Raistlin

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Organized Play Member. 104 posts. No reviews. No lists. 1 wishlist. 2 Organized Play characters.


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J4RH34D wrote:

So our Winners of the luckiest unlucky competition are:

APOPHIS1989 with the highest average roll of 11.71428571 across all twelve days. It seems lady luck does favour you... slightly.
Our very late comer, Applied_People, wins the highest average placing, coming in 7th on his only roll!
Because of how late Applied joined, I will be giving a prize to the person who came second after him in terms of highest average rolls.
Hellder placed at 9.25 on average for the full 12 days!

I will try and get some PM's out to you fine folks shortly to discuss your prizes.

I have won on overtime, but I've had fun all twelve days os taigmas.

Thank you taig for the opportunity to join the fun, J4RH34D for giving the unlucky a bit of luck, all the fine people with gifts, all who participated, and all who hyped.

Always wanted to know how Santa gift wraps a PDF :D


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My second 20 followed by a roll off loss too, this time a 1.
It seems Uncle Teddy and me are in need of a Desna cleric ;)


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Please, count me in, and thanks for your generosity.


How about changing it to a standard action (allowing the deepwood sniper to better position himself before the shot, or moving to a safer place after the shot) for a +2 bonus on attack, +4 at 11th level.
Or, keep it a full round action for a +2 on the attack and damage roll at 7th level, increasing to +4 at 11th level. The flat bonus to damage being multiplied on criticals has a good synergy with the keen arrows ability.


Shalafi2412 wrote:
I don't remember but do half-goblins get fear immunity?

They get a +4 bonus on saves against fear on RoA.

The nightstalker originally appeared in the Heroes of Hope, and there it says that the class is tied to the innate curiosity of kender, not to its fear immunity, so I think it is best to keep nightstalkers to kenders and half-kenders only.


Shalafi2412 wrote:
One thing that I did not like in Races of Ansalon is that nightstalkers were now open to everyone. I liked how kender were the only ones in the AOM book that could take levels in the PRC.

+1. Nightstalkers were a kender thing in the SAGA system, kender PrC in AoM, and then in the book with specific racial options, under the kender chapter, expanded to a class open to everyone. Odd.

Maybe the best convesion would be a kender only Spiritualism variant.


Mystic Archetype and Related Feats

Dual Sphere (Mystic Archetype):

A dual sphere mystic combines the powers of two distinct spheres.
A dual sphere mystic selects two different spheres. The mystic may gain access to the skills, feats, and some of the powers of both spheres she is attuned to, but at the cost of reduced mental clarity and choice (see Drawbacks).
Class Skill: A dual sphere mystic receives the bonus class skill from both of her spheres. If these are the same skill, this does not grant any additional benefit.
Bonus Spells: A dual sphere mystic may select her bonus spells from either of her spheres. The mystic also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the mystic had learned them with the appropriate bonus spell.
Bonus Feat: A dual sphere mystic combines the bonus feat lists from both of her schools and may select her school bonus feats from this combined list.
Sphere Devotion: A dual sphere mystic gains the sphere devotion of both her spheres.
Sphere Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a dual sphere mystic gains one of the two new sphere powers available to her at that level. She may instead select a lower-level sphere power she did not choose in place of one of these higher-level powers.
Drawbacks: A dual sphere mystic has one fewer spell known at each level (including cantrips) than is presented on Table: Mystic Spells Known. Furthermore, the challenge of harnessing the mystical magic of two spheres forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A dual sphere mystic always takes a –2 penalty on Will saves.

NEW FEATS:

Initiate of Mysticism [General]
You learned the basics from one of the spheres of mysticism.
Prerequisites: Wis 13, Skill Focus with the class skill of sphere selected for this feat (see below), character level 3rd.
Benefit: Select one mystic sphere. You must have Skill focus in the class skill that sphere grants to a mystic at 1st level. This sphere cannot be a sphere you already have. You gain the first-level sphere power for the selected sphere. For purposes of using that power, treat your mystic level as equal to your character level -2, even if you have levels in mystic. You do not gain any of the other sphere abilities.

Improved Initiate of Mysticism [General]
Your knowledge in one of the spheres of mysticism grows.
Prerequisites: Wis 15, Initiate of Mysticism, character level 11th.
Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the sphere you selected with the Initiate of Mysticism feat. For purposes of using that power, treat your mystic level as equal to your character level -2, even if you have levels in mystic. You do not gain any of the other sphere abilities.
Special: You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different sphere power for that sphere available at mystic level 3 or 9.

Greater Initiate of Mysticism [General]
Your knowledge in one of the spheres of mysticism reaches its zenith.
Prerequisites: Wis 17, Initiate of Mysticism, Improved Initiate of Mysticism, character level 17th.
Benefit: You gain an additional power from the sphere you selected with the Initiate of Mysticism feat. You gain a 15th-level (or lower) mystic sphere power that you do not already have. For purposes of using that power, treat your character level as your mystic level for all your mystic sphere powers granted by this feat, Initiate of Mysticism, and Improved Initiate of Mysticism.


In 3.5, Mystics with the Sun domain could turn undead, as Beckett said, and Nightstalkers could command or rebuke undead.
I would really like some ideas for a nightstalker conversion, maybe as a mystic archetype.


Mystic Spheres (Part 3)

Necromancy:

Class Skill: Intimidate.
Bonus Spells: detect undead (3rd), death knell (5th), animate dead (7th), inflict critical wounds (9th), slay living (11th), create undead (13th), destruction (15th), create greater undead (17th), energy drain (19th).
Bonus Feats: Command Undead, Extend Spell, Extra Channel, Great Fortitude, Improved Channel, Skill Focus (knowledge [religion]), Skill Focus (intimidate), Spell Focus (necromancy).
Sphere Devotion: Whenever you cast a necromancy spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Harming Touch (Sp): You can touch a living creature as a standard action, dealing 1d4 points of damage plus 1 for every two mystic levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Negative Energy (Su): At 3rd level, you can channel negative energy to deal damage to living creatures or to heal undead creatures. Channeling negative energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on). Creatures that take damage from channeled negative energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 your mystic's level + your Charisma modifier. Creatures healed by channel energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel negative energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You are not affected by this effect.
Enhanced Undead (Ex): At 9th level, any time you create an undead creature (such as with animate dead, create undead, or create greater undead), the undead created gain a +2 enhancement bonus to Strength and Dexterity, and one additional hit point per Hit Die. At 17th level, it instead gains a +4 enhancement bonus to Strength and Dexterity, and two additional hit points per Hit Die
Negative Energy Resistance (Ex): At 15th level, you gain +4 bonus on saving throws made to resist negative energy effects, including energy drain, some ability drain, and inflict spells.
Necromancy Master(Ex): At 20th level, you gain a +4 bonus on all saving throws made to resist sleep, stun, paralysis, poison, or disease, and a 25% chance to ignore any critical hit or sneak attack scored against you.

Sensitivity:

Class Skill: Sense Motive.
Bonus Spells: deathwatch (3rd), status (5th), see invisibility (7th), discern lies (9th), locate creature (11th), legend lore (13th), arcane sight, greater (15th), discern location (17th), foresight (19th).
Bonus Feats: Alertness, Blind-Fight, Extend Spell, Improved Initiative, Iron Will, Skill Focus (sense motive), Spell Focus (divination), Spell Penetration.
Sphere Devotion: Whenever you cast a divination spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Prescience (Su): At 1st level, as an immediate action, you can gain an insight bonus equal to 1/2 your mystic level (minimum +1) to your AC against a single attack (even if flat-footed). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Second Sight (Ex): At 3rd level, you gain a +2 insight bonus to Perception and Sense Motive checks. At 9th level, this bonus increases to +4, and at 15th level to +6.
Precognition (Su): At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.
Scrying Adept (Su): At 15th level, you are always aware when you are being observed via magic, as if you had a permanent detect scrying. In addition, whenever you scry on a subject, treat the subject as one step more familiar to you. Very familiar subjects get a -10 penalty on their save to avoid your scrying attempts.
Sensitivity Master(Su): At 20th level, you gain the ability to see all things as they actually are, as if you had a permanent true seeing spell active.

Spiritualism:

Class Skill: Knowledge (the planes).
Bonus Spells: detect undead (3rd), spectral hand (5th), halt undead (7th), part death’s shroud* (9th), magic jar (11th), spiritward* (13th), bind spirit* (15th), soul bind (17th), spiritual horde* (19th).
*See DLAOM
Bonus Feats: Blind-Fight, Extend Spell, Iron Will, Persuasive, Skill Focus (knowledge [religion]), Skill Focus (knowledge [the planes]), Spell Focus (necromancy), Spell Penetration.
Sphere Devotion: Whenever you cast a spell, you can make it affect creatures with the incorporeal subtype. If you do so, the spell has no effect to other creatures.
Sphere Powers:
Shake the Spirit (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your mystic level (minimum 1). The targeted creature is entitled to a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) to negate the effect. This is a fear, mind-affecting ability. Creatures with more Hit Dice than your mystic level are unaffected. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Incorporeal Resistance (Su): At 3rd level, you add a +2 bonus to your Armor Class against incorporeal touch attacks. At 9th level, this bonus increase to +4, and at 15th level to +6.
Ghostly Weapon (Su): At 9th level, any weapon you wield is considered to have the ghost touch quality.
Incorporeal Form (Su): At 15th level, you can become incorporeal for 1 round per mystic level. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.
Spiritualism Master(Su): Starting at 20th level, you can always see any invisible or ethereal creatures as if you had a permanent see invisibility spell active. All spells you cast have their full normal effect on ethereal or incorporeal creatures If you are ethereal or incorporeal you can attack material creatures, and spells you cast while ethereal affect material creatures or objects normally.


The Specialist Wizard Variants from Umearthed Arcana can give some good ideas for arcane discoveries too.


Mystic Spheres (Part 2)

Healing:

Class Skill: Diplomacy.
Bonus Spells: cure light wounds (3rd), cure moderate wounds (5th), cure serious wounds (7th), cure critical wounds (9th), mass cure light wounds (11th), heal (13th), regenerate (15th), mass cure critical wounds (17th), mass heal (19th).
Bonus Feats: Combat Casting, Empower Spell, Extra Channel, Improved Channel, Skill Focus (sense motive), Skill Focus (heal), Spell Focus (conjuration), Self-Sufficient.
Sphere Devotion: Whenever you cast a conjuration (healing) spell, that spell is cast as if your caster level was +1 higher.
Sphere Powers:
Healing Touch (Sp): You can touch a living creature as a standard action, healing it for 1d4 points of damage plus 1 for every two mystic levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Channel Positive Energy (Su): At 3rd level, you can channel positive energy to heal living creatures or to deal damage to undead creatures. Channeling positive energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on you. The amount of damage dealt or healed is equal to 1d6 points of damage plus 1d6 points of damage for every three mystic levels beyond 3rd (2d6 at 6th, 3d6 at 9th, and so on). Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the mystic's level + the mystic's Charisma modifier. Creatures healed by channel positive energy cannot exceed their maximum hit point total—all excess healing is lost. You may channel positive energy a number of times per day equal to 3 + your Charisma modifier. This is a standard action that does not provoke an attack of opportunity. You can choose whether or not to include yourself in this effect.
Healer's Blessing (Su): At 9th level, all of your cure spells are treated as if they were empowered, increasing the amount of damage healed by half (+50%). This does not apply to damage dealt to undead with a cure spell. This does not stack with the Empower Spell metamagic feat.
Healing Aura (Su): At 15th level, the mystic is surrounded by an aura that promotes healing. All creatures that remain within a 15ft radius of the mystic for an hour or more regain hit points as though they had rested for 8 hours. Creatures that spend more than 4 hours regain hit points as though they had undergone complete bed rest for 24 hours. Creatures that spend 8 hours of more within the aura gain the benefits of a neutralize poison spell and a remove disease spell.
Healing Master (Su): At 20th level, you gain fast healing 5.

