Faiths of Purity, Psionics Unleashed, and Cheliax: Empire of Devils Alignment: Any Race: Any one of the eight kobold sub-races listed here (ONLY) Starting Level: All characters will begin play at 1st level. Classes: All classes from available sources except Magus and Gunslinger are allowed Abilities: 27 Point Buy Hitpoints: Hit points are calculated as max at first 2 levels and then 75% of hitdice (rounded down) for each level there after. D4=3, D6=4, D8=6, D10=7, D12=9. Traits: All characters will begin play with 2 traits chosen from all available campaign sources. Starting Money: All characters will begin play with 250g to purchase starting items from all available campaign sources. Any character that begins play with a 1st level item creation feat may begin play with a single item created by that feat at ˝ book price, as if they had created the item. No item can be a higher caster level than 1st and it must be an item that the character can create. (For example: A wizard with scribe scroll could start play with a single scroll of Magic Missile (1st level caster) by spending 12.5 gold of their starting money.) Common Gods Worshiped: Apsu, Dahak, Tiamat, Lamashtu, Besmara, Ydersius, Tortus Restricted Materials: No firearms or spell blights will be used in this campaign. All character concepts will be approved by the DM. Additional material is considered on a case by case basis. Poisons will be handled per request and availability to purchase. All poison purchases and creations must be approved by the DM. Last edited by drakesylvan; Jun 9th, 2012 at 09:05 PM. |
#2
|
||||||||||||||||
|
||||||||||||||||
Traps and Trap Making
You might be wondering what it takes to make a trap, being you are a kobold.
Click HERE for more information on building traps in the Pathfinder game. Consider that building "simple" traps costs you 50gp x CR and not the 250gp normal cost. Normal mechanical traps cost 500gp x CR base cost. These costs, obviously are reduced in the crafting process. Table: Craft (Traps) DCs
|
#3
|
||||
|
||||
Campaign Feats
White Dragon Style (Combat, Style)
You call upon the spirit of the white dragonkind, gaining a fluid and artful stance that grants you mobility, accuracy, and deadly prowess. Prerequisites: Dex 15, Improved Unarmed Strike, Acrobatics 3 ranks, Weapon Finesse Benefit: While using this style, you gain a +2 bonus on reflex saving throws, acrobatics checks, and AC from attacks of opportunity. You ignore difficult terrain when you charge, run, or withdraw. You can also charge through squares that contain allies. Further, you can add 1-1/2 times your Dexterity bonus on to hit rolls, if using weapon finesse, for your first unarmed strike on a given round. Normal: You cannot charge or run through difficult terrain, and you cannot charge through a square that contains an ally. With an unarmed strike, you usually add only your dexterity bonus on attack rolls using weapon finesse. White Dragon Ferocity (Combat) You attack with the strength of a dragon, your telling blows striking fear into your enemies. Prerequisites: Dex 15, Improved Unarmed Strike, White Dragon Style, Stunning Fist, Acrobatics 5 ranks, Weapon Finesse. Benefit: While using White Dragon Style, you gain a bonus on all unarmed strike attack rolls equal to half your Dexterity bonus. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent takes an additional 1d6 + your dexterity bonus precision damage. Special: Taking this feat allows you to qualify for the Elemental Fist feat (Advanced Player’s Guide 158) even if you do not meet that feat’s prerequisites. If you do not meet that feat’s prerequisites, you must choose one of the damage types that feat offers, and you can use only that damage type with your Elemental Fist attacks until you meet the feat’s normal prerequisites. A monk with this feat can use Elemental Fist as if he were a monk of the four winds (Advanced Player’s Guide 112). White Dragon Roar (Combat) The spirit of the white dragon wells up inside you and bursts forth in a mighty cold breath. Prerequisites: Dex 15, Improved Unarmed Strike, White Dragon Style, Stunning Fist, Acrobatics 8 ranks, Weapon Finesse. Benefit: You gain one additional Stunning Fist attempt per day. While using White Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a breath weapon in a 15-foot cone. Creatures caught in the cone take 1d6 + wisdom bonus cold damage and become slowed for 1d3 rounds. A successful Reflex save (DC 10 + 1/2 your