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Homebrew Ideas
Background Feats [Creation Only]: Extensive Training: You have been trained in many various skills. You are considered trained when using any skill needing training to use, even if you have no ranks in that skill. Educated: Choose three skills in which you have been educated. These are considered class skills no matter what class you take. Hereditary Trade: Your ancestors have worked at one skill so much that it has become inbred to your family. Choose one skill. This is considered a class skill for your character and you get a +2 racial bonus to that skill. Last edited by Silent Tiger; Mar 30th, 2007 at 01:25 AM. |
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Barbarian Variants
Kazahk Barbarian
The Kazahks are a group of nomadic tribes who are adapt at taming and breeding herds of wild horses. To these barbarians, their whole lives revolve around horses. They know, since birth, generations worth of knowledge on their beasts. Kazahks treat their horses with a reverent respect and as gifts given to them by the gods. Kazahks are said to learn how to ride even before learning how to walk. Kazahk trades Good Fortitude saves for Good Reflex saves. The Kazahk also has the following changes to their barbarian abilities:
*Small characters may apply mount bonuses to ponies or riding dogs instead of horses Barbarian Variant: Lycan-blood Some families have a blood-line that can trace its line through an ancestor who was cursed with lycanthropy. Most often, this information has been kept secret due to the stigmata that goes along with lycanthropy. While the blood has been diluted through the generations, some lycanthropic traits have passed on through generations. These lycanthropic blood traits might not be strong enough to express true lycanthropy in the offspring, however the blood does confer other benefits. With use, the lycanthropic blood gains strength and expresses itself in more ways.
Last edited by Silent Tiger; Apr 29th, 2010 at 03:51 AM. |
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Bards: Variant Performances
Bardic Performance Variants: You can switch out the bardic music ability for a different bardic performance style. You do not gain both sets of bardic performance abilities, the new bardic performance style takes the place of the traditional bardic music [Bardic Performance (music)]
Bardic Performance (Comedy): These bards use witty banter and comedy to affect their opponents. <Completed> Bardic Performance (Creator): These bards focus on making works which hold special bardic affects. <Under Construction> Bardic Performance (Dance): These bards tend to focus on dancing and movement, and their abilities grant them movement type affects. <Completed> Bardic Performance (War Marcher): These bards typically follow armies and have more offensive abilities to their performances. <Completed> Last edited by Silent Tiger; Apr 5th, 2007 at 08:50 PM. |
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Cleric: Options
Spontaneous Casting Variant: Instead of casting Healing or Inflict spells spontaneously, you may choose one of your god's domain spell lists to spontaneously cast from instead.
Last edited by Silent Tiger; May 10th, 2007 at 10:17 PM. |
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Druid: Variants
Druid Variant: Urban Druid
Spontaneous Casting Variant: Instead of spontaneously casting Summon Nature's Ally spells, you may choose to permanently cast spontaneously off of one of the following domains instead: Animal Domain, Plant Domain. Last edited by Silent Tiger; Apr 10th, 2008 at 10:45 PM. |
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Fighter: Variants
Fighter Variant:
*You may take this ability multiple times, each time it adds one usage per day. |
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Monks: Options
Totem Monk Fighting Style:
Not the traditional Asian style Monk, this is more of a natural monk, based very loosely on a fantastical version of the Native American warrior. Skill Swap: Totem Monk lose Knowledge (Arcane) and Perform (All) and gain Knowledge (Nature) and Survival Skill Bonus: +2 Survival 1st Level: Wild Empathy 2nd Level: Totem Companion (as per Ranger, Totem Animal only) 6th Level: Totem Form (Wildshape as Totem Animal Only, as per Druid) 6th Level Bonus: (preq: Survival +9, Knowledge (Nature) +4) Totem Monk gains the ability to speak with animals that are the same type as his Totem Animal, but only while in Totem Form. Totem Animals: Monk must choose his Totem Animal at first level from the druid animal companion list or the 4th level advanced