Meditation:

Class Skill: Perception.
Bonus Spells: comprehend languages (3rd), owl’s wisdom (5th), locate object (7th), tongues (9th), feeblemind (11th), find the path (13th), insanity (15th), mind blank (17th), foresight (19th).
Bonus Feats: Alertness, Blind-Fight, Dodge, Extend Spell, Iron Will, Mobility, Persuasive, Skill Focus (perception).
Sphere Devotion: You can make Knowledge skill checks even untrained, adding your Wisdom or Intelligence modifier, whichever is greater.
Sphere Powers:
Mental Surge (Su): At 1st level, as an immediate action, you can gain an insight bonus equal to 1/2 your mystic level (minimum +1) to any single opposed mental ability or skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Perceptive (Ex): At 3rd level, you gain a +2 bonus on saving throws against enchantments and illusions. At 11th level, this bonus increases to +4.
Mental Augmentation (Ex): At 9th level, you gain a +1 inherent bonus to either Intelligence, Wisdom, or Charisma. At 13th level you gain a +1 inherent bonus to one of the two remaining attributes, and at 17th level you gain a +1 inherent bonus to the last one.
Determined Resistance (Su): At 15th level, you gain spell resistance equal to your mystic level + 10.
Meditation Master (Ex): Starting at 20th level, one of your inherent bonuses from Mental Augmentation become +2, and you gain immunity to enchantment spells and effects.

Mentalism:

Class Skill: Sense Motive.
Bonus Spells: command (3rd), detect thoughts (5th), deep slumber (7th), discern lies (9th), command, greater (11th), suggestion, mass (13th), insanity (15th), mind blank (17th), dominate monster (19th).
Bonus Feats: Alertness, Combat Reflexes, Deceitful, Heighten Spell, Improved Initiative, Iron Will, Persuasive, Skill Focus (sense motive), Spell Focus (enchantment).
Sphere Devotion: Whenever you cast a spell with the mind-affecting descriptor, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.
Sphere Powers:
Mind Shock (Sp): You can cause a living creature within 30 feet to become dazed for 1 round. The targeted creature is entitled to a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) to negate the effect. This ability is mind-affecting. Creatures with more Hit Dice than your mystic level are unaffected. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Empathy (Su): At 3rd level, you gain a +2 enhancement bonus to Diplomacy and Sense Motive skill checks. At 9th level, these bonuses increase to +4, and at 15th level to +6.
Mind Blast (Sp): At 9th level, you can unleash a mind blast. Anyone caught in a 60 feet long cone must succeed on a Will save (DC 10 + 1/2 your mystic level + your Wisdom modifier) or be stunned for 1d4 rounds. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.
Power Over Minds (Su): At 15th level, the DC for any spells you cast with the mind-affecting descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus.
Mentalism Master (Su): At 20th level, you gain immunity to charm and compulsion spells and effects, and all allies within 30 feet of you gain a +4 bonus to resist such effects.


Back to normal programming.
Mystic Soheres (Part 1)
Note: As with the sorcerer, I left the level the sphere bonus spells are gained on the sphere descriptions below at 3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level, but in my campaign I give them one level earlier (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th). If you change the level the sorcerer gets them as I sugested before, you should change the level for the mystic too.

Alteration:

Class Skill: Disguise.
Bonus Spells: enlarge person (3rd), alter self (5th), gaseous form (7th), true form (9th), polymorph (11th), flesh to stone (13th), regenerate (15th), polymorph any object (17th), shapechange (19th).
Bonus Feats: Deceitful, Extend Spell, Great Fortitude, Lightning Reflexes, Skill Focus (disguise), Spell Focus (transmutation), Spell Penetration, Toughness.
Sphere Devotion: The DC to dispel transmutation spells that you cast is increased by +2.
Sphere Powers:
Claws (Ex): At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, the damage increases by one step to 1d8 points of damage (1d6 if you are Small). You can use your claws for a number of rounds per day equal to 3 + your Wisdom modifier.
Extend Reach (Su): At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.
Change Shape (Sp): At 9th level, you can change your shape for a number of minutes per day equal to your mystic level. This duration does not need to be consecutive, but it must be used in 1-minute increments. This ability otherwise functions like beast shape I. At 12th level, this ability functions like beast shape II.
Shifting Boon (Su): Starting at 15th level, whenever you cast a transmutation spell on yourself, you can designate a single ally within 10ft of you to also gain the benefits of the spell. The ally must remain within 25ft + 5ft per mystic level of you in order to continue gaining the spell’s effects. Once outside this range, the spell’s effects on the ally are lost. The ally does not regain the effects if he later re-enters the range.
Alteration Master (Ex): At 20th level, you gain the shapechanger subtype, unlimited use of the Change Shape ability, and a +4 bonus on saves against harmful transmutation spells or effects.

Animism:

Class Skill: Survival.
Bonus Spells: entangle (3rd), hold animal (5th), spike growth (7th), giant vermin (9th), commune with nature (11th), liveoak (13th), animate plants (15th), summon nature’s ally VIII (17th), shambler (19th).
Bonus Feats: Diehard, Endurance, Extend Spell, Great Fortitude, Run, Self-Sufficient, Skill Focus (survival), Toughness.
Sphere Devotion: You gain the ability to influence animals and plants in much the same way a ranger or druid would animals. This functions like the Diplomacy skill when used to influence the attitude of a person. You roll 1d20 and add your mystic level and your Charisma modifier to the roll. This ability only functions on animal and plant type creatures. Like the Wild Empathy class feature of the ranger or druid, you must be within 30ft of the animal or plant and be able to clearly see each other to use this ability.
Sphere Powers:
Tanglevine (Sp): At 1st level, as a standard action, you can create a 15-foot-long, animated vine that springs from your hand. This vine lasts for 1 round and can be used to make a single disarm, steal, or trip combat maneuver, using your mystic level plus your Wisdom modifier in place of your normal CMB. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Animal Companion (Ex): At 3rd level, you form a close bond with an animal companion. This ability functions like the druid animal companion ability (which is part of the Nature Bond class feature), except that the mystic's effective druid level is equal to his mystic level -2.
Bramble Armor (Su): At 9th level, you can cause a host of wooden thorns to burst from your skin as a free action. While bramble armor is in effect, any foe striking you with an unarmed strike or a melee weapon without reach takes 1d6 points of piercing damage + 1 point per two mystic levels you possess. You can use this ability for a number of rounds per day equal to your mystic level. These rounds do not need to be consecutive.
Rooting (Ex): At 15th level, as a move action, you can extend roots into the ground. Your speed is reduced to 5 feet, but you gain a +4 bonus to natural armor and a +10 bonus to CMD against bull rush, overrun, reposition, and trip maneuvers. You also gain tremorsense 30 feet and fast healing 1. You can use this power for a number of minutes per day equal to your sorcerer level. This duration need not be consecutive, but it must be used in 1-minute increments.
Animism Master (Ex): At 20th level, you gain low light vision, immunity to poisons. You have no need to eat when in natural surroundings. You gain tremorsense 30 feet even when not rooted and animals and plants will not attack you unless they are compelled to do so.

Channeling:

Class Skill: Acrobatics.
Bonus Spells: jump (3rd), bear’s endurance (5th), haste (7th), stoneskin (9th), righteous might (11th), transformation (13th), regenerate (15th), iron body (17th), diamond body* (19th).
*See DLAOM
Bonus Feats: Diehard, Dodge, Extend Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Skill Focus (Acrobatics), Toughness.
Sphere Devotion: Whenever you cast a transmutation spell on yourself, you gain a +2 enhancement bonus to a physical ability score of your choice for the duration of the spell.
Sphere Powers:
Physical Surge (Sp): At 1st level, as an immediate action, you can gain an enhancement bonus equal to 1/2 your mystic level (minimum +1) to any single opposed physical ability or skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Supreme Athlete (Ex): Starting at 3rd level, you gain a +2 competence bonus on all Acrobatics, Climb and Swim skill checks. This increases to +4 at 9th level, and +6 at 15th level.
Physical Augmentation (Ex): At 9th level, you gain a +1 inherent bonus to either Strength, Dexterity, or Constitution. At 13th level you gain a +1 inherent bonus to one of the two remaining attributes, and at 17th level you gain a +1 inherent bonus to the last one.
Tough Skin (Ex): At 15th level, you gain damage reduction 2/—.
Channeling Master (Ex): Starting at 20th level, one of your inherent bonuses from Physical Augmentation become +2, and you gain immunity to all diseases and poisons, as well as to exhaustion and fatigue effects.


Yes I have made the mystic spheres. Sorry for the long absence, I was ill. I hope there's still interest in the conversions.


How about finding an appropriate price for the distillated cinnabar. Probably a high value, rarity, and the loss of 1 point of Constitution will be enough to prevent abuse.


MYSTIC:

Note: Mystic spells per day and spells known are the same as sorcerer spells per day and spells known. I have not posted the table because the forum makes it hard to read, so it is easier to just look at the sorcerer table in the core book ^^

Alignment: Any.
Base Attack Bonus: Medium.
Good Saves: Fort, Will.
Hit Die: d8.

Class Skills
The mystic's class skills are Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Profession (Wis), Spellcraft (Int).
Skill Ranks per Level: 2 + Int modifier.

Class Features
All of the following are class features of the mariner.
Weapon and Armor Proficiency: Mystics are proficient with all simple weapons, light armor, medium armor, and shields (except tower shields).
Spells: A mystic casts divine spells drawn primarily from the cleric spell list. Her alignment, however, may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a mystic must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a mystic's spell is 10 + the spell level + the mystic's Wisdom modifier.
Like other spellcasters, a mystic can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Mystic. In addition, she receives bonus spells per day if she has a high Wisdom score.
A mystic's selection of spells is extremely limited. A mystic begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new mystic level, she gains one or more new spells, as indicated on Table: Mystic Spells Known. (Unlike spells per day, the number of spells a mystic knows is not affected by her Wisdom score; the numbers on Table: Mystic Spells Known are fixed.) These new spells can be common spells chosen from the cleric spell list, or they can be unusual spells that the mystic has gained some understanding of through study.
Upon reaching 4th level, and at every even-numbered mystic level after that (6th, 8th, and so on), a mystic can choose to learn a new spell in place of one she already knows. In effect, the mystic loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A mystic may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.
Unlike a wizard or a cleric, a mystic need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.
Sphere: Each mystic draws power from their inner strength. This grants the mystic access to certain spells, bonus feats, an additional class skill, and other special abilities depending on which sphere the mystic is attuned to. A mystic must pick one sphere upon taking his first level of mystic. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a mystic learns an additional spell, derived from his sphere. These spells are in addition to the number of spells given on Table: Mystic Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a mystic receives one bonus feat, chosen from a list specific to each sphere. The mystic must meet the prerequisites for these bonus feats.
Orisons: Mystics learn a number of orisons, or 0-level spells, as noted on Table: Mystic Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.
Eschew Materials: A mystic gains Eschew Materials as a bonus feat at 1st level.


Shalafi2412 wrote:
I bought the SAGA system for both DL and Marvel SuperHeoroes but only played it a few times for the MSH game.

I hated DL Saga at the time, but it was more for what they made to the setting with Summer Flame to justify the new system than anything else. I played a lot of MSH Saga and it is still my favoryte super hero RPG system, too bad I have not bought it at the time, bacause used copies nowadays have absurd prices.

Shalafi2412 wrote:
Hellder, would you be able to email me these conversions in a .doc format?

Do you mind waiting until I finish by posting the mystic? I intend to try and put everything together with some changes suggested here after this, bacause having everything in one place will help me too ^^


Two notes:
1) Pathfinder has no prohibited schools, but opposition schools. Was it intentional for the incantatrix to keep the prohibited school rules?
2) The saves should start at 0-0-1.


@Shalafi2412: Yes, they could create their spells on the fly, but the effects were restricted by the schools (for sorcerers) or spheres (for mystics) they were attuned to.

@Beckett: The Saga System used only cards, even to create the characters. In play, you had a hand of 5 cards. Each card had a numeric value and a suit (there is a 'dragon suit' for special game master things). You used the cards as your life and as dice against a set difficulty to perform actions, including the casting of spells. Sorcerers had only access to schools, and mystics only access to spheres, no one could use both, and as Alzrius said, primal sorcery only affected non living things and the power of the heart only affected living things and undeads.

@Josh M.: As xorial pointed out, DragonLance eras can be a bit confusing at times. The Dragonlance Nexus is a good place for anything DL, but you can start with the War of the Lance and Age of Mortals books you already have. Both have a good timeline, and each represent one of the two main eras of play. I also second xorial in saying that after you get the feeling of the setting, make it your own, don't force players to recreate exactly what happened in the novels. Some people have a great dislike of the setting because of game masters that forced them to replay the books.

@Kelsey MacAilbert: I'm glad you're still with us ^^


Shalafi2412 wrote:
I love what you are doing and I hope you do not mind the critique.

You mean the constructive feedback?