character level + your Wis modifier) reduces the damage by half and prevents a target from being slowed. Special: If you have the Elemental Fist feat (Advanced Player’s Guide 158), you can expend a daily use of that feat to deal your Elemental Fist damage to those caught in the cone. This damage is not halved even on a save. Slowed An affected creature moves and attacks at a drastically slowed rate. Creatures affected by this effect are staggered and can take only a single move action or standard action each turn, but not both (nor may it take full-round actions). Additionally, it takes a -1 penalty on attack rolls, AC, and Reflex saves. A slowed creature moves at half its normal speed (round down to the next 5-foot increment), which affects the creature's jumping distance as normal for decreased speed. Crafty Trapper Prerequisite: Kobold Race, Craft (Trap-Making) 3 ranks, Skill Focus Craft (Trap-Making) Benefit: You are a master at creating and setting traps. All costs to craft a trap are reduced by ˝ for you. In addition, you can roll twice when making a craft (trap- making) check and take the higher of the two rolls. Also the save DC and or attack bonus of any trap you create are increased by +1. Cowardly Tactician Prerequisite: Kobold Race Benefit: When you use an action to make a withdrawal, your base movement spend is increased by 10ft. After taking a withdrawal action, you gain +2 dodge bonus to AC and +2 bonus to Reflex saves until the beginning of your next turn. Last edited by drakesylvan; Jun 6th, 2012 at 02:35 PM. |
#4
|
||||
|
||||
Campaign Special Spells
Campaign Special Spells Turtle Shell School transmutation Level Alchemist 4, Druid 4, Ranger 4, Summoner 4 Domains Turtle Casting Time 1 standard action Components V, S, DF Range touch Target Living creature touched Duration 10 min/level Saving Throw none Spell Resistance yes (harmless) Description Turtle shell functions exactly like the spell Barkskin in addition to its other effects. Whenever a character with Turtle Shell active on them fights defensively their effective bonus for doing so is doubled (+4). The same is true for taking a full defensive action (+8). Also, a creature with Turtle shell gains DR 3/- from weapon attacks for the duration of the spell. [SIZE="3"] |
#5
|
|||||||||||||||||||||
|
|||||||||||||||||||||
Campaign Special Mounts, Animals, Companions
Campaign Special Mounts[/SIZE] There aren't many horses or ponies that live long in the dark tunnels of the kobold clans. Most mounts and pets are at home in the dark places, or have been bred specifically for toil underground. Several mounts may be available for purchase; the following list of mounts are the most common:
*A heavy war animal gains the Advanced Simple Template. In addition, it also gains an increase on all its attacks by one dice up (1d4 becomes 1d6, etc.) Heavy war animals can be specifically trained for combat with the Handle Animal skill. Advanced Simple Template **A giant weasel's attach requires a successful CMB vs. CMD after hitting to attach. The weasel then gains +4 to their CMB to remained attached if already so. <> Large versions of all of these animals exist in the kobold caves, for those kobolds who are medium size, but they are rare and harder to find. Double the cost of any normally medium creature used as a mount that is now large in size. Apply the Simple: Giant template to the creature to determine its stat increases. If the giant template has already been applied, simply advance the creature as if it had increased in size using the template's examples. Giant Template Riding Turtle CR 2 N Medium animal Init -1; Senses Low-light, Darkvision 60ft, Perception +6 AC 19, Touch 8, Flat-Footed 19 (-2 Dex, +11 Natural) hp 23 (3d8+9) Fort +5, Ref +0, Will +4 Speed 30ft., Swim 15ft Melee bite +5 (1d6+3 plus grab) Space 5ft; Reach 5ft Str 16, Dex 8, Con 16, Int 2, Wis 15, Cha 7 BA +2; CMB +5; CMD 14 (18 vs. trip) Feats: Skill Focus Perception, Improved Natural Armor Skills: Perception +6, Swim +11 SA: Shell Retreat Shell Retreat (Ex) A turtle can retreat within its shell as a swift action, gaining a +2 enhancement bonus to its existing natural armor. While in its shell, a turtle cannot take any action except to end the retreat. The turtle can end its retreat with a free action on its turn. Campaign Special Animal Companions Sea Turtle Starting Statistics Size Medium; Speed 20 ft., swim 30 ft.; AC +8 natural armor; Attack bite (1d6); Ability Scores Str 8, Dex 12, Con 10, Int 1, Wis 13, Cha 7; Special Qualities low-light vision, hold breath, scent, Water Sprint Water Sprint (Ex) Once per minute an sea turtle may sprint, increasing its swim speed by 40 feet for 1 round. 7th-Level Advancement Size Large; AC +2 natural armor; Attack bite (1d8 plus grab), Ability Scores Str +8, Dex –2, Con +4 Last edited by drakesylvan; Jun 8th, 2012 at 08:29 AM. |