companion animal list. Perceptive Monk Fighting Style: One of the basic tenets of the monk lifestyle is attempting to improve themselves physically. Some monks do not focused on improving their combat abilities but instead spend time in contemplation expanding their sense of the world around them. These monks have expended their senses until they can sense things that others cannot. Skill Bonus: +2 Concentration 1st Level: Darkvision, if character already has Darkvision, the Darkvision range is extended 10ft 2nd Level: Eye in the Back of Your Head 6th Level: Blindsight, 5ft-radius 6th Level Bonus: (preq: Spot +6, Listen +6) You may cast one of the following spells listed per day: Detect Animals or Plants, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Poison, Detect Scrying, Detect Secret Doors, Detect Snares and Pits, Detect Thoughts, Detect Undead. (Use 1/2 Monk level as caster level and WIS as the basis for spellcasting) Hulking Monk Fighting Style: Some monks learn styles that allow them to use their size and weight to their advantage. These monks are generally bigger and heavier than other members of their race (maxed out height and weight). Skill Swap: Gain Initimidate and lose Knowledge (Arcana) Skill Bonus: Intimidate +2 1st Level: Power Attack 2nd Level: Stunning Blow Feat 6th Level: Hulking Brute Feat 6th Level Bonus: (Preq: Improved Bull Rush, Improved Overrun, or Improved Sunder)(1 usage per day + 1 usage for every 6 levels thereafter) As a standard action, the monk may choose to subtract 4 from his melee attack roll and deliver an awesome blow. If the monk hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet (medium monk, 5ft small monk, 20ft large monk) in a direction of the attacking monk's choice and fall prone. The attacking monk can only push the opponent in a straight line, and the opponent can’t move closer to the attacking monk than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle. Psionic Mobility Monk Style: Some monks can attain special physical feats of mobility through sheer power of will. Bonus: You may use Concentration to attain Psionic Focus without having Power Points Skill Bonus: Concentration +2 1st Level: Speed of Thought 2nd Level: Psionic Charge 6th Level: Up the Walls 6th Level Bonus: You may use Spring Attack, even if you don't have the feat, by expending your psionic focus. Last edited by Silent Tiger; Apr 5th, 2007 at 12:08 PM. |
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Paladine: Options
General Paladin Variant: Holy Champion Reference Link
![]() Paladins are the epitome of a knight who stands up for goodness and righteousness, but they do not have a focused purpose or a permanent patron. Enter the Holy Champions, the chosen knights of their respective deities. Not only are the Good and Lawful deities represented, but also, the opposite side of the coin is represented, the Evil and Chaotic. They choose their warriors for specific purposes; to protect their temples, to regain lost religious relics, or to lead their crusades against heathens. The Holy Champions use the same basic characteristics of Paladin. The difference comes in the special abilities and spellcasting: Code:
L Special Ability 1 Aura, Detect Spell, Smite Unfaithful 1/day 2 Divine Grace, Divine Touch 3 Aura of Courage, Divine Health 4 First Granted Power, First Domain Spells 5 Smite Unfaithful 2/day, special mount 6 7 8 Aura of Faith +1 9 Second Domain Spells 10 Smite Unfaithful 3/day 11 12 Second Granted Power 13 Aura of Faith +2 14 Third Domain Spells 15 Smite Unfaithful 4/day 16 17 18 Aura of Faith +3 19 20 Smite Unfaithful 5/day Aura: The power of a Holy Champion's aura, to the respective detect alignment spell, is equal to her Holy Champion level. Detect Spell: A holy champion may choose 1 type of detect spell (Good/Evil/Law/Chaos/Plant/Animal/Undead) to cast that corresponding to their god (usually the type that is in opposition to the god's alignment). Detect Plant/Animal works like that spell, but holy champion is further restricted to either only Plant or only Animal. Smite Infidel: Once per day, a holy champion may attempt to smite an Infidel with one normal melee attack. She adds her Charisma bonus (if any) to her attack roll and deals 1 extra point of damage per holy champion level. If the paladin accidentally smites a creature that is a Believer or a Neutral, the smite has no effect, but the ability is still used up for that day. At 5th level, and at every five levels thereafter, the paladin may smite infidel one additional time per day to a maximum of five times per day at 20th level. Divine Grace: At 2nd level, a Holy Champion gains a bonus