Sorcerer Schools (Part 3)
Notes: The Summoning sorcerer school encompasses both conjuration (summoning) and conjuration (teleportation). The new feats are a DragonLance adaptation of the Eldritch Heritage feats, and the Dualschooled archetype is DragonLance adaptation of the Crosblooded archetype.

Spectramancy:

Class Skill: Sleight of Hand.
Bonus Spells: faerie fire (3rd), invisibility (5th), major image (7th), illusory wall (9th), mirage arcana (11th), veil (13th), sunbeam (15th), sunburst (17th), weird (19th).
Bonus Feats: Deceitful, Extend Spell, Improved Feint, Iron Will, Persuasive, Skill Focus (sleight of hand), Spell Focus (illusion), Spell Penetration.
School Arcana: Whenever you cast a spell with the [light] descriptor or a spell of the figment subschool, increase the spell's DC by +2.
School Powers:
Blinding Ray (Sp): At 1st level, as a standard action you can fire a shimmering ray at any foe within 30 feet as a ranged touch attack. The ray causes creatures to be blinded for 1 round. Creatures with more Hit Dice than your sorcerer level are dazzled for 1 round instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Pierce Illusions (Ex): At 3rd level, you gain a +2 insight bonus on your saving throws against illusion spells or effects. At 9th level, the bonus increases to +4.
Fleeting Glance (Ex): At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive. At 17th level, this ability instead functions as mislead.
Aura of Light (Su): At 15th level you can create an aura of brilliant light that provides bright illumination in a 30-foot radius around you and shadowy illumination for an additional 30 feet beyond that. The aura of light dispels any darkness spells of 7th level or lower. You can use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Master Spectramancer (Ex): Starting at 20th level, you gain immunity to blindness, illusion spells and effects, and can see perfectly in natural or magical darkness.

Summoning:

Class Skill: Knowledge (planes).
Bonus Spells: summon monster I (3rd), summon swarm (5th), blink (7th), dimension door (9th), dismissal (11th), shadow walk (13th), creeping doom (15th), maze (17th), summon monster IX (19th).
Bonus Feats: Augment Summoning, Combat Casting, Enlarge Spell, Extend Spell, Mobility, Quicken Spell, Skill Focus (knowledge [planes]), Spell Focus (conjuration).
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list from the conjuration (summoning) or conjuration (teleportation) school as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Rapid Summoning (Ex): At 1st level, when you cast a summon spell, its casting time is 1 standard action rather than 1 full round. Creatures so summoned can only take a standard action in the round they are summoned.
Enhanced Summoning (Ex): At 3rd level, each creature you conjure with any summon spell gains a +2 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. At 9th level, these bonuses become +4. These bonuses stack with those granted by the Augment Summoning feat.
Dimensional Hop (Sp): At 9th level, you can teleport up to 10 feet per sorcerer level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.
Legendary Summoner (Ex): At 15th level, all creatures you conjure with any summon spell have maximum hit points, and the DC to dispel your summoned creatures increases by +4 (DC = 15 + your caster level).
Master Summoner (Ex): Starting at 20th level, you can, once per minute, cast any conjuration (teleportation) or conjuration (summoning) spell as if you had applied the Quicken Spell feat to it. This does not increase the level of the spell.

Transmutation:

Class Skill: Disable Device.
Bonus Spells: erase (3rd), make whole (5th), shrink item (7th), stone shape (9th), fabricate (11th), ironwood (13th), transmute metal to wood (15th), polymorph any object (17th), mage’s disjunction (19th).
Bonus Feats: Brew Potion, Deft Hands, Extend Spell, Improved Sunder, Power Attack, Skill Focus (craft [any]), Skill Focus (disable device), Spell Focus (transmutation).
School Arcana: Select a single Craft skill. You gain a competence bonus equal to half your sorcerer class levels to all skill checks with that particular Craft skill.
School Powers:
Far Strike (Sp): At 1st level, you can cause a melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is treated as a ranged attack with a thrown weapon, except that you add your Charisma modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Alchemistry (Sp): At 3rd level, you can transform any magical potion, granting it the effect of any spell you know and can cast as a sorcerer. The spell must be of the same level or lower than the level of the original spell on the potion, and must be a spell valid for the Brew Potion feat. A spell used in this way is lost as if cast, and you must spend any expensive material component. At 11th level, if you have the Brew Potion feat, you can create potions of up to 5th level.
Augment Item (Ex): Starting at 9th level, you can touch a weapon, an armor, or up to 50 pieces of ammunition as a standard action, giving it a +2 enhancement bonus (or rising it by +2, to a maximum bonus of +5) for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Degenerating Aura (Su): At 15th level you can surround yourself with a destructive field of transmutation energy that seeks to break down any material object that strikes at you. Anything non-living that makes contact with you such as a weapon, an arrow, or other material object suffers 1 point of damage per sorcerer level. Hardness may negate part or all of the aura’s damage as normal. You can use this ability for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Master Transmuter (Ex): Starting at 20th level, you can, once per week, cast polymorph any object and add your Charisma bonus to the ‘Increase to Duration Factor’. In addition, you cast any transmutation spell as if you had applied the Extend Spell feat to it. This does not increase the level of the spell.

NEW FEATS:

Academic of Sorcery [General]
You learned the basics from one of the schools of sorcery.
Prerequisites: Cha 13, Skill Focus with the class skill of school selected for this feat (see below), character level 3rd.
Benefit: Select one sorcerer school. You must have Skill focus in the class skill that school grants to a sorcerer at 1st level. This school cannot be a school you already have. You gain the first-level school power for the selected school. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other school abilities.

Improved Academic of Sorcery [General]
Your knowledge in one of the schools of sorcery grows.
Prerequisites: Cha 15, Academic of Sorcery, character level 11th.
Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the school you selected with the Academic of Sorcery feat. For purposes of using that power, treat your sorcerer level as equal to your character level -2, even if you have levels in sorcerer. You do not gain any of the other school abilities.
Special: You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different school power for that school available at sorcerer level 3 or 9.

Greater Academic of Sorcery [General]
Your knowledge in one of the schools of sorcery reaches its zenith.
Prerequisites: Cha 17, Academic of Sorcery, Improved Academic of Sorcery, character level 17th.
Benefit: You gain an additional power from the school you selected with the Academic of Sorcery feat. You gain a 15th-level (or lower) sorcerer school power that you do not already have. For purposes of using that power, treat your character level as your sorcerer level for all your sorcerer school powers granted by this feat, Eldritch Heritage, and Improved Eldritch Heritage.


DUALSCHOOLED (SORCERER ARCHETYPE):

A dualschooled sorcerer combines the powers of two distinct schools. A dualschooled sorcerer selects two different schools. The sorcerer may gain access to the skills, feats, and some of the powers of both schools she is attuned to, but at the cost of reduced mental clarity and choice (see Drawbacks).
Class Skill: A dualschooled sorcerer receives the bonus class skill from both of her schools. If these are the same skill, this does not grant any additional benefit.
Bonus Spells: A dualschooled sorcerer may select her bonus spells from either of her schools. The sorcerer also has the choice to learn a lower-level bonus spell she did not choose in place of the higher-level bonus spell she would normally gain. Lower-level bonus spells learned this way always use the spell level that they would be if the sorcerer had learned them with the appropriate bonus spell.
Bonus Feat: A dualschooled sorcerer combines the bonus feat lists from both of her schools and may select her school bonus feats from this combined list.
School Arcana: A dualschooled sorcerer gains the school arcana of both her schools.
School Powers: At 1st, 3rd, 9th, 15th, and 20th levels, a dualschooled sorcerer gains one of the two new school powers available to her at that level. She may instead select a lower-level school power she did not choose in place of one of these higher-level powers.
Drawbacks: A dualschooled sorcerer has one fewer spell known at each level (including cantrips) than is presented on Table: Sorcerer Spells Known. Furthermore, the challenge of harnessing the sorcerous magic of two schools forces her to constantly take some mental effort just to remain focused on her current situation and needs. This leaves her with less mental resolve to deal with external threats. A dualschooled sorcerer always takes a –2 penalty on Will saves.


You can see this as a final blessed healing ^^
I'll give a second try to the archetype later.


Shalafi2412 wrote:
The problem that I can see is that Resurrection is VERY rare in DL. Only the Kingpriest, IIRC, was able to do that.

Yes, I used only the 8th level ability of the subdomain. I think that giving a fallen hero a few extra rounds of life to protect his allies really fit in the setting. Permanent ressurrection shoud really be very rare.


Sorcerer Schools (Part 2)
Note: The Enchantment sorcerer school is not related to the Enchantment school of magic. The sorcerer school was named based on the AD&D Enchantment/Charm school of magic, who originally had the spells that were used to give magical proprieties to items. D&D 3.X renamed the school to just Enchantment, and all non mind affecting spells were moved to other schools (mostly to the Transmutation school).

Enchantment:

Class Skill: Diplomacy.
Bonus Spells: animate rope (3rd), arcane lock (5th), magic weapon, greater (7th), magic siege engine, greater* (9th), disrupting weapon (11th), hardening (13th), symbol of weakness (15th), symbol of death (17th), mage’s disjunction (19th).
*See Ultimate Combat. If you have the Spell Compendium, you can use entangling staff.
Bonus Feats: Craft Magic Arms & Armor, Craft Rod, Craft Staff, Craft Wand, Craft Wondrous Item, Forge Ring, Scribe Scroll, Skill Focus (craft).
School Arcana: You gain a competence bonus equal to half your sorcerer class levels to the skill check you must make at the end of a magic item creation process (minimum +1).
School Powers:
Bonded Object (Su): At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level, but you can only bond with an object. This ability does not allow you to have both a familiar and a bonded item.
Intuitive Crafter (Ex): At 3rd level, your understanding of the crafts needed to manufacture magic items allows you to be more efficient when doing so. You reduce the costs of magic item creation by 10%. At 9th level the costs are reduced by 20%.
Master Artificer (Ex): At 9th level, you create magic items in half the normal hours per day (4 hours for one day of work, or two hours for a day of work if you increase your completion DC by 5). As long as the total time spent on item creation does not exceed 8 hours per day, you can accomplish multiple days work on an item in a single day.
Recharge (Ex): At 15th level, your knowledge of magic items and construction of them is such that you can recharge a magic item by using any type of spell you know. The spell must be of the same level as the charged spell and each spell slot expended in this manner replaces 1 charge within the object.
Master Enchanter (Su): At 20th level, you can craft special magic items that only you can use. Crafting these special items costs half as much as creating the normal magic item would and takes half the normal time. You must meet the normal prerequisites for crafting the standard magic item in order to create it. The created item acts like a standard magic item of its type but only when being used by you and only you gain the benefits of such items. As soon as the item is away from you, even for a moment, the effect ends until you touch it again. Single use magic items (such as scrolls or potions) are expended with use, as normal.

Geomancy:

Class Skill: Knowledge (dungeoneering).
Bonus Spells: magic stone (3rd), stone call (5th), shifting sand* (7th), spike stones (9th), wall of stone (11th), move earth (13th), rampart* (15th), repel metal or stone (17th), clashing rocks* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Diehard, Endurance, Enlarge Spell, Great Fortitude, Improved Unarmed Strike, Power Attack, Skill Focus (knowledge [dungeoneering]), Toughness.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Earth" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Tremor (Sp): At 1st level, as a standard action, you can cause the ground to shake beneath a single creature within 30 feet, functioning as a trip maneuver using your sorcerer level plus your Charisma modifier in place of your CMB. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Rockseer (Su): At 3rd level, you gain the stonecunning trait as a dwarf; if already a dwarf, your bonus improves to +4. At 9th level, you gain tremorsense 30 feet. At 15th level, you can see through solid objects as if using a ring of x-ray vision for a number of rounds per day equal to your sorcerer level. These rounds do not need to be consecutive.
Earth Bane (Sp): At 9th level, you can touch a metal or stone weapon (or up to 50 pieces of ammunition) as a standard action, giving it the bane property against any creature with the earth subtype, or constructs made of stone or metal, for 1 minute. You can use this ability once per day at 9th level, twice per day at 17th, and three times per day at 20th.
Earth Glide (Ex): At 15th level, you can glide through any sort of natural earth or stone as easily as a fish swims through water, with a burrow speed equal to half your normal speed. You do not leave a tunnel or trace of your passage. You can use this ability for 1 minute per sorcerer level each day. The duration need not be continuous, but it must be used in 1-minute increments.
Master Geomancer (Su): At 20th level, the range of your tremorsense increase to 60 ft. Your unarmed or weapon attacks are treated as adamantine for the purpose of overcoming damage reduction and bypassing hardness. You become immune to bull rush, drag, grapple, reposition, and trip maneuvers, and to push and pull effects as long as you are standing on the ground.