#6
|
||||
|
||||
Campaign Special Equipment
Campaign Special Equipment
Monk Wraps Weapon Size: Light Weapon Type: Exotic Damage/Crit: As per Unarmed Strike Price: 2gp Weight: 2 lbs Description These thin layers of tough cloth are specially designed hand coverings that aid a person using unarmed strikes in battle. They can be enchanted like any other type of melee weapon. Monks are considered naturally proficient with monk wraps. They provide no additional bonus to damage other than the wearer's own unarmed strike damage. Special: Monk wraps can be made masterwork, in which case, they are often made with layers of metal plates to provide greater impact. They grant a +1 to attacks with unarmed strikes as other masterwork weapons do. Monk wraps can be dual-wielded with the normal rules for two-weapon fighting applying. Items can be held in hand with no penalty while wearing monk wraps. |
#7
|
||||
|
||||
Campaign Special Traits
Campaign Special Traits
Racial Traits Trapper (kobold) You have mastered the art of making and setting up traps. Benefit: You gain +2 bonus to Craft (Trap-Making) and a +2 bonus on any check made to set up traps. Tunnel Fighter (Kobold) Caves and tunnels are a second home to you. Benefit: While underground, you receive a +2 trait bonus to initiative checks and a +1 trait bonus on weapon damage rolls for critical hits (this damage is multiplied on a critical hit). Scaly Friend (Kobold) You've long been a friend to all things with scales, and feel safer when there are scalykind nearby. Benefit: You gain a +1 trait bonus on Will Saving throws as long as a scalykind creature (at least indifferent toward you) is within 30 feet, and you have +1 to Handle animal checks with scaly creatures . Handle animal is always a class skill for you. Scalykind Creatures (Dragons, Drakes, Reptiles, Snakes) Deekin's Friend (Kobold) You are very good at yipping out a tune in the best nature of the great kobold bards. Your inspiring tunes are a pleasure to all that hear them. Benefit: You gain +1 to all preform (Singing) checks. In addition, you gain +1 to your saves verses any Bardic Music effect. Claw of the Dragon (Kobold) The blood of the dragon flows strongly through your veins. Prerequisite: Draconic Bloodline Benefit: You count as +2 levels higher for determining your bloodline powers in the Draconic Bloodline. Mixed Scales (Kobold) You were born with an abnormality in your scales that reflects some of your mixed kobold heritage. Benefit: Choose one color of scales that is not of your main bloodline color. (Red, Blue, Green, White, Black, Aqua, or Purple). You gain a small portion of the Draconic heritage of that color. Red – Resist Fire +1 Blue – Resist Electricity +1 Green – Resist Acid +1 White – Resist Cold +1 Black – +2 to all saves vs. poison. Aqua – Gain Hold Breath as a racial feature. Purple – Resist Sonic +1 Gold - Choose a skill, that skill is always a class skill for you and you gain +1 bonus to skill checks with it. Tunneler (Kobold) You are very apt at being underground and know your way through tunnels better than others. Benefit: You gain +1 Knowledge Nature, +1 Knowledge Geography for any check involving underground lore. You also gain +1 to your Survival checks while underground. Knowledge Geography is also a class skill for you. Master Miner (Kobold) You have embraced your kobold heritage. Your knowledge about mining and ores is above the rest. Benefit: You gain +1 to appraise checks when dealing with ore, gems, and minerals. You gain +1 to Profession (Miner) checks and Appraise is always a class skill for you. Dragon Friend (Kobold) You are more educated in the ways of dragons, and can more easily approach them than others. Benefit: You gain +1 to bluff and diplomacy skill checks involving dragons. You gain +1 to all saving throws verses a dragon's breath weapon and special abilities. Finally you gain +1 to all knowledge skill checks involving dragons. Sneaky Wyrm (Kobold) You are apt at hiding and sneaking underground. Benefit: You gain +2 to stealth checks while underground