Pathfinderized Dragonlance: Considerations?


Conversions

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


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.


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

You mean the constructive feedback?


Ok maybe missed something but what do you mean by schools of sorcery? is this the same as a bloodline or did i miss something?


Sorcerers in Dragonlance are more elemental based. They do not receive their abilities from their blood like standard Pathfinder or 3.0/3.5 sorcererers but through the manipulation of the power of Chaos.


Hellder wrote:
Shalafi2412 wrote:
I love what you are doing and I hope you do not mind the critique.
You mean the constructive feedback?

Yes. I like to call it feedforward! :)

Shadow Lodge

clff rice wrote:
Ok maybe missed something but what do you mean by schools of sorcery? is this the same as a bloodline or did i miss something?

After Summer Flame, all godly magic began to wane. It soon became so unreliable that casters had to learn a technique to drain magic from magic items to cast spells, which ran the risk of permanently draining them. Many (former) Wizards of High Sorcery searched and searched for this new form of magic, but couldn't find it.

Palin, finally discovered it (which was basically the Sorcerer Class before there was a Sorcerer class), and quickly set about developing an Academy, which was to replace the now basically powerless Towers of High Sorcery. The was Primal Sorcery was described as working was very similar to the mechanics of Pathfinders Schools and Bloodlines, even Domains of a sort. Each school was based off of a sprt of principle. Rather than Fire School, you mght have the school of altering temperature, which would cover both adding Heat for fire magic and draining heat for cold magic. Air School might involve calling air to push you up for Fly, catch you as you fall Feather Fall, form tornado armor for Mage Armor or Sheld, or things like that.

It