Hydromancy:

Class Skill: Swim.
Bonus Spells: hydraulic push* (3rd), slipstream* (5th), aqueous orb* (7th), elemental body I (water only) (9th), geyser* (11th), fluid form* (13th), vortex* (15th), horrid wilting (17th), tsunami* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Athletic, Brew Potion, Endurance, Extend Spell, Great Fortitude, Skill Focus (swim), Toughness, Widen Spell.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Water" descriptor as an arcane spell of equal level. This benefit only comes into play when you sorcerer would learn new spells or be allowed to swap a known spell for another.
School Powers:
Dehydrating Touch (Sp): Starting at 1st level, you can make a melee touch attack as a standard action that inflicts 1d6 points of nonlethal damage + 1 for every two sorcerer levels you possess and sickens the target for 1 round. Oozes, plants, and creatures with the aquatic or water subtypes suffer lethal damage instead. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fluid Moves (Sp): At 3th level, you gain a +2 bonus to your CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple. At 9th level you can squeeze your body through openings as if you were one size category smaller. At 15th level, the bonus to CMD against bull rush, grapple, and trip maneuvers, and to CMB or Escape Artist checks to escape a grapple increase to +4.
Water’s Fury (Su): At 9th level, you gain the ability to summon a rushing jet of water from the elemental plane of water and direct it against your foes. As a standard action, you can create a jet of water in a 60-foot line that deals 1d6 points of damage per two sorcerer levels you possess, and blinds the target that was struck for 1d6 rounds. A Reflex save (DC 10 + 1/2 your sorcerer level + your Charisma bonus) reduces the damage by half and negates the blinding effect.
Aquatic Adaptation (Su): At 15th level, you gain a swim speed of 60 feet and the amphibious special quality.
Master Hydromancer (Su): At 20th level, you can walk on the surface of water as if it were solid ground. You are immune to bleed damage. Underwater, you gain evasion and blindsight 120 feet, and you are immune to pressure damage from deep water.

Pyromancy:

Class Skill: Perception.
Bonus Spells: burning hands (3rd), scorching ray (5th), fireball (7th), wall of fire (9th), fire snake* (11th), contagious flame* (13th), delayed blast fireball (15th), incendiary cloud (17th), meteor swarm (19th).
*See Advanced Player’s Guide.
Bonus Feats: Alertness, Diehard, Empower Spell, Forge Ring, Great Fortitude, Skill Focus (perception), Spell Focus (evocation), Spell Penetration.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to fire. This also changes the spell's type to [fire].
School Powers:
Fire Ray (Su): At 1st level, you can unleash a fire ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of fire damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Fire Resistance (Ex): At 3rd level, you gain fire resistance 10. At 9th level, your fire resistance increases to 20.
Fire Blast (Sp): At 9th level, you can unleash a blast of fire once per day. This 20-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to fire until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Fire Focus (Ex): At 15th level, the DC for any spells you cast with the fire descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Pyromancer (Su): At 20th level, you gain immunity to fire damage. Any time you deal fire damage, you add +1 to each die of damage, and your fire spells and abilities ignore 10 points of fire resistance.


Shalafi2412 wrote:
Looks great! Have you done the mystic domains yet?

Yes, the mystic class and the mystic spheres. I'll post them after the sorcerer. Since these two classes have a lot of options, I'm posting in parts.

Shalafi2412 wrote:
I think that the Healing Hand, since they are pacifists, should keep the second domain.

I just noticed that my healing hand archetype gives the 'empower channel' effect because since I houseruled the basic Healing domain to give the Ressurrection subdomain power instead of healer's blassing so that only healing hands get the 'empower channel' effect. I'll have to take a look to see if I can make a houserules free version later.

Shalafi2412 wrote:
Inquistors would fit well. I am sure that the kingpriest and the KOS used them as well as the KOT and the Orders of High Sorcery.

I agree that inquisitors would fit really well in DragonLance.


SORCERER:

As sorcerers from the Pathfinder Core Rolebook, with the following changes:
School: Each sorcerer draws power from the world around them. This grants the sorcerer access to certain spells, bonus feats, an additional class skill, and other special abilities depending on which school the sorcerer is attuned to. A sorcerer must pick one school upon taking his first level of sorcerer. Once made, this choice cannot be changed.
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from his school. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each school. The sorcerer must meet the prerequisites for these bonus feats. This replaces bloodline.

Sorcerer Schools (Part 1)
Note: I left the level the school bonus spells are gained on the school descriptions below at the same level the pathfinder sorcerer gains their bloodline spells (3rd, 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th), but in my campaign I changed them to one level earlier (2nd, 4th, 6th, 8th, 10th, 12th, 14th, 16th, and 18th). It helps the class better fit the theme by getting the school spell at the same level it gets a new spell level, and so far I have seen no balance problem.
Aeromancy:

Class Skill: Acrobatics.
Bonus Spells: alter winds* (3rd), gust of wind (5th), wind wall (7th), river of wind* (9th), overland flight (11th), sirocco* (13th), control weather (15th), shout, greater (17th), winds of vengeance* (19th).
*See Advanced Player’s Guide.
Bonus Feats: Acrobatic, Agile Maneuvers, Dodge, Enlarge Spell, Fleet, Lightning Reflexes, Skill Focus (fly), Weapon Finesse.
School Arcana: You may learn any divine or arcane spell not on the sorcerer/wizard list with the "Air" descriptor as an arcane spell of equal level. This benefit only comes into play when you would learn new spells or be allowed to swap a known spell for another.
School Powers:
Wind Jaunt (Su): At 1st level, you can summon a burst of wind that will lift and carry you a very short distance. As your move action, you can fly 20 feet. At the end of this movement, if you are not on solid footing, you fall. You may use this power a number of times per day equal to 3 + your Charisma bonus.
Buffered by the Sky (Su): At 3rd level the air around you always acts to aid you. You gain a +1 deflection bonus to AC, and take damage from all falls as if the fall were 20 feet shorter than it actually is. At 9th level, this deflection bonus increases to +2 and you take damage from all falls as if the fall were 40 feet shorter.
Whirlwind (Su): At 9th level, you gain the ability to turn into a 10-foot-high whirlwind once per day for 1 round per sorcerer level.
Flight (Su): At 15th level, you can summon the winds as a standard action, gaining a fly speed of 60 feet with average maneuverability. The winds can be dismissed as a free action.
Master Aeromancer (Su): At 20th level, the air arround you prevent any gas or attack that rely on your breathing to affect you. As a free action you can create a platform of wind (up to 10 feet in diameter) that flies with a 60-foot movement rate under your direction. The platform is as stable as unmoving ground. The platform remains, unmoving, up to a minute after you are disabled, knocked out, or killed. You may only have one such platform in existence at a time and may dismiss it as a free action. Your fly speed becomes perfect.

Cryomancy:

Class Skill: Survival.
Bonus Spells: chill touch (3rd), scorching ray* (5th), sleet storm (7th), ice storm (9th), cone of cold (11th), freezing sphere (13th), deep freeze** (15th), polar ray (17th), elemental swarm (19th)***.
*This spell deal cold damage, and the subtype change to [cold].
**See DLCS
***If you have the Spell Compendium, you can use obedient avalanche.
Bonus Feats: Diehard, Endurance, Empower Spell, Great Fortitude, Self-Sufficient, Skill Focus (survival), Spell Penetration, Toughness.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to cold. This also changes the spell's type to [cold].
School Powers:
Arctic Ray (Sp): Starting at 1st level, you can unleash a ray of pure cold as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of cold damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Cold Resistance (Ex): At 3rd level, you gain cold resistance 10. At 9th level, your cold resistance increases to 20.
Icy Blast (Sp): At 9th level, you can unleash a blast of cold once per day. This 20-foot-radius burst does 1d6 points of cold damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to cold until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Cold Focus (Ex): At 15th level, the DC for any spells you cast with the cold descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Cryomancer (Su): At 20th level, you gain a immunity to cold damage. Any time you deal cold damage, you add +1 to each die of damage, and your cold spells and abilities ignore 10 points of cold resistance.

Divination:

Class Skill: Sense Motive.
Bonus Spells: identify (3rd), locate object (5th), clairaudience/clairvoyance (7th), arcane eye (9th), prying eyes (11th), analyze dweomer (13th), vision (15th), moment of prescience (17th), foresight (19th).
Bonus Feats: Alertness, Diviner’s Delving*, Extend Spell, Improved Initiative, Iron Will, Quick-Thinking**, Skill Focus (sense motive), Spell Focus (divination).
*See Advanced Player’s Guide
**See DLCS.
School Arcana: You can make Knowledge skill checks even untrained, adding your Charisma modifier or your Intelligence modifier, whichever is greater.
School Powers:
Touch of Awareness (Su): At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Second Sight (Su): At 3rd level, you have flashes of insight. You gain a +2 insight bonus to Perception and Sense Motive checks. This increases to +4 at 9th level. Once per day you can add your sorcerer level as a bonus to one Knowledge check, but if you choose to do so, you can’t take a 20 on this check. You can use this ability twice per day at 11th level, and three times per day at 19th level.
Third Eye (Su): At 9th level, you cast all divination spells as a caster one level higher than your sorcerer level. This increases to +2 caster levels at 17th level. You add + 2 to the DC to resist any spell of the scrying subschool you cast. This bonus stacks with the Spell Focus and Greater Spell Focus feats.
Telepathy (Su): At 15th level, you gain the ability to communicate with any creature that has a language within 100ft.
Master Diviner (Su): At 20th level you cast all divination spells as if you were a caster four levels higher. You cannot be caught flat-footed, nor does you lose your Dex bonus to AC if the attacker is invisible, and you can always act in the surprise round.

Electromancy:

Class Skill: Knowledge (nature).
Bonus Spells: shocking grasp (3rd), shocking spark* (5th), lightning bolt (7th), storm wall* (9th), lightning arc** (11th), chain lightning (13th), electrical storm* (15th), stormbolts (17th), storm of vengeance (19th).
*See DLCS
**See Ultimate Magic
Bonus Feats: Dodge, Empower Spell, Improved Initiative, Lightning Reflexes, Quick Draw, Skill Focus (knowledge [nature]), Spell Focus (evocation), Spell Penetration.
School Arcana: Whenever you cast a spell that deals energy damage, you can change the type of damage to electricity. This also changes the spell's type to [electricity].
School Powers:
Electric Ray (Su): At 1st level, you can unleash an electric ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of electricity damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.
Electricity Resistance (Ex): At 3rd level, you gain electricity resistance 10. At 9th level, your resistance to electricity increases to 20.
Electric Blast (Sp): At 9th level, you can unleash a blast of electricity once per day. This 20-foot-radius burst does 1d6 points of electricity damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to electricity until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.
Electricity Focus (Ex): At 15th level, the DC for any spells you cast with the electricity descriptor increases by +2. This bonus stacks with the bonus granted by Spell Focus and Greater Spell Focus feats.
Master Electromancer (Su): At 20th level, you gain immunity to electricity damage. Any time you deal electricity damage, you add +1 to each die of damage, and your electricity spells and abilities ignore 10 points of electricity resistance.


Yes. Do you think it need something more to make up for the loss of a domain?


Before going to the sorcerer, one last cleric domain I've forgotten to include with the other domains. It's a special domain granted only for kender clerics:

Gift of Fizban Domain:

Deity: Paladine (Age of Despair after the War of the Lance), Any God of Good (after the War of the Souls).
Granted Powers: You are a little closer to Fizban the Fabulous.
Dancing Lights (Sp): You can use dancing lights at will as a spell-like ability.
Absent-Minded (Su): At 8th level, you can add 1/2 your cleric level as a sacred bonus to a single Will saving throw. You must declare you are using the bonus before the save is made. You can use this ability once per day at 8th level and one additional time per day for every four cleric levels you possess beyond 8th.
Domain Spells: 1st—feather fall, 2nd—web, 3rd—fireball, 4th—confusion, 5th—feeblemind, 6th—true seeing, 7th—delayed blast fireball, 8th—sunburst, 9th—gate.


Shalafi2412 wrote:
Hellder, do you think that the Healer found in Ultimate Combat would make a good healing hand of Mishakel? I am not sure about loosing one domain though.