and Stealth is always a class skill for you. Faction (Shiny Knob) Traits Clan Leader (Faction) You are in a position of authority within the clan, even if that authority is over just a few other clutch mates. Benefit: You gain +1 to bluff and diplomacy checks against kobolds and gain +1 to knowledge (local-clan) checks. Knowledge (Local) is always a class skill for you. Silver Scale (Faction) You have been awarded a silver scale painted on the right side of your face. This honor is awarded to only the bravest of kobolds within the clan. Benefit: Choose from the following skills (Appraise, Bluff, Diplomacy, Sense Motive, Knowledge (Local), Profession (Miner), Knowledge (Arcana), Craft (Trap-Making), Stealth, or Survival). You gain +1 to the chosen skill and that skill is a always a class skill for you. Special: You can take or be awarded this trait multiple times, its effects do not stack. Each time you acquire this trait, choose a different skill listed above. You may have other faction (Shiny Knob Clan) traits other than this trait as well. Clan Healer (Faction) You have been blessed with a keen knowledge of how to mend the faction members of the Shiny Knob Clan. Benefit: You gain +2 to all Heal checks made on members of the Shiny Knob Clan of kobolds and your caster level for any healing spell cast on a Shiny Clan member is at +1 CL. Last edited by drakesylvan; Jun 9th, 2012 at 12:36 PM. |
#8
|
||||
|
||||
Campaign Special Domains
Campaign Special Domains
Turtle Sub-Domain Associated Domain: Animal. Add Swim to your list of class skills. In addition, whenever you cast a spell that grants you a swim speed, has the water descriptor, or water breathing, you do so at +1 caster level. Replacement Power: The following granted power replaces the speak with animals power of the Animal domain. Turtle's Blessing (Ex): You gain +1 natural armor and gain a swim speed equal to half your base land speed. If you already have a swim speed, your base swim speed increases by 10 feet. Replacement Power: The following granted power replaces the Animal companion power of the Animal domain. Turtle Companion (Ex): At 3rd level, you gain the service of an animal companion, which must be a form of turtle. Your effective druid level for this animal companion is equal to your cleric level -2. (Druids who take this ability through their nature bond class feature use their druid level -2 to determine the abilities of their turtle animal companion). Replacement Domain Spells: 3rd—Water Breathing, 4th—Turtle Shell*. Scalykind Domain Granted Power Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + Charisma modifier. Scalykind Domain Spells 1. Magic fang 2. Animal trance* 3. Greater magic fang 4. Poison 5. Animal growth* 6. Eyebite 7. Creeping doom (composed of tiny snakes) 8. Animal shapes* 9. Shapechange *Affects ophidian or reptilian creatures only. Dragon Domain Associated Domain: Scalykind. Replacement Power: The following granted power replaces the Serpent Companion power of the Scalykind domain. Dragonbreath (Su): At 4th level, you may use a breath weapon once per day as a standard action. When you gain this ability, choose acid, cold, fire, or electricity—this determines what kind of damage your breath weapon inflicts. Once you make this choice, you cannot change it later. Your breath weapon fills a 15-foot cone, and inflicts 3d6 points of damage—this damage increases by +1d6 every even number level you gain beyond 4th level. A creature hit by your dragonbreath attack can make a Reflex save (DC 10 + half your cleric level + your Constitution modifier) to take half damage. At 9th level, you can use this ability two times per day, and at 14th level you can use it 3 times a day. Kobolds who have this domain power often choose their patron ancestor's breath weapon type as their own breath weapon type if possible. Replacement Domain Spells: 3rd—draconic reservoir, 4th—dragon's breath, 6th—form of the dragon I. |
#9
|
||||
|
||||
Campaign Special Gods
The kobolds do not revere a single deity, but rather all the deities whom they feel represent their ancestors. While Tiamat is their main god, many kobolds have been known to worship Lamashtu or even Besmara. The few good aligned kobolds may worship Apsu and still the most vile and evil kobolds may worship Dahak, the Destructor. Though it is a strange arrangement to revere all the dragon gods together, the kobolds see all the scalykind deities as worthy of worship and praise.