equal to her Charisma bonus (if any) on all saving throws. Divine Touch: At 2nd level, the holy champion of a good god gains the Lay on Hands ability like that of the paladin. A holy champion of an evil god, has a similar ability, but instead of healing, it inflicts wounds on others and heals undead. A holy champion of a neutral god must choose witch ability, good or evil, to use. Aura of Courage: Beginning at 3rd level, a Holy Champion is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions while the Holy Champion is conscious, but not if she is unconscious or dead. Divine Health: At 3rd level, a Holy Champion gains immunity to all diseases, including supernatural and magical diseases. Chosen Domains: The holy champion chooses one domain corresponding to her god. At later levels, the holy champion may choose additional domains from which she is granted powers listed below:
Special Mount: As per paladin's special mount, though various god's mounts might differ in species and type. Aura of Faith: The holy champion can inspire his allies to greater fervor. When the holy champion spends a full round doing nothing but directing allies and makes a Charisma check DC10, she provides her allies within 30ft a +1 morale bonus to saving throws, attack rolls and damage rolls. This effect lasts while the champion continues to inspire plus a number of rounds equal to the holy champion's charisma bonus. The aura effects a number of allies equal to one half of her holy champion level. At Level 13 the morale bonus increases to +2 and at level 18 the bonus increases to +3. The allies must be Believers or Neutrals or the Aura of Faith has no effect. Spell Casting: The holy champion casts spells spontaneously like a sorcerer. The DC for these spells are 10 + Spell Level + Cha modifier. They may only cast the spells from the Spell Lists of the Domains they have chosen. The number of spells per day are given by the table below: Code:
Lvl 1 2 3 4 1 2 3 4 0 5 1 6 1 7 1 8 2 0 9 2 1 10 2 1 11 2 2 0 12 2 2 1 13 2 2 2 14 3 2 2 0 15 3 2 2 1 16 3 3 2 1 17 3 3 3 2 18 4 3 3 2 19 4 4 4 3 20 4 4 4 4 Last edited by Silent Tiger; Apr 19th, 2007 at 11:45 PM. |
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Ranger: Options
Ranger Combat Styles:
Slippery Combat Style
Raging Combat Style
Foe Avenger Combat Style
Last edited by Silent Tiger; Mar 30th, 2007 at 03:09 PM. |
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Rogue: Options
Rogue Variant: Merchant
Examples of Merchants: Business Owners, Entreprenuers, Trade Merchants, Import/Exporters, Antique Dealers, Locksmiths, Anthropologists, (and More Chaotic Examples) Smugglers, Slavers, Pimps, Underground Marketeers, Fences. Alignment: Can be of any alignment, but the best merchants tend to have a Lawful bent. Hit Die: d8 Skill Points at 1st Level: (9 + Int)x4 Skill Points at each additional Level: 9 + Int Skills: Appraise, Bluff, Craft (any), Diplomacy, Gather Information, Intimidate, Knowledge (any), Profession (any), Sense Motive, Speak Language Class Features Weapon and Armor Proficiency: Merchants are proficient with all simple weapons and light armor, but not with shields. Educated Professional: Choose three additional skills to add to your Merchant Class List. These can be any skills you wish, but their theme should be related to your Area of Expertise. Area of Expertise: Choose one subject that is your area of expertise. When a Knowledge or Appraise checks directly relates to this area, you add your Merchant Class Level to the check. This subject must be specific. If any there is a related subject that indirectly relates to your area, the bonus is reduced to half your Merchant Class Level. For example, you might take Area of Expertise (Magical Swords). Any Knowledge checks to identify a magical sword would get a bonus, but checks to identify mundane swords would get half the bonus and you would not receive any bonus if you tried to identify a magical ring. Trade Language: You know that business in a universal language. You may make one Diplomacy, Intimidate, Bluff (or similar charisma based interaction) on someone you do not have a common language with. You can use the ability a limited amount of times per day: 1/day at level 2, 2/day at level 6, 3/day at level 10, 4/day at level 14, 5/day at level 18. Home Territory: Designate a location where your business repuation is well known. When in the confines of this area, you receive 1/3 your level bonus on all Diplomacy, Bluff, and Gather Information checks. This area is limited by the following size conditions: I - Thorp, II - Hamlet, III - Village, IV - Small Town, V - Large Town. The area can be split, part