The Merciful Healer? I'm using it as healing hand, but with the following changes:

Channel Energy (Su): A healing hand channel positive energy, and when she does, she cannot choose to target undead. A healing hand may channel energy a number of times per day equal to 5 + her Charisma modifier. This ability is otherwise identical to the cleric ability of the same name.
True Healer (Su): At 8th level, when a healing hand channels positive energy, she can choose to increase the amount of damage healed by half (+50%) instead of applying the benefits of merciful healing. She must choose which benefit to take before she rolls to see how much damage she heals.

I think the original archetype is underpowered, and with the change it can better represent the fact that no one should be a better healer than a healer of Mishakal.


Just add a 'Race: kender or half-kender' line to the archetype. It is still a Rogue archetype.


It is a rogue archetype intended for kenders and half-kenders.


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I discovered the changes on dragon sizes by accident some time ago.

Here's one more archetype:
HANDLER (ROGUE ARCHETYPE)
Light-Fingered (Ex): At 3rd level, a handler gains a +1 bonus on Sleight of Hand skill checks made to try to take something from a creature. These bonuses rise to +2 when the handler reaches 6th level, to +3 when she reaches 9th level, to +4 when she reaches 12th level, to +5 at 15th, and to +6 at 18th level. This replaces trap sense.
Handler’s Luck (Ex): At 8th level, a handler gains a bonus equal to her Charisma bonus (if any) on all Saving Throws. This replaces improved uncanny dodge.
Uncle’s Luck (Ex): At 20th level, a handler is elevated to the title of Uncle or Aunt. She gains a bonus equal to her Charisma bonus (if any) to AC. This bonus to AC apply even against touch attacks or when the handler is flat-footed, immobilized or helpless. Additionally, each ally within 30 feet of her gains a bonus equal to the handler Charisma bonus (if any) on all Saving Throws. This replaces master strike.


The one in D20PFSRD is expanded, they made stat blocks for all 12 age categories of all the true dragons, so it is easier to look and find which ones have the size changed compared to the 3.5 ones. It takes a bit more work to do this with the bestiary or the Paizo PRD.
Edit: I've taken a look for you, the ones changed are:
- Red, Very Young: Size is now Medium.
- Gold, Very Young: Size is now Medium.
- Green, Young: Size is now Large.
- Blue, Young: Size is now Large.
- Bronze, Young: Size is now Large.
- Silver, Young: Size is now Large.


Just be careful with the Dragon Cohorts table from the Dragonrider, since some dragons are smaller in Pathfinder and can no longer be mounts for medium riders. A good place to consult dragon sizes and full stats for all age categories is here: Dragons, True (D20PFSRD)


Shalafi2412 wrote:
Helder, IIRC another way to become renegade was to take levels in a class that does not grant prepared spell casting once the Test has been taken.

If the class taken can be considered a violation of the vows, surely the ofender becomes renegade. In the curren era, where many WoHS were forced to take other paths in life, many even becoming practicers of primal sorcery for years and then returning to the path of high sorcery, I think it is possible to take a case-by-case approach, since the orders are a bit more flexible, trying to restructure.

@Kelsey MacAilbert: Thanks. Sorcerers and Mystics, I've left both to the end because they are the longest and with lots of options.
Do you have the Draconomicon? That book have a feat, Dragon Cohort, similar to leadership but only for a dragon, that can also be used for a more open way to making a dragonrider.


Shalafi2412 wrote:
Hellder, I love what you have done. However, I do have a question or two. For KOT how would you reconcile this write up with the fact that now KOT are almost all sorcerers? Also, what about KOT who were WOHS, like the first generation? I am not sure that adding that they never take the Test is accurate since some did, though as WOHS.

Thanks for asking. I forgot to mention that the KoT archetype was meant for the wizards who were trained as KoT wizards from the beginning . As with all orders, one can be a KoT without having this archetype.

A WoHS who betray his order to become a KoT lose access to Moon Magic and Tower Resources. He retain any Order Secret he already has, but can no loger learn any other.
Any sorcerer can ba a KoT. Sorcerers trained in the order may replace eschew materials with Light Armor Proficiency.

Shalafi2412 wrote:
For the Tower Mage and the Order Secrets, one of the benefits, from my reading of the PRC is that the Secrets were part of the benefits of the dedication to the Order and were not necessarily something that the Mage needed to pick as an option against a regular wizard feat. Is it possible to reconcile this?

I tried to integrate the benefits of the prc as best as I could on the wizard, since the WoHS in DragonLance is the 'default' wizard (and de core wizard from the Pathfinder Campaign Sertting can be used to represent renegade wizards). So, I made the Order Secrets into options (just like the Arcane Discoveries in Ultimate Combat). I forgot to add this to the wizard (I think this help show the dedication of the WoHS to the orders):

Ex-Wizards of High Sorcery
A Wizard of High Sorcery who forswears his vows or does not answer a summons from the Conclave becomes a renegade. He no longer gains any of the benefits (nor suffers any of the restrictions) of being a Wizard of High Sorcery. He loses access to Moon Magic and Tower Resources. He retain any Order Secret he already has, but can no loger learn any other. He is no longer bound by the laws of High Sorcery.
A Wizard of High Sorcery who gains a level in any class other than a class that prepares arcane spells may never again raise his Wizard of High Sorcery level, though he retains all class abilities unless taking the additional class also violates his vows. The path of the Wizard of High Sorcery requires an absolute commitment to magic, to the exclusion of all other careers.


WIZARD:

As wizards from the Pathfinder Core Rolebook, with the following changes:
Bonus Languages: A wizard may substitute Magius for one of the bonus languages available to the character because of his race.
Test of High Sorcery: At 4th level, a wizard is invited to take the Test of High Sorcery. If he refuses, he is branded a renegade.
When the wizard successfully completes the Test, those conducting the Test determine which color robes he will wear and which god of magic focuses his power. The moon aligned with his particular Order has an effect upon his magic (see Moon Magic on either DragonLance Campaign Setting or Towers of High Sorcery).
He gains access to any operational Tower of High Sorcery and its resources for spell research and the creation of magical items (see Tower Resources on either DragonLance Campaign Setting or Towers of High Sorcery).
Arcane Focus: Upon passing the Test of High Sorcery, a wizard has the option of narrowing the focus of his arcane power in accordance with the favored schools of his order (abjuration and divination for White Robes, illusion and transmutation for Red Robes, and enchantment and necromancy for Black Robes). The effects of this optional focus depend on whether the wizard was already a specialist or not.
Universalists: At 4th level, a wizard who has successfuly completed the Test of High Sorcery and was not already a specialist wizard may choose a specialty school from one of those favored by his Order (see above). From this point on, he follows all of the rules regarding specialist wizards, including school powers and the selection of opposition schools. Spells from his new opposition schools he knew prior to becoming a Wizard of High Sorcery need two spell slots of that level to prepare from now on.
Specialists: If the wizard was already a specialist in one of the two favored schools of his order, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the specialist school, as well as gaining a +1 bonus on saving throws against spells from his specialist school and against spell-like abilities (but not supernatural abilities) that duplicate such spells.
In exchange for this enhanced focus on one school, the wizard must give up one additional school of magic, chosen from among the specialist schools of the other two Orders of High Sorcery (see above). Spells from his new opposition school he knew prior to becoming a Wizard of High Sorcery need two spell slots of that level to prepare from now on.
A wizard who is not a universalist or a specialist in one of the two favored schools of his order gain no benefits from this ability.
Order Secret (Su): At 5th, 10th, 15th, and 20th level, a wizard who passed the Test of High Sorcery learns one of the secrets of his order (see Order Secret on either DragonLance Campaign Setting or Towers of High Sorcery). Any secret may only be chosen once. Alternatively, he can instead choose a metamagic feat, an item creation feat, or Spell Mastery. The wizard must still meet all prerequisites for a bonus feat, including caster level minimums.

Focused Arcane School: War School:

War wizards are masters of magical warfare, using their arcane might to turn the tide of battle.
Associated School: Evocation.
Replacement Powers: The following school power replace the elemental wall power of the evocation school.
Arcane Aegis (Su): At 8th level, you can add your Intelligence modifier as a deflection bonus to your armor class for a number of rounds per day equal to your wizard level. For every two wizard levels you possess beyond 8th, you can designate one ally within 30 ft. to also receive the benefit.

KNIGHT OF THE THORN (WIZARD ARCHETYPE):

The Knights of the Thorn were founded in secret by Takhisis when she created the Knights of Takhisis. They are the mortal enemies of the Wizards of High Sorcery,
Alignment: Lawful evil.
Armor Proficiency, Light: At 1st level, a knight of the thorn gains Armor Proficiency, Light as a bonus feat. This replaces Scribe Scroll.
Test of High Sorcery: A knight of the thorn never takes the Test of High sorcery, and gain no access to Moon Magic or Tower Resources.
Divination Focus: At 4th level, a knight of the thorn has the option of narrowing the focus of his arcane power on the arts of divination.
Non-Specialists: If he was not already a specialist wizard, he may choose to specialize in the divinaion school. From this point on, he follows all of the rules regarding specialist wizards, including school powers and the selection of opposition schools. Spells from his new opposition schools he knew prior to becoming a knight of the thorn need two spell slots of that level to prepare from now on.
Diviners: If the he was already a specialist in the divination school, his specialization is enhanced. In addition to his existing benefits, he gains a +1 bonus to caster level on spells from the divination school. He may learn one divination spell not on the sorcerer/wizard list as an arcane spell of equal level, and one additional divination spell not on the sorcerer/wizard list as an arcane spell of equal level every four levels thereafter.
In exchange for this enhanced focus, he must give up one additional school of magic of his choice. Spells from his new opposition school he knew prior to this point need two spell slots of that level to prepare from now on.
A knight of the thorn who is not a universalist or a diviner gain no benefits from this ability.
This replaces arcane focus.
Bonus Feats: At 5th, 10th, 15th, and 20th level, a knight of the thorn gains a bonus feat. At each such opportunity, he can choose a metamagic feat, an item creation feat, Arcane Armor Mastery, Arcane armor training, or Spell Mastery. The knight of the thorn must still meet all prerequisites for a bonus feat, including caster level minimums. This replaces order secret.


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@Kelsey MacAilbert: No, you don't need to use them. One of the first objetives I had with my conversions was to have organizatuional PRCs changed to base class options, as the already posted Orders, and the Wizard I'll be posting next.

@Beckett: All help is welcome.

@Shalafi2412: I'll be posting the wizards next.


@Beckett: For a guy who dislikes domains you are giving great feedback ^^

@Shalafi2412: Yes, Derek was LN and a member of the Order of the Rose. Also, I don't remeber seeing any game stats for Steel, but even being part of the Knights of Takhisis, I think he too is LN.

About the traits, I havent thought much about them. I think a bit of reflavoring and reskinning can make most of them work in DragonLance. How about these for example:
Gnome Race Traits
Alchemical Expertise: Your time among the Alchemist's Guild has led to an extensive knowledge of alchemy. You gain a +2 trait bonus on all Craft (alchemy) checks.
Explosion Dodger: Growing up among exploding gnomish inventions has honed your senses. You gain a +1 trait bonus on Reflex saves.
Zoologist: You’ve long been studying animals and wildlife. You gain a +1 trait bonus on Knowledge (nature) checks and Handle Animal checks. One of these skills (your choice) is always a class skill for you.


MARINER
Some may think that a Mariner class is not really necessary, and that other classes can fill the role. But with two nations with strong ties to the sea and some cool port cities around Ansalon, I think the class deserves a conversion. Even for other campaign settings, who knows when a full campaign by the sea may set sail ^^

:
Alignment: Any.
Base Attack Bonus: Full
Good Saves: Fort, Refl
Hit Die: d10.

Class Skills
The mariner’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (engineering) (Int), Knowledge (local) (Int), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Survival (Wis), Swim (Str).
Skill Ranks per Level: 6 + Int modifier.