Apsu Waybringer , The Exiled Wyrm , Maker of All Home Immortal Ambulatory (travelling demiplane) Alignment Lawful good Portfolio Dragons, Glory, Leadership, Peace Worshipers Dragons, Good Kobolds, Dragon Kin Cleric Alignments LG, NG, LN Domains Artifice, Good, Earth, Law, Travel Subdomains Archon, Construct, Dragon, Exploration, Toil, Trade Apsu is the patron deity of all good and metallic dragons, and one of the oldest gods of the Great Beyond. Along with Tiamat, he is (at least according to draconic lore) believed to be one of the two original creator beings of the multiverse. Origins It is said that Apsu and Tiamat created the original gods. One of the first was Dahak, the destroyer. Apsu entered the Material Plane to battle Dahak, but was betrayed by Tiamat. This created a rift between metallic dragons and chromatic dragons. The battle between Apsu and Dahak still rages upon Golarion today. Apsu is also numbered among the divine creatures which fought in the battle to defend all of creation against Rovagug. Church of Apsu Unsurprisingly, most of Apsu's worshipers are metallic dragons, although homourable humanoids with an interest in draconic lore may also take up the faith. Those handful of humanoid followers typically wear a gold dragon’s foot brooch you wear at their heart their throat. Sometimes they also have other custom made equipment, also in the shape of a dragon's foot. Brass dragons, gregarious in the extreme, generally fill the role as Apsu's servants and diplomats, although few of them could be considered particularly devout. Nevertheless, they always come when they are needed Dahak The False Wyrm, Sorrowmaker, The Endless Destruction Alignment Chaotic evil Portfolio Destruction, Dragons, Evil, Treachery Worshipers Dragons Cleric Alignments CE, NE, CN Domains Chaos, Destruction, Evil, Scalykind, Trickery Subdomains Catastrophe, Deception, Demon, Dragon, Rage, Thievery Favored Weapon Bite or whip History Dragons believe that Dahak was one of the original gods created by Apsu and Tiamat. While the other deities began to create, Dahak chose to destroy. He is credited with transforming Hell into a place of agony and flame. He is also believed to be the creator of the metallic dragons, which he formed solely to hunt as sport. Seeing the destruction and chaos wrought, Apsu entered the Material Plane in order to end Dahak's reign of terror. However, Tiamat saw Dahak as a son and wanted him spared. In a deal to save Dahak, Tiamat healed some of the wounded metallic dragons. These dragons became the original chromatic dragons. The battle between Apsu and Dahak still rages on Golarion. There are few dedicated cults to Dahak, partially because his worshipers mostly consist of serpentfolk and especially evil dragons, with humanoid followers being a rarity. So much so in fact that his few worshipers have been known to wear their unholy symbols proudly, safe in the knowledge that few people would even recognise their religion. The greatest sacrifice his followers can hope to make is that of a metallic dragons, and these cults often dedicate themselves to this task above all else.[2] Most dragons view Dahak with hate, but some evil dragons choose to serve him due to his immense power. Interestingly, despite his known destructive nature, Dahak is numbered among the divine creatures which defended all of creation against Rovagug. Tiamat Mother of scales, Dragon's wrath, Fury of nature Alignment Lawful Evil Portfolio Destruction, Dragons, Evil, Treachery Worshipers Evil dragons, conquerors, Kobolds, Dragon Kin Cleric Alignments NE, LE, LN Domains Destruction, Evil, Law, Trickery, Scalykind Subdomains Catastrophe, Torture, Fear, Tyranny, Deception, Dragon Favored Weapon Bite or whip History Tiamat (tee-ah-mat) is revered as a deity in many locales. Her rival is Bahamut, against whom she constantly strives. Evil dragons, especially the blue and green varieties, pay homage to her, while good dragons avoid her. Her natural form is a thick-bodied dragon with five heads and a wyvern's tail. Each head has a different color: white, black, red, blue, and green. The color of each head continues down her massive body. Tiamat has numerous consorts, especially those of the chromatic kind. Dogma Tiamat believes in the spreading of power of herself and dragons, however she also wishes to be worshiped by other races as well as she believes her place is as ruler over all the gods and all the people, as dragons are most definately the most