of a larger area, or two distinct places, for example: at level II you may take two Thorps or take a district, which is part of a city, that is equal in population to a Hamlet. Enterprize: The Merchant gains a enterpize which is the heart of his business empire. This comes in the form of both property and hirelings, which can maintain the enterprize while the Merchant is away on business. At each stage, the Merchant gains the following: Stage I: 3 Simple Room Spaces, 2 Hirelings, Weekly Check 5 Stage II: 6 Mediocre Room Spaces, 4 Hirelings, Weekly Check 8 Stage III: 10 Good Room Spaces, 7 Hirelings, Weekly Check 10 Stage IV: 15 Good Room Spaces, 10 Hirelings, Weekly Check 12 Room Spaces (like from Stronghold Builders Guide) can consist of rooms such as Storefront, Warehouse, Office, and Workshops. Hirelings are all professionals, such as Shopkeepers, Accountants, Craftsmen, etc. Weekly Check is a determination of profits of the company determined by taking [#] of the Merchant's relevant Craft / Profession check, made when the Merchant is away. This check is the profit above cost and labor. Hirelings are self-sufficient and can make enough to keep themselves employed. For the purposes of determining profits, treat the Craft check like a Profession check. Guild Favors: The Merchant has the option of entering a guild and calling upon the guild for various favors, but for a price. The Merchant must pay Guild Dues of 10GP x Level and then his amount of Guild Favors reset, 5 + 1/2 Merchant Level. Any unused favors for that level are lost. If a Merchant cannot pay or refuses to pay his Guild Dues, his membership in the Guild lapses and he cannot use any favors. General favors Guilds usually bestow upon their members include:
Last edited by Silent Tiger; Apr 5th, 2007 at 08:06 PM. |
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Sorcerer: Options
Variant Spell Lists: At character creation, the Sorcerer may switch out his sorcerer spell list with that of any other class spell list.
Enchanted Weapon (1st Level ability replacing Familiar): You have chosen a familiar weapon you have imbued with arcane power in a special ceremony and are adept at casting spells when weilding this weapon. You incorporate your familiar weapon into your spell gestures, gaining a +4 bonus to concentration checks when weilding the weapon. You automatically begin the class with a familiar weapon. However, if during the course of your adventuring, you choose to change your weapon, or have permenantly lost your weapon, you may prepare another weapon via an arcane ceremony. The ceremony takes 24 hours and costs 200XP/Lvl. Also, you may swap out spells to give your weapon a magical enchantment. The magical bonus to the weapon equals the level of the spell sacrificed (0th level spells make the weapon masterwork) and the enchantment lasts a number of rounds equal to your Sorcerer level. The Sorcerer may add a special ability to his weapon, but the magical enchantment is reduced by the base cost modifier of the ability and the magical enchantment cannot reduce the weapon below a +1. Warlock Deuler (1st Level ability replacing Familiar): You are adept at using your arcane powers for the purposes of deuling. You can use your innate arcane powers to throw up a magical defense, to protect you from other's magic. You gain Spell Resistance equal to your Sorcerer Level + Charisma Bonus, for a number of rounds equal to your Sorcerer Level. You can turn this ability on or off as a free action on your turn and you may split up the rounds so they are not continuous. Last edited by Silent Tiger; Mar 31st, 2007 at 11:14 PM. |
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Wizard: Options
Domain Stave Magus: (Replaces the Familiar Ability) You have constructed a magical staff, called Domain Stave, that acts as a arcane transformer for your magical energies. As a full round action, you can take any memorized spell and cast it through your staff, transforming the spell energy, like a Druid or Cleric's spontaneous casting, into a domain spell. Each staff is attuned to a preselected Domain when it is created, and a spell cast through the staff is transformed into a domain spell of the same level. Metamagic feats cannot be transfered to the staff's domain spell. You may only transform a number of spell levels equal to your Wizard's Level. You must have your Domain Stave in hand to be able to cast spells in this way. The following is a list of some Domains you can imbue your staff with, the DM may allow others: Air, Death, Destruction, Earth, Fire, Knowledge, Luck, Magic, Protection, Strength, Sun, Travel, Trickery, War, Water.