Class Features
All of the following are class features of the mariner.
Weapon and Armor Proficiency: A mariner is proficient with all simple weapons, plus the cutlass, net, rapier, scimitar, and trident. A mariner is proficient with light armor and buckler shields.
Bonus Feat: At 1st level, 5th, 10th, 15th and 20th levels, a mariner gains a bonus feat. These feats must be chosen from the list below. Alertness, Cleave, Combat Expertise, Combat Reflexes, Dodge, Exotic Weapon Proficiency, Far Shot, Great Cleave, Improved Bull Rush, Improved Disarm, Improved Feint, Improved Initiative, Improved Overrun, Improved Sunder, Improved Trip, Lucky*, Mobility, Point Blank Shot, Power Attack, Precise Shot, Quick Draw, Quick-Thinking*, Rapid Shot, Toughness, Weapon Finesse, Weapon Focus. A mariner must still meet all prerequisites for a bonus feat.
*See DLCS
Sailor Lore: A mariner adds half her class level (minimum 1) to all Knowledge (local), Knowledge (geography), and Knowledge (nature) skill checks and may make these Knowledge skill checks untrained.
Seamanship (Ex): A mariner gains a +1 competence bonus to all Acrobatics, Climb, and Profession (sailor) checks. This bonus increases by 1 for every four mariner levels thereafter, up to a maximum of +5 at 17th level.
Dirty Strike (Ex): Starting at 2nd level, a mariner may choose to make a single melee attack on her turn as a standard action that deals an additional +1d4 points of damage. This bonus increases to +2d4 at 6th level, +3d4 at 10th level, +4d4 at 14th level, and +5d4 at 18th level. The additional damage caused by a dirty strike is the same kind of damage as the weapon used in the attack, and if the damage dealt by the attack is nonlethal damage, the additional damage is also nonlethal. A mariner cannot use dirty strike while striking a creature with concealment. Any creature that is immune to critical hits is also immune to a dirty strike, and any item or ability that protects a creature from critical hits also protects a creature from a dirty strike.
Back-to-Back (Ex): Starting at 3rd level, whenever a mariner is adjacent to an ally and using the fighting defensively or total defense combat options or the Combat Expertise feat, she gains a +1 dodge bonus to her AC. This bonus increases to +2 at 7th level, +3 at 11th level, +4 at 15th level, and +5 at 19th level. She loses this bonus if she is denied her Dexterity bonus to AC or if she or her ally moves more than 5 ft. away.
Uncanny Dodge (Ex): Starting at 4th level, a mariner can react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, even if the attacker is invisible. She still loses her Dexterity bonus to AC if immobilized. A mariner with this ability can still lose her Dexterity bonus to AC if an opponent successfully uses the feint action against her.
If a mariner already has uncanny dodge from a different class, she automatically gains improved uncanny dodge (see below) instead.
Improved Uncanny Dodge (Ex): A mariner of 8th level or higher can no longer be flanked.
This defense denies a rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target has mariner levels.
If a character already has uncanny dodge (see above) from another class, the levels from the classes that grant uncanny dodge stack to determine the minimum rogue level required to flank the character.
Navigate Maelstrom (Ex): At 12th level, a mariner treats all storms as if they were one category less severe for purposes of sailing and navigation.
No Retreat (Ex): At 16h level, enemies adjacent to the mariner that take a withdraw action provoke an attack of opportunity from the mariner.
Crippling Dirty Strike (Ex): At 20th level, an opponent damaged by dirty strike also takes 4 points of Strength and Dexterity damage, and becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + 1/2 the mariner's level + the mariner's Intelligence modifier. Once an opponent has been the target of a crippling dirty strike, regardless of whether or not the save is made, that creature is immune to that mariner's crippling dirty strike for 24 hours.


clff rice wrote:
Cool But on the Nothing but victory power. "dropped" Seems to Vague. Dose that mean reduced to 0 or fewer HP or dose it mean Tripped. I think that might need clearing up. Otherwise AWESOME JOB!

It means reduced to 0 or fewer HP =)

Aeshuura wrote:
Hellder wrote:

Knightly Orders

The orders below are for the Cavalier/Samurai class. Both classes can be easily refluffed as a Knight class. As already said on this topic, you can belong to most orders being fighters, paladins, rangers, clerics, but I think its also good to have the orders below for a 'true' knight.
** spoiler omitted **...

Great job on these! In my opinion, though, I think that the higher orders of the Knights of Neraka and Solamnia should remain prestige classes.

I was discussing this in an earlier thread, and it sort of came down to Knights of the Crown being possibly any number of classes.

The other possibility that I just realized is that the Orders could be created like the Factions/Organizations as presented in the Faction Guide or PFS. I think that could be really cool!

Anyway, thanks for all of your work, Hellder!

I have a real personal dislike for prestige classes. Since 3.X I tried to convert them into chains of feats or alternate class abilities when possible. Now Pathfinder has Archetypes and I'm happy with them ^^

It is good to have options, and the various orders may be a lot of classes. The more strict Knights of Solamnia can mostly be fighters, paladins, and clerics (plus the auxiliary wizards). The Legion of Steel being much more open, almost all class can fit their ranks.

The Orders are Factions, you are right. Making use of them like they work in the PFS can result in great campaigns.


Beckett wrote:
I'm biased, I'll admit, as I absolutely detest PathFinder Domains. I also realize these probably work of the beta versions from DLNexus, but a few suggestions.

Actually, I was trying to track where I took some ideas for the domains, and they were not worked from the beta domais from the DLNexus. Giving credit where it's due, some are from this topic Scalykind and Void Domains, Pathfinderized. I used things from the Commerce, Meditation, Passion domains. It's been a long time since I started these conversions, and I've searched a lot of places for ideas, adding a lot of things of my own. So please, don't be angry if I fail to give deserved credit for someone.

Beckett wrote:
Meditation: Maybe drop the 6th level power (a +4 morale bonus, wahoo. . .) for either a Calm Emotions effect witht he immunity to Mind Control, and maybe even add Calm Emotions to the Domain list rather than Comp Languages (doesn't fit). Otherwise, this seems like reactive version of Nobilty Domain. :)

I think it is reasonable for the ability to give immunity to mind-affecting effects to all allies in the aura instead of the +4 bonus. The domain spells I used as they are in the DLCS.

Beckett wrote:
Passion: The 1st level power is amazing. A Power a Cleric can actually benefit from. Paizo, take note. . . I might suggest that you drop the 8th level power for a straight Barbarian Rage, (if limited). The power doesn't say Passion Domain to me at all, kind of the opposite, really.

This domain powers I took straight from the link I posted above. I really liked it.

Beckett wrote:
Pestilence: Wow, Sickened & Con damage. That is nasty!!! And no Save on the Sickened. Brutal!!! Additionally, being Sickened also means you automatically take a -2 on the Save for Con, possibly effective making your Fort at a -3, which can be devistating even for a Tank. For the 8th level, maybe just a plain Immune to Disease, (including magical ones and things like Mummy Rot Curse, but unlike other immunity, you can still spread them as iff you where infected? Simpler, and diseases can bog down play, especially as this is more likely than not going to be something used against the party, not by them.

You are right, this one is too powerful. Drop the Con damage, and the save now reduces the sickened condition to 1 round.

Beckett wrote:
Time: Maybe the 1st level power is just add 1/2 Cleric level to Init? No 3+Wis time a day.

I was never satisfied with this ability. I think I will change it to instead as a swift action the cleric grant himself a move action.

Beckett wrote:
Treachery: Maybe switch the two powers around? It almost seems pointless to have the Feinting ability until 8th level.

You think so? How about lowering drastically the AC of that nasty rogue against your touch/ranged touch attacks?

Beckett wrote:
Undeath: Maybe drop Detect Undead for Lesser Animate Dead?

As I said above, I left the domain spells as they appeared in the DLCS. But maybe some changes can be made using APG, UC and UM.


Knightly Orders
The orders below are for the Cavalier/Samurai class. Both classes can be easily refluffed as a Knight class. As already said on this topic, you can belong to most orders being fighters, paladins, rangers, clerics, but I think its also good to have the orders below for a 'true' knight.

Ergothian Cavalier:

Ergothian Cavaliers are the knights of the Empire of Ergoth.
Alignment: Any nonchaotic.
Edicts: You have sworn your allegiance to the Empire. Whether landed or not, it is your duty to protect the Empire from all enemies, foreign and domestic. When the Emperor, Praetor, or your lord calls you to battle, you are honorbound to answer the summons and fight for the glory of Ergoth.
Challenge: Whenever an ergothian cavalier issues a challenge, he receives a +1 morale bonus on attack rolls against the target of his challenge so long as he is astride his mount. The bonus increases by +1 for every four levels the knight possesses.
Skills: An ergothian cavalier adds Knowledge (local) (Int) and Knowledge (nobility) (Int) to his list of class skills. An ergothian cavalier can make Knowledge (nobility) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his cavalier level (minimum +1) as long as the check involves Ergoth.
Order Abilities: An ergothian cavalier receives the following abilities as he increases in level.
Weapon of Choice (Ex): At 2nd level, the ergothian cavalier select a weapon from the following list: flail, heavy mace, heavy pick, longsword, lance, or morningstar. Whenever he attacks with that weapon, he gains a +1 bonus on attack rolls and a +1 bonus on Intimidate skill checks.
Mounted Mastery (Ex): At 8th level, the ergothian cavalier ignores the armor check penalty when using the Ride skill, regardless of whether or not the creature he is riding is his mount. Whenever he makes a charge attack while mounted, he receives a +4 dodge bonus to his AC to avoid attacks set against his charge. When making such an attack, he can add his mount’s Strength modifier to the damage roll, in addition to his own. He also receives a bonus feat, chosen from the following list: Mounted Combat, Ride-By Attack, Skill Focus (Ride), Spirited Charge, Trample, or Unseat. He must qualify for the feat selected.
Ergothian's Champion (Ex): At 15th level, the ergothian cavalier can make a special challenge once per day. This functions like a normal challenge, but the ergothian cavalier adds his Charisma bonus on all attack rolls and damage rolls made against the target of his challenge. In addition, he receives a +4 circumstance bonus on attack rolls made to confirm critical hits against the target of his knight’s challenge.

Golden Hammers:

The Golden Hammers are the pride and joy of the Daewar clan.
Alignment: Lawful good, neutral good, lawful neutral.
Edicts: Golden Hammers are loyal and passionate warriors in the service of their clan. Fiery and zealous, they protect those who are close to them and who have allied themselves with their cause. Honor and valor go hand and hand. They seek to make a name for themselves in the world and more importantly within their clan.
Challenge: Whenever a golden hammer issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the golden hammer possesses.
Skills: A golden hammer adds Knowledge (nobility) (Int) and Perform (Cha) to his list of class skills. A golden hammer receives a bonus on Perform skill checks equal to 1/2 his knight level (minimum +1).
Order Abilities: A golden hammer receives the following abilities as he increases in level.
Chant of Bravery (Ex): At 2nd level, a golden hammer gains the ability to rally his allies with a war chant. As a standard action, he can start a chant which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his cavalier level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
For the Thane (Ex): At 8th level, a golden hammer can call out to his allies, inspiring them to greatness. As a swift action, the golden hammer can grant a competence bonus equal to his Charisma modifier on all attack and damage rolls to all allies within 30 feet. This bonus lasts for 1 round. This ability can be used once per combat.
Protective Shield (Ex): At 15th level, a golden hammer can protect those around him. Allies that are adjacent to the golden hammer receive a +2 shield bonus to their AC. In addition, as an immediate action, the golden hammer can redirect an attack made at a creature adjacent to himself, as long as the creature making the attack is within the knight’s reach. This ability must be declared before the attack roll is made. The attack is made against the golden hammer’s AC and defenses, even if the creature could not normally reach or attack the golden hammer. The golden hammer loses any cover or concealment bonuses when subject to the redirected attack.