worthy race to do this. She also wishes for her followers to work towards the death of good aligned dragons and worhipers of any deities of good in general. Cults and Temples Cults worshiping Tiamat are increasingly rare nowadays, since she is a long forgotten Goddess. Still, sometimes, groups of fanatics happen to find old tomes filled with ancestral knowledge teaching of Tiamat and of the destruction she brought upon the world. When a temple dedicated to Tiamat is constructed, it usually consists of a cavern deep within the earth with a giant dragon head with its mouth wide open, which is used for sacrifices. It is believed that during a sacrificial ritual for Tiamat, the greater the fear experienced by the victims, the greater the blessing bestowed by the Goddess. Tortus (Lesser-God) The Great Turtle, The Wise One, The Slow Father Home Plan Prime Material Alignment Neutral Portfolio Animals of the Sea, Sea Dragons, Ancient Wisdom, Sea Druids Worshipers Dragons, Monks, Sea Creatures, Druids Cleric Alignments N, LN, CN, NG, NE Domains Scalykind, Knowledge, Protection, Water, Animal Subdomains Dragon, Memory, Thought, Oceans, Turtle Favored Weapon Bite or Club History It is said that when the gods created the oceans on the prime material planes, that one of the first creatures to populate those waters was the wise turtle. Tortus is one of the first animals created by the gods, granted immortality and agelessness. Over the years, Tortus amassed such much experience and knowledge that he ascended to godhood by will alone. Tortus is the protector of the seas, and seeks to maintain the balance of life within his realms. Appearing on many prime material planes, the great turtle dragon has been known to shelter the weak and lost at sea. Sailors believe that it is bad luck to kill any sea turtle, as it might offend Tortus and bring his swift wrath upon them. Dogma Tortus has very little in the way of enemies, but his temples will often fight against overly tyrannical beings or ones that bring chaos and destruction. Clergy of Tortus can be of any race, but usually are intelligent sea creatures and humanoids who are at home with the ocean. Clerics of Turtus often pray for their spells at dawn, and enjoy the company of sea creatures and of course, turtles. |
#10
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
|
|||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Campaign Special Classes/Archetypes
Blackguard - Anti-Paladin Archetype
The blackguard is a leader through tyranny and a champion of evil kingdoms. This type of anti-paladin is an expert at controlling people and becoming a powerful king or dictator. He is much more focused and calculating than the typical anti-paladin and is often less flamboyant and chaotic than your typical villain. The following replaces the anti-paladin’s class features listed. The blackguard still gains all abilities not mentioned for replacement below. Alignment: LE, NE Class Skills: Bluff, Craft, Diplomacy, Handle Animal, Intimidate, Knowledge (Religion), Knowledge (Nobility), Linguistics, Profession, Ride, Sense Motive, Spellcraft Aura of Tyranny (Su) At 3rd level, the Blackguard radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against enchantment charm effects. Creatures that are normally immune to enchantment charm lose that immunity while within 10 feet of a blackguard with this ability. This ability functions only while the blackguard remains conscious, not if he is unconscious or dead. This power replaces: Aura of Cowardice (Su) Plague Bringer (Ex) The blackguard is not able to contract and transfer diseases, but is still immune to them. Normally: An anti-paladin can contract and transfer diseases to others. Cruelty (Su) The Blackguard cannot use the “Diseased” Cruelty. In its place, the blackguard can use the following cruelty: Charm: The target is charmed as per the spell Charm Person. The caster level for the effect is equal to the blackguard’s character level. At 9th level the blackguard cannot use the “Cursed” cruelty. Instead, replace this option with the following cruelty: Charm Monster: The target is charmed as per the spell Charm Monster. The caster level is equal to the blackguard’s character level. Fiendish Boon (Sp) In the 2nd option of this feature, the blackguard can summon any creature on the list that is evil or add the fiendish template to an animal. Normally: The anti-paladin can only summon Chaotic Evil creatures with this ability. At 7th level the blackguard