Create Talisman: (Replaces the Familiar Ability) You can create protective talismans which protect others from the effects of magical spells. For each talisman, choose a spell off your spell list that you have memorized and can cast. You lose one of your spells for the day, indicating the spell that you cast, reversed, into the talisman. The protective talisman activates when it, or the person who wears it, become the target of same kind of spell that was cast into it. Being targeted means the person can be directly targeted or incidentally targeted, as with an area spell. The negative energy is released into the surrounding ether, canceling out the cast spell. A single wizard can have a number of spell levels imbued into talismen equal to his wizard level in existence at one time. When the spell protected against has been altered with a metamagic feat, special things happen. If the spell is Maximized, Heightened, Empowered, or Extended, the spell is instead treated as if it was cast normally. If the spell is Enlarged, Quickened, Silenced, Stilled or Widened, the spell is instead treated as if it was Minimized, or all random numerical effects of the spell are minimized. The talisman only protects the wearer from the spell that the talisman holds. Level 0th spells are treated as a half spell level. Virtual Spell Slots: (Replaces Familiar Ability) The Wizard gains a number of "virtual" spell slots equal to his wizard level / 4 rounded up. These "virtual" slots can be used to fuel any metamagic feats that the wizard knows without costing actual spell slots. Just like normal, the wizard must prepare such "virtually" imbued spells when he prepares his other spells. Spells takes up a slot of the normal spell, but cannot attain a "virtual" spell level higher than the max level that the wizard can cast. Thus a 1st level Wizard could enhance a 0th level spell with 1 "virtual" slot and it takes up a normal 0th level slot, but is cast as if it was a 1st level spell. The same wizard could not imbue a 1st level spell with a "virtual" level since he cannot cast 2nd level spells. Arcane Researcher: (Replaces Familiar Ability) The Wizard has spent his life researching all aspects of the arcane, from spells to magic items to magical places. A wizard may make a special knowledge check with a bonus equal to his wizard level + his Intelligence modifier to see whether he knows some relevant information about arcane people, legendary items, or noteworthy places. A successful knowledge check may give a hint as to its general function but will not reveal the powers of a magic item. A wizard may not take 10 or take 20 on this check; this sort of knowledge is essentially random. A wizard also gains an extra spell per level for his spellbook and gains a bonus equal to his wizard level when attempting to make a spellcraft check to learn new spells. Last edited by Silent Tiger; Apr 8th, 2007 at 09:05 PM. |
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Core Classes
Enchanted Warrior is a combination between a fighter and a spell caster, casting spells and slinging swords from level 1.