Knights of Solamnia:

Knights of Solamnia are the pinnacle of the military might of Good. The Knighthood is comprised of three orders: Crown, Sword, and Rose. When changing orders within the Knights of Solamnia the knight immediately loses all of the benefits from his old order and gains all of the bonuses from his new order.
Alignment: Lawful Good.
Edicts:
Order of the Crown: The Order of the Crown exemplifies the ideals of Loyalty and Obedience in all that a knight is and does. Loyalty requires unquestioned obedience to higher power and authority, as long as that power and authority follows and adheres to the precepts set forth in the Oath and the Measure. Loyalty is due to one’s family, all that is good, those oppressed by evil, and those monarchs who by decree and common consent of the Knightly Councils are in good standing with the Knighthood and deserving of its honorable loyalty and protection.
Order of the Sword: Knights of the Sword act as warriors for the gods of Good, upholding the purest ideals of heroism and courage. Heroism is the willingness to sacrifice one’s self for one’s beliefs. Courage is the readiness to die honorably in the fight for Good.
Order of the Rose: The Order of the Rose embraces honor guided by justice and wisdom. Honor is the allegiance to one’s oath to defend the cause of good. Justice is the heart of the Measure and the soul of a Rose Knight. Justice requires that the Rose Knight render to everyone—creature, person, or deity—his or her due.
Challenge: Whenever a Knight of Solamnia issues a challenge, he receives a +1 dodge bonus to his AC against attacks made by the target of his challenge. This bonus increases by +1 for every four levels the knight possesses.
Skills: A Knight of Solamnia adds Knowledge (nobility) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the knight uses Sense Motive to oppose a Bluff check, he receives a competence bonus on the check equal to 1/2 his knight level (minimum +1).
Order of the Crown Abilities: A knight who belongs to the Order of the Crown gains the following abilities as he increases in level.
Heroic Initiative (Ex):[i] At 2nd level, a crown knight receives a +1 bonus on initiative checks. This bonus increases by +1 for every four levels beyond 2nd.
[i]Armor Training (Ex):
At 8th level, a crown knight learns to be more maneuverable while wearing armor. Whenever he is wearing armor, he reduces the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. In addition, a crown knight can also move at his normal speed while wearing medium or heavy armor.
Crown of Knighthood (Su): At 15th level, the crown knight gains a bonus equal to his Charisma bonus (if any) on all Saving Throws and an additional +4 bonus on all saving throws against compulsion spells and effects.
Order of the Sword Abilities: A knight who belongs to the Order of the Sword gains the following abilities as he increases in level.
Bravery (Ex): Starting at 2nd level, a sword knight gains a +1 bonus on Will saves against fear. This bonus increases by +1 for every four levels beyond 2nd.
Stem the Tide (Ex): At 8th level, the sword knight receives Stand Still as a bonus feat, even if he does not meet the prerequisites. Instead of making a combat maneuver check to stop the creature from moving, a sword knight with this ability can elect to make a normal attack instead. If the attack hits and deals damage, the target must stop moving, just as if the sword knight had made a successful combat maneuver check.
Soul of Knighthood (Su): At 15th level, the knight's weapons are treated as good-aligned for the purposes of overcoming Damage Reduction. Any attack made against an enemy within 10 feet of her is treated as good-aligned for the purposes of overcoming Damage Reduction. In addition, the knight gains a +2 deflection bonus to AC against attacks made by evil creatures. This ability functions only while the knight is conscious, not if she is unconscious or dead.
Order of the Rose Abilities: A knight who belongs to the Order of the Rose gains the following abilities as he increases in level.
Rallying Cry (Ex): At 2nd level, a rose knight gains the ability to rally his allies. As a standard action, he can give an encouraging speech which grants all allies within 60 feet a competence bonus on their saving throws against fear equal to his Charisma modifier and a +1 competence bonus on attack rolls for a number of rounds equal to his rose knight level. If an ally within range is under the effect of a spell or ability that causes him to be frightened or panicked, he can immediately make another saving throw to resist the effect (if allowed).
Wisdom of the Measure (Ex): At 8th level, once per day the rose knight may use his extensive knowledge of the Solamnic Measure to inform his actions. This works like an augury spell cast by a cleric of equal level. The information provided by this ability always comes in the form of a historical anecdote, proverb, or law written in the Measure.
Knighthood’s Flower (Su): At 15th level the rose knight gains immunity to compulsion spells and spell-like abilities. Each ally within 10 feet of him gains a +4 morale bonus on saving throws against compulsion effects. This ability functions only while the rose knight is conscious, not if he is unconscious or dead.

Knights of Neraka:

These knights were formerly known as the Knights of Takhisis or simply “Dark Knights”. Like the Knights of Solamnia, the Dark Knights are divided into separate orders. Only the Knights of the Lily are true knights. The Knights of the Skull are clerics of Takhisis (Age of Despair) or mystics (Age of Mortals). The Knights of the Thorn are renegade wizards or sorcerers.
Alignment: Lawful Evil.
Edicts: “Independence breeds chaos. Submit and be strong.” Their most basic tenet teaches that strength is achieved through conformity and uniformity. Free-thinking and individuality result in chaos.
Challenge: Whenever a lily knight issues a challenge, he receives a +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target. This bonus increases by +1 for every four levels the lily knight possesses.
Skills: A lily knight adds Knowledge (local) (Int) and Knowledge (religion) (Int) to his list of class skills. Whenever the knight uses Intimidate to demoralize an opponent, he receives a competence bonus on the check equal to 1/2 his knight level (minimum +1).
Order Abilities: A knight who belongs to the Order of the Lily gains the following abilities as he increases in level.
Unbreakable Will (Su): At 2nd level a lily knight receives a +2 morale bonus on Will saving throws.
Nothing But Victory (Ex): Every time the lily knight drops an opponent, he may deliver a coup de grace to the opponent as a swift action that provokes an attack of opportunity.
One Thought (Su): At 15th level, a knight of the lily have perfected his teamwork to the point where he almost seem to share a common mind with his allies. The lily knight cannot be caught flat-footed, neither any other ally within 30 feet of him. If the knight of the lily is adjacent to an ally, neither of them can be flanked, unless the attacker has at least four more rogue levels than the knight.

Legion of Steel:

The Legion of Steel was formed as a solution to the problems plaguing Ansalon in the era following the Chaos War, when neither the ancient Knights of Solamnia nor the recently formed Knights of Takhisis seemed able to rise to new challenges. The Legionnaires most easily identified as knights are the Legion warriors.
Alignment: Any nonevil.
Edicts: The Legion of Steel is not a rigid hierarchy, nor does it follow a rigid code of codes and
measures. Instead, its members are loosely grouped into cells beholden only to an oral tradition called Sara’s Legacy. The Legacy teaches a few central virtues without codifying virtue into legislation: to always have the courage to do what is right; to gain strength through self-knowledge; to remain vigilant against danger and injustice; to respect virtue in all its forms; to grant justice to all beings; and to fight for one’s beliefs unto death.
Challenge: Whenever a legion warrior issues a challenge, he receives a +1 morale bonus on attack rolls made against the target of his challenge if the target makes an attack against a target other than the legion warrior. This bonus lasts for 1 minute. The bonus increases by +1 for every four levels the legion warrior possesses.
Skills: A legion warrior adds Knowledge (local) (Int) and Knowledge (history) (Int) to his list of class skills. A legion warrior can make Knowledge (local) skill checks untrained. If he has ranks in the skill, he receives a bonus on the check equal to 1/2 his legion warrior level (minimum +1) as long as he stays in contact with his cell.
Order Abilities: A knight who belongs to the Legion of Steel gains the following abilities as he increases in level.
Favored Enemy (Ex): At 2nd level, a legion warrior selects a favored enemy from the following list of foes who oppose the Legion of Steel: dragons, goblins, Knights of Solamnia, Dark Knights, minotaurs, or Tarmaks. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A legion warrior may make Knowledge skill checks untrained when attempting to identify these creatures. At 10th level and again at 18th level, the legion warrior may select an additional favored enemy from the list.
Reputation (Ex): At 8th level, a legion warrior gains a +4 bonus on Bluff and Diplomacy skill checks when dealing with working-class or poor individuals. At 12th level, and every four levels thereafter, this bonus increases by an additional +2.
Protect the Meek (Ex): At 15th level, the legion warrior can move to intercept foes. As an immediate action, he can move up to his speed (or his mount’s speed, if mounted) and make a single melee attack. This movement provokes attacks of opportunity as normal. The legion warrior must end his movement adjacent to an enemy. On his next turn, the legion warrior is staggered and cannot use this ability again for 1 round.


CLERIC
Medallion of Faith: See the DragonLance Campaign Setting.

Deities and Domains:

Branchala: Chaos, Good, Luck, Trickery
Habbakuk: Animal, Good, Travel, Water
Kiri-Jolith: Good, Law, Strength, War
Majere: Good, Knowledge, Law, Meditation
Mishakal: Community, Good, Healing, Liberation, Protection
Paladine: Good, Law, Nobility, Protection, Sun
Solinari: None*
Chislev: Air, Animal, Earth, Plant
Gilean: Knowledge, Liberation, Planning, Protection, Rune
Lunitari: None*
Reorx: Artifice, Earth, Fire, Luck, Strength
Shinare: Commerce, Law, Luck, Travel
Sirrion: Chaos, Charm, Fire, Passion
Zivilyn: Insight, Knowledge, Meditation, Time
Chemosh: Death, Evil, Trickery, Undeath
Hiddukel: Chaos, Evil, Treachery, Trickery
Morgion: Destruction, Evil, Madness, Pestilence
Nuitari: None*
Sargonnas: Evil, Fire, Law, Passion, War
Takhisis: Destruction, Evil, Law, Trickery, Tyranny
Zeboim: Chaos, Evil, Water, Weather
*Solinari, Lunitari, and Nuitari do not grant divine spells and have no clerics.

Commerce Domain:

Deity: Shinare.
Granted Powers: You can evaluate and negotiate anything. You add your Wisdom modifier to all Appraise checks.
Master of Appraisal (Sp):. You can touch an item to learn about its magical properties. You gain information as if you had cast detect magic with a +5 insight bonus on the Spellcraft skill check. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Master of Negotiation (Sp): At 6th level, as a swift action, you can convince other people of the truth of your words, giving you a +20 bonus on Bluff checks for a number of minutes per day equal to your caster level. These minutes do not need to be consecutive, but you must activate the ability for at least one minute each time. If a magical effect is used against you that would detect your lies or force you to speak the truth, the user of the effect must succeed on a caster level check (1d20 + caster level) against a DC of 15 + your cleric level + your Charisma modifier to succeed. Failure means the effect does not detect your lies or force you to speak only the truth. This ability otherwise functions as glibness.
Domain Spells: 1st—comprehend languages, 2nd—zone of truth, 3rd—tongues, 4th—discern lies, 5th—true seeing, 6th—secret chest, 7th—refuge, 8th—analyze dweomer, 9th—polymorph any object.

Insight Domain:

Deity: Zivilyn.
Granted Powers: You can strike your foes with great precision, and is always ready to act.
Combat Precognition (Su): As a free action, you can grant yourself a bonus equal to 1/2 your cleric level (minimum +1) to your next attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Uncanny Dodge (Ex): At 6th level, you can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, even if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action (see Combat) against you. If you already has uncanny dodge from a different class, you automatically gain improved uncanny dodge instead.
Domain Spells: 1st—true strike, 2nd—augury, 3rd—locate object, 4th—divination, 5th—commune, 6th—owl’s wisdom, mass, 7th—arcane sight, greater, 8th—moment of prescience, 9th—foresight.

Meditation Domain:

Deity: Majere, Zivilyn.
Granted Powers: Your perfect state of mind can help other creatures to regain focus.
Touch of Medidation (Sp): You can touch a creature as a standard action and give it a bonus equal to your cleric level on a single Wisdom-based skill check, Wisdom ability check, or Will saving throw. This ability lasts for 1 hour or until the creature touched elects to apply the bonus to a roll. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Inner Perfection (Sp): At 8th level, you can emit a 30-foot aura of peace and serenity for a number of rounds per day equal to your caster level. Allies in this aura gain a +4 morale bonus on saving throws against mind-affecting effects. You are totally immune to mind-affecting effects while the aura is active. These rounds do not need to be consecutive. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
Domain Spells: 1st—comprehend languages, 2nd—owl’s wisdom, 3rd—nondetection, 4th—tongues, 5th—telepathic bond, 6th—find the path, 7th—spell turning, 8th—mind blank, 9th—astral projection.

Passion Domain:

Deities: Sargonnas, Sirrion.
Granted Powers: Your touch can channel a furious passion, and your presence strengthens the resolve around you.
Touch of Fury (Sp): As a standard action, you can touch a creature, giving it a brief rush of violent passion and fury. For the next 3 rounds, the target gains a +2 morale bonus to his attack rolls, weapon damage rolls, and Will saves against fear. Once a target has been affected by touch of fury, he can gain no further benefit from it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Aura of Resolve (Sp): At 8th level, you can emit a 30-ft. aura of fiery passion for a number of rounds per day equal to your caster level. Allies within this aura gain immunity to fear and a +3 morale bonus to their attack rolls and weapon damage rolls. These rounds do not need to be consecutive. You are not affected by the effects of your aura. You activate the power as a standard action deciding the duration in rounds; you do not need to use a standard action in subsequent rounds to maintain the power. You can deactivate the power earlier with a swift action, if needed.
Domain Spells: 1st—cause fear, 2nd—hideous laughter, 3rd—rage, 4th—crushing despair, 5th—song of discord, 6th—heroism, greater, 7th—insanity, 8th—irresistible dance, 9th—dominate monster.