also gains the use of Skeletal Summoner Feat whenever using this ability. Aura of the Dictator (Su) At 17th level, a blackguard gains DR 5/good. Each enemy within 10 feet takes a –2 penalty on saving throws against compulsion effects. This ability functions only while the blackguard is conscious, not if he is unconscious or dead. This aura stacks with the effects of Aura of Tyranny. This power replaces: Aura of Depravity (Su) __________________________________________________ __________________________________________________ _________________________________________ Draconic Virtuoso The tales of talented draconic bards becoming as powerful as wizards are reality. Dragons who revere the vocal power of magic, have enhanced their ability to use magic through the beautiful sounds created by their enhanced dragonkin vocal cords. Using ancient draconic verses, the virtuoso’s perform incredible ballads enhancing their natural spell casting with the beauty and power of music. Role: The Virtuoso has focused more on the power of magic, than in combat. Bards and some wizards and sorcerers who are virtuoso benefit from expanded spell casting and lingering effects that would be otherwise unavailable to them. The virtuoso is a powerful addition to any adventuring party. Alignment: Draconic Virtuosos can be of any alignment, although they tend to be more chaotic and neutral rather than lawful. Hit Die: d6 Requirements To qualify to be a draconic virtuoso, a character must fulfill all the following criteria. Race: Any dragonkin (dragon, half-dragon, kobold, etc) or Sorcerer with the Draconic Bloodline Skills: Knowledge (arcana) 5 ranks, Perform 5 ranks Languages: Draconic. Spellcasting: Ability to cast 1st-level arcane spells. Feats: At least one Meta-magic Feat Class Skills The Draconic Virtuoso's class skills are Craft, Diplomacy, Disguise, Fly, Intimidate, Knowledge (all skills taken individually), Perform, and Spellcraft. Skill Ranks at Each Level: 4 Bonus + Int modifier.
Class Features All the following are class features of the virtuoso prestige class. Weapon and Armor Proficiency: Virtuosos gain no new weapon or armor proficiencies. Spells per Day/Spells Known: Since the virtuoso often uses magic to enhance her performances, it's important for her to maintain her arcane studies. Thus, whenever she gains a new virtuoso level, she gains new spells per day and spells known as if she had gained a level in a spellcasting class she belonged to before adding the prestige class. She does not, however, gain any other benefit a character of that class would have gained (metamagic or item creation feats, new familiar abilities, and so on). This means that she adds her new level of virtuoso to the level of some other spellcasting class she has, then determines spells per day, caster level, and spells known (if formerly a bard or sorcerer) accordingly. If the character had more than one spellcasting class before becoming a virtuoso, she must decide to which class she adds each level of virtuoso for purposes of spells per day and spells known. Bardic Music: At 1st level, the virtuoso gains the bardic music ability if she did not already have it from a previous class. All the bardic music effects (countersong, fascinate, inspire competence, inspire courage, inspire greatness, and suggestion) become available to her immediately. Each bardic music effect except suggestion requires one daily use of either the virtuoso performance ability (see below) or the bardic music ability.. Virtuoso Performance: With an impassioned soliloquy or a haunting melody, the virtuoso can create magical effects beyond even the capabilities of bardic music. Virtuoso performance can be used once per virtuoso level per day. If the virtuoso has bard levels, those stack with virtuoso levels to determine uses per day. Many virtuoso performance effects require more than one of the ability's allotted daily uses. Although many of the names refer to musical performances, the virtuoso isn't actually so limited -- for example, an actor could perform a "sustaining soliloquy" rather than a sustaining song. As with bardic music, the virtuoso can usually fight while using this ability but cannot cast spells or activate magic items by either spell completion or command word, unless otherwise noted. If the performance forces any target to make a Will save, the only other action the virtuoso can take in the same round is a 5-foot step. Sustaining Song: A 1st-level virtuoso with at least 