![]() Enchanted Warrior HP: d7 Proficiencies: All weapons, armor and shields, though arcane spell failure applies to casting spells in armor. Skill Points: 2+Int / lvl Skills: Climb, Concentration, Craft(Any), Intimidation, Jump, Knowledge(Arcane), Spellcraft, Swim. Spells: As per Sorcerer Code:
Lvl BAB Ft Rf Wl Abilities 01 0 0 2 0 Enchanted Weapon, Spells 02 1 0 3 0 Fighter Bonus Feat 03 2 1 3 1 04 3 1 4 1 Fighter Bonus Feat 05 3 1 4 1 06 4 2 5 2 07 5 2 5 2 08 6 2 6 2 Fighter Bonus Feat 09 6 3 6 3 10 7 3 7 3 11 8 3 7 3 12 9 4 8 4 Fighter Bonus Feat 13 9 4 8 4 14 10 4 9 4 15 11 5 9 5 16 12 5 10 5 Fighter Bonus Feat 17 12 5 10 5 18 13 6 11 6 19 14 6 11 6 20 15 6 12 6 Fighter Bonus Feat Code:
Spells Cast/Known Lvl 0th 1st 2nd 3rd 4th 5th 01 5/4 3/2 02 6/4 3/2 03 6/5 4/2 04 6/5 4/2 05 6/5 5/3 06 6/6 5/3 07 6/6 5/3 3/1 08 6/6 6/4 3/1 09 6/6 6/4 4/2 10 6/7 6/4 4/2 11 6/7 6/4 5/2 3/1 12 6/7 6/5 5/3 3/1 13 6/7 6/5 6/3 4/2 14 6/8 6/5 6/3 4/2 15 6/8 6/5 6/3 5/2 3/1 16 6/8 6/5 6/4 5/3 3/1 17 6/8 6/5 6/4 6/3 4/2 18 6/9 6/5 6/4 6/3 4/2 19 6/9 6/5 6/4 6/4 5/2 3/1 20 6/9 6/5 6/5 6/4 6/2 3/1 Also, you may swap out spells to give your weapon a magical enchantment. The magical bonus to the weapon equals the level of the spell sacrificed (0th level spells make the weapon masterwork) and the enchantment lasts a number of rounds equal to your Enchanted Warrior level. The Enchanted Warrior may add a special ability to his weapon, but the magical enchantment is reduced by the base cost modifier of the ability and the magical enchantment cannot reduce the weapon below a +1. Last edited by Silent Tiger; Jan 7th, 2008 at 04:56 PM. |
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PrC: Gnome Biogeneer
![]() The gnome pushed her glasses with one finger back up onto her nose. The text she had been reading was particularly complicated and she wanted to be sure she understood the technique described. It was a shock then, when a voice sounded in front of her. "Whatter you doin 'ere. You picked the wrong alley to godown tonight dearie." said a husky voice. The gnome looked around to where she had aimlessly wandered. Indeed, she must have accidentally taken a wrong turn and headed down a previously unexplored path. "I appologize sir, I will extract myself from your alley." "Not good enough missy, You gotta pay da toll now." the brutish rogue replied, gently tapping his cudgle against the palm of his hand. "Please, sir, I don't want any problems, Besides, you shouldn't be messing with me or my bunny." the gnome replied in an even tone. "Your bunny? Heh, that supposed to be a joke." the rogue chuckled. The gnome whistled a high shrill tone. From around the corner bounded a white rabbit, the size of a bear, with foot-long fangs dangling out of its mouth. The gnome gently patted the animal on the head before mounting behind the big ears on its neck. "He really doesn't like being called a joke. I think you hurt Fluffy's feelings." BIOGENEER Gnome universities divide their sciences into three different main subjects; Alchemy (Chemistry), Magic (Physics) and Biogenetics (Biology). While the others schools are more well known and popular, Bioengeneers quietly fill their own niche in gnome science society. Gnome Biogeneers are trained to examine the genetic material of any creature. Through careful analysis and experimentation, they have unlocked new and wonderful discoveries. They have learned to make concoctions from genetic material and create wonderful new superdrugs. Other biogeneers strive to create unique creatures through the use of a mutagen which 'improves and evolves' lower forms of life. Prerequisites: Knowledge (Nature) +8, Heal +8, Survival +8, Handle Animal +8 Special: Must be gnome or trained by gnomes in Biogenetics. Abilities: Wisdom is basic for the Biogeneer allowing him to produce more and better drug concoctions. Charisma is also important to handle the Biogeneer's mutated animal companions. Alignment: Any Hit Dice: d6 Class Skills: Concentration (Con), Craft (Int), Handle Animal (Cha), Heal (Wis), Knowledge (Nature) (Int), Listen (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis) Skill Points: 5+Int Modifier Code:
BIOGENEER Level BAB FORT REFL WILL Special 1 0 +2 +0 +0 Animal Companion, Genetic Secrets 2 +1 +3 +0 +0 Companion Mutation 3 +2 +3 +1 +1 4 +3 +4 +1 +1 Companion Mutation 5 +3 +4 +1 +1 6 +4 +5 +2 +2 Companion Mutation 7 +5 +5 +2 +2 8 +6/+1 +6 +2 +2 Companion Mutation 9 +6/+1 +6 +3 +3 10 +7/+2 +7 +3 +3 Companion Mutation Companion Mutations: You may choose a mutation equal to your Biogeneer level + Wis Bonus and apply it to one of your animal companions. In addition to use this ability you must get genetic material with which to mutate your companion, so must gather enough genetic material to mutate your companion. Your companion also takes on the physical characteristics of that genetic material, but gains no additional bonuses. Example: harvesting genetic material from a Purple Worm might turn your companion a purple hue and give it Hardened Skin (+2 Natural Armor) Code:
Mutation Mod Description Sturdiness 1 Increase your companion's HD by d8+Con bonus Skill Boost 2 Add your level in skill points to any skill your companion already posseses Ferocity 3 Add a feat to your animal companion Hardened Skin 4 Add a +2 Natural Armor to your animal companion Attack Up 5 Increase a single attack form by one size category Enlarge/Shrink 6 Increase or Decrease your animal companion by 1 size category Movement 7 Add a movement type to your animal companion or increase movement by 10ft (or fly better by 1 category) Enhance 1 8 Add an ability (EX) from any dead enemy's genetics Enhance 2 9 Add an ability (Spell-Like) from any dead enemy's genetics Enhance 3 10 Add an ability (SU) from any dead enemy's genetics Like other spellcasters, a biogeneer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on the following table. In addition, she receives bonus spells per day if she has a high Wisdom score. A biogeneer may know any number of spells. She must choose and prepare her secrets ahead of time by getting a good night’s sleep and spending 1 hour concocting the mutagens. While concocting, the biogeneer decides which secrets to prepare. Code:
Secret's Concocted /Day L 1st 2nd 3rd 4th 1 3 0 2 3 1 3 4 2 4 4 2 0 5 5 3 1 6 5 3 2 7 6 4 2 0 8 6 4 3 1 9 7 5 3 2 10 7 5 4 3 L1 Secrets: Animal Messenger, Animal Trance, Calm Animals, Charm Animal, Cure Minor Wounds, Delay Poison, Detect Animals or Plants, Detect Poison, Endure Elements, Entangle, Hide from Animals, Jump, Longstrider, Magic Fang, Resist Energy, Speak with Animals, L2 Secrets: Barkskin, Bear’s Endurance, Bull's Strength, Cat’s Grace, Cure Light Wounds, Eagle's Splendor, Hold Animal, Hold Person, Status, Owl’s Wisdom, Protection from Energy, Speak with Plants, Spider Climb, Summon Swarm, Spike Growth L3 Secrets: Blindness/Deafness, Command Plants, Contagion, Cure Moderate Wounds, Darkvision, Diminish Plants, Dominate Animal, Fox's Cunning, Greater Magic Fang, Neutralize Poison, Poison, Plant Growth, Reduce Animal, Remove Blindness/Deafness, Remove Disease, Repel Vermin, Tree Shape, Water Breathing L4 Secrets: Animal Growth, Antiplant Shell, Awaken X, Blight, Cure Serious Wounds, Giant Vermin, Repel Vermin, Restoration Last edited by Silent Tiger; May 1st, 2010 at 01:58 PM. |
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Custom Racial Classes
Using Racial Classes: Races below may be taken as full-blooded or half-blooded. Full-blooded characters gain all traits, both half-blood and full blood traits, of the race, while Half-blooded characters gain only the half-blood racial traits. In addition, Half-bloods may only advance in the Racial Class up to level 5, while Full-bloods may take the full progression. Characters are not forced to take the Racial Class, and can take any other Character Class, even alternate or intersperse levels however they wish. Racial Class is considered the Favored Class of the character. However, half-blooded characters can choose both halves of their racial heritage. For example, a character could choose Half-Feline / Half-Tiefling as their racial heritage and gain both half-blood traits of both races.
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Catching up on some RL stuff, posting will not be as heavy for a while. Last edited by Silent Tiger; Dec 26th, 2007 at 09:17 PM. |
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