Pestilence Domain:

Deity: Morgion.
Granted Powers: Your mere touch brings pain, and your body hosts and spreads diseases.
Noxious Touch (Sp): As a standard action, you can make a touch attack against a creature, causing it to become sickened for a number of rounds equal to tour Wisdom modifier and taking 1 point of Constitution damage. A successful Fortitude save negates the Constitution damage. The DC of this save is equal to 10 + 1/2 your cleric level + your Wisdom modifier. Once a target has been affected by noxious touch, he cannot be affected by it for 1 day. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Plaguebearer (Su): At 8th level, you become immune to all diseases, but contract a strain of one of the following diseases without suffering its ill effects: blinding sickness, cackle fever, filth fever, mindfire, shakes, or slimy doom. You can spread a disease you carry in the usual way, or through the use of your Noxious Touch ability (in this case, the DC of the disease becomes 10 + 1/2 your cleric level + your Wisdom modifier). Every three cleric levels beyond 8th you contract another strain from the list.
Domain Spells: 1st—doom, 2nd—summon swarm (rats only), 3rd—contagion, 4th—poison, 5th—plague of rats*, 6th—eyebite, 7th—scourge*, 8th—create greater undead, 9th—otyugh swarm*.
*See DragonLance Campaign Setting.

Planning Domain:

Deity: Gilean.
Granted Powers: You carefully plan your actions, and is always ready for unexpected situations.
Memorable Attack (Su): As a swift action, before you make an attack you may make it a memorable attack. If your attack hit, you do not roll dice to determine the damage. Instead, you figure the normal maximum damage you can inflict with that weapon and do that much damage to the target. Additional damage, such as from the sneak attack ability are determined normally; they are not maximized. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Secondary Plan (Su): At 8th level, select a cleric spell of a level you can cast. Once this choice is made, it cannot be reversed. You can spontaneously cast this spell in place of a prepared spell of equal or higher level. At every two cleric levels thereafter, you gain another spell that you can spontaneously cast.
Domain Spells: 1st—deathwatch, 2nd—augury, 3rd—clairaudience/clairvoyance, 4th—imbue with spell ability, 5th—detect scrying, 6th—heroes’ feast, 7th— scrying, greater, 8th—discern location, 9th—time stop.

Time Domain:

Deity: Zivilyn.
Granted Powers: You can manipulate the flow of time.
Personal Time Acceleration (Su): You can gain a bonus to your initiative equal to 1/2 your cleric level (minimum +1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Change Future (Sp): At 8th level, you gain the ability to alter the future. Once per day, you may reroll a saving throw, attack roll, or skill check you just failed. This is done by momentarily peeking into the future and seeing how things turned out then trying it a different way at the last second. You can use this ability an additional time per day for every six levels beyond 8th.
Domain Spells: 1st—true strike, 2nd—gentle repose, 3rd—haste, 4th—freedom of movement, 5th—permanency, 6th—cat’s grace, mass, 7th— contingency, 8th—temporal stasis, 9th—time stop.

Treachery Domain:

Deity: Hiddukel.
Granted Powers: You can deceive and strike where it hurts. In addition, you treat Bluff as class skill.
Deceptive (Su): As a free action, you can use Bluff to feint in combat, causing your opponent to be flat-footed against your next attack. You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Sneak Attack (Ex): At 8th level, your attack deals extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when you flanks your target. This extra damage is 1d6 at 8th level, and increases by 1d6 every three cleric levels thereafter. Otherwise this works just like the rogue ability.
Domain Spells: 1st—undetectable alignment, 2nd—eagle’s splendor, 3rd—bestow curse, 4th—glibness, 5th—magic jar, 6th—symbol of persuasion, 7th— eyebite, 8th—trap the soul, 9th—imprisionment.

Tyranny Domain:

Deity: Takhisis.
Granted Powers: You are a great leader, but you lead by force and demoralization.
Oppressing Word (Sp): As a standard action, you can speak an oppressing word to a creature within 30 feet. That creature take a -2 penalty on attack rolls, skill checks, ability checks, and saving throws for a number of rounds equal to 1/2 your cleric level (minimum 1). You can use this power a number of times per day equal to 3 + your Wisdom modifier.
Leadership (Ex): At 8th level, you receive Leadership as a bonus feat. In addition, you gain a +2 bonus on your leadership score as long as you uphold the tenets of your deity.
Domain Spells: 1st—command, 2nd—enthrall, 3rd—discern lies, 4th—fear, 5th—command, greater, 6th—geas/quest, 7th— hold person, mass, 8th—charm monster, mass, 9th—dominate monster.

Undeath Domain:

Deity: Chemosh.
Granted Powers: You manipulate the undead, and imbue yourself with the powers of the afterlife.
Command Undead (Su): You are considered to have the Command Undead feat. Additionally, when using it, you can control any number of undead, so long as their total Hit Dice do not exceed twice your cleric level.
Gift of Undeath (Su): At 6th level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 12th level, this resistance to cold increases to 10 and the DR increases to 10/— against nonlethal damage. At 20th level, you gain immunity to cold and to nonlethal damage.
Domain Spells: 1st—detect undead, 2nd—desecrate, 3rd—animate dead, 4th—death ward, 5th—inflict light wounds, mass, 6th—create undead, 7th—control undead, 8th—create greater undead, 9th—energy drain.


I think it can be interesting, maybe reversing inspire courage and inspire competence, changing the competence bonus to allies into morale penalties against opponents. Any ideas?


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BARD
Bards are arcane spellcasters who make use of primal sorcery. Because healing magic is the province of divine spellcasters on Krynn, bards cannot cast spells from the Conjuration (Healing) subschool. Bards have the following performance replacing soothing performance:
Berserkergang (Ex): At 12th level, a bard can inspire a rapturous battle trance that suppresses pain, stunning, and fear effects for one creature, plus one additional creature per three levels after 12th. Affected creatures also gain DR 5/— (DR 10/— against nonlethal damage); this benefit stacks with the damage reduction class ability of barbarians. This mind-affecting ability requires audible components.
Note: I replaced soothing performance because it mimicked a conjuration (healing) effect. Berserkergang is from the Savage Skald archetype.

CHORISTER (BARD ARCHETYPE)
Choristers are folowers of a god who channel their power through music. Most follow Branchala, Sirrion or Hiddukel.
Alignment: A chorister’s alignment must be within one step of his deity’s, along either the law/chaos axis or the good/evil axis.
Aura (Ex): A chorister of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment (see detect evil for details).
Spells: A chorister learns and casts spells as a normal bard, with some minor exceptions. A chorister's spells are divine spells, not arcane spells; choristers can cast spells from the Conjuration (Healing) subschool. This replaces the bard’s primal sorcery spellcasting.
Ex-Choristers: A chorister who grossly violates the code of conduct required by his god loses all spells and bardic performances. He cannot thereafter gain levels as a chorister of that god until he atones for his deeds (see the atonement spell description).


As already said, they were presented in Races of Ansalon. The character Scrounger from the novel Brothers in Arms is a half-kender.
Talking about half-kenders, I made a mistake on the weapon familiarity. It should be:
Weapon Familiarity: Half-kenders treat any kender weapons as martial weapons.


The domains give a lot less special powers, among other things that I don't remember.
You saw the above link to the draconians converted by Ravingdork? These are the ones I'm using.

To finish my races conversions, half-everything. I'm not sure they are really needed, I only remember seeing a half-kender on Brothers in Arms, and a half-gnome somewhere I can't remember. But anyway:
HALF-DWARVES
+2 to One Ability Score
Medium: Half-dwarves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-dwarves have a base speed of 30 feet.
Darkvision: Half-dwarves can see in the dark up to 60 feet.
Dwarf Blood: Half-dwarves count as both dwarves and humans for any effect related to race.
Hardy: Half-dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities.
Stability: Half-dwarves receive a +2 racial bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground.
Weapon Familiarity: Half-dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word "dwarven" in its name as a martial weapon.
Multitalented: Half-dwarves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-dwarves begin play speaking Common and Dwarven. Hill Dwarves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

HALF-ELVES
As the half-elf from the Pathfinder Core Rulebook except as follows.
Elvensight: Half-elves can see twice as far as humans in conditions of dim light, and can see in the dark up to 30 feet. This replaces low-light vision.

[b]HALF-GNOMES
+2 to One Ability Score.
Medium: Half-gnomes are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-gnomes have a base speed of 30 feet.
Low-Light Vision: Half-gnomes can see twice as far as humans in conditions of dim light.
Gnome Blood: Half-gnomes count as both gnomes and humans for any effect related to race.
Single-Minded: Some half-gnomes gain a +2 racial bonus on skill checks on one skill of his choice. This skill is always considered a class skill for the Half-gnome. A half-gnome with this racial ability does not have the Jack-of-All-Trades racial ability.
Jack-of-All-Trades: Some Half-gnomes can use skills that normally require him to be trained, He may select a number of trained only skills equal to his Intelligence modifier and use them untrained. A half-gnome with this racial ability does not have the Single-Minded racial ability.
Focused: Half-gnomes receive a +2 racial bonus on Will saving throws.
Multitalented: Half-gnomes choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.
Languages: Half-gnomes begin play speaking Common and Gnome. Half-gnomes with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

HALF-KENDERS
+2 to One Ability Score.
Medium: Half-kenders are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half- kenders have a base speed of 30 feet.
Kender Blood: Half-kenders count as both kenders and humans for any effect related to race.
Brave: Half-kenders get a +4 racial saving throw bonus against fear.
Keen Senses: Half-kenders receive a +2 racial bonus on Perception skill checks.
Handler: Half-kenders receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks.
Weapon Familiarity: Half-kenders treat any kender weapons as a simple weapon.
Languages: Half-kenders begin play speaking Common and Kenderspeak. Half-kenders with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).

Next, classes.


The Pathfinder Spellcaster article from the DLNexus was made for the Pathfinder Beta classes, and the classes changed a lot from the PF Beta to the final version.

You can find Draconian conversions here: Link


The gnomes were a bit hard. I'm not truly satisfied with my conversion, they seem a bit weaker than the other races.

TINKER GNOMES
+2 Dexterity, +2 Intelligence, -2 Strength.
Small: Tinker Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Low-Light Vision: Tinker Gnomes can see twice as far as humans in conditions of dim light.
Guild Affiliation: Tinker Gnomes select a Guild with which he is affiliated. If the Tinker Gnome selects a Craft Guild, he gains a +2 racial bonus on a Craft skill of his choice. Technically inclined Tinker Gnomes gain a +2 racial bonus on a Profession skill of his choice. Sage Tinker Gnomes receive a +2 racial bonus on a Knowledge skill of his choice.
Focused: Tinker Gnomes receive a +2 racial bonus on Will saving throws, and a +2 racial bonus on saving throws against illusion spells and effects.
Keen Senses: Tinker Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Tinker Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.

MAD "THINKER" GNOMES
+2 Dexterity, +2 Wisdom, -2 Strength.
Small: Mad Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Mad Gnomes have a base speed of 20 feet.
Low-Light Vision: Mad Gnomes can see twice as far as humans in conditions of dim light.
Mechanical Understanding: Mad Gnomes have a +2 racial bonus on Disable Device checks, and always treat Disable Device as a class skill.
Focused: Mad Gnomes receive a +2 racial bonus on Will saving throws, and a +2 racial bonus on saving throws against illusion spells and effects.
Keen Senses: Mad Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Mad Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Mad Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.

WILD GNOMES
+2 Constitution, +2 Intelligence, -2 Strength.
Small: Wild Gnomes are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Wild Gnomes have a base speed of 20 feet.
Low-Light Vision: Wild Gnomes can see twice as far as humans in conditions of dim light.
Nature Focus: Wild Gnomes receive a +2 racial bonus on either Handle Animal, Knowledge (nature), or Survival skill checks.
Resistant: Wild Gnomes receive a +2 racial bonus on Fortitude saving throws, and a +2 racial bonus on saving throws against disease and poison.
Keen Senses: Wild Gnomes receive a +2 racial bonus on Perception skill checks.
Weapon Familiarity: Wild Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.
Languages: Wild Gnomes begin play speaking Common and Gnome. Wild Gnomes with high Intelligence scores can choose from the following: Dwarven, Ergot, Ogre, Solamnic.


There's another problem with Transformative, the text says that the weapon reverts to its true shape when unattended, so it returns to spike form the moment it leaves your hand.


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