5 ranks in Perform can sustain her unconscious allies, negating their need for stabilization checks during her performance. Because they're not making stabilization checks, the affected allies are neither stabilizing nor losing hit points. A sustaining song lasts for 5 minutes or until the virtuoso stops performing, whichever comes first. Sustaining song is a supernatural ability. A virtuoso with 10 ranks or more can use this performance to auto stabilize all dying creatures within range each round that the performance lasts. Starting sustaining song requires 1 virtuoso performance. Bonus Feat: At 2nd level the dragon virtuoso can choose a bonus feat. This feat must be a meta-magic feat, item creation feat, Spell Mastery, or bardic music feat. Metamusic: At 3rd level the virtuoso with at least 7 ranks in Perform can produce music that can alter magical spell casting. By expending a number of virtuoso performances the virtuoso can apply a meta-magic feat’s power to the next spell cast by himself or an ally. The number of virtuoso performances spent is equal to the number of spell levels increased by the meta-magic feat. A virtuoso who is using this performance can cast spells normally. The performance lasts as long as is needed for the meta-magic feat to be applied to the spell chosen by the virtuoso. Jarring Song: A 4th-level virtuoso with at least 8 ranks in Perform can inhibit spellcasting. Anyone attempting to cast a spell during a jarring song must make a Concentration check (DC 15 + the spell level). Success allows normal completion of the spell; failure means it is lost. A jarring song requires three daily uses of virtuoso performance and is a supernatural, sonic ability. Sharp Note:A 5th-level virtuoso with at least 9 ranks in Perform can sharpen the blades of all piercing and slashing weapons within a 10-foot radius. The affected weapons function as if a 6th-level sorcerer had cast a keen edge spell on them, except that the effect lasts only 10 minutes. Sharp note requires three daily uses of virtuoso performance and is a spell-like, transmutation ability. Mindbending Melody: A 6th-level virtuoso with at least 10 ranks in Perform can attempt to dominate a humanoid. This ability functions exactly like a dominate person spell cast by a 9th-level sorcerer. The target can make a Will save (DC 15 + the virtuoso's Charisma modifier) to negate the effect. A mindbending melody requires two daily uses of virtuoso performance and is a spell-like, mind-affecting, language-dependent, charm ability. Greater Metamusic:A 7th-level virtuoso with at least 11 ranks in Perform can use metamusic to add to the effect of a spell by expending one less virtuoso performance normally needed (minimum 0). So an extend spell would cost 0 virtuoso performances, an empower spell would cost 1, etc. Magical Melody: An 8th-level virtuoso with at least 12 ranks in Perform can empower allied spellcasters, raising their effective caster levels by +1 each for the purposes of spell effects and spell resistance checks. This effect lasts as long as the performance does. Magical melody requires two daily uses of virtuoso performance per minute maintained. It is a supernatural ability. At 10th level the virtuoso can spend four virtuoso performances per minute to grant a +2 bonus instead of +1 when using this ability. Song of Fury: A 9th-level virtuoso with at least 13 ranks in Perform can enrage her allies. This ability functions exactly like barbarian rage on all willing allies within 20 feet, and it lasts as long as the virtuoso continues her performance. Song of fury requires three daily uses of performance per round maintained. It is a supernatural, mind-affecting ability. Draconic Melody: A 10th-level virtuoso with at least 14 ranks in Perform can summon a large sized dragon to fight for her in combat. This requires 3 virtuoso performances and takes a full round before the dragon manifests as per normal summoning spells. The dragon remains for 3 rounds after summoned and 3 virtuoso performances can be spent to extend the summons for another 3 rounds. The type of dragon summoned is determined by the virtuoso’s alignment. Good aligned virtuosos summon a juvenile gold dragon while evil aligned characters summon a juvenile red dragon. Characters who are neither good nor evil can summon either dragon, this ability functions in all other ways as a Summon Monster IX spell. Last edited by drakesylvan; Jun 11th, 2012 at 05:17 PM. |
![]() |
Thread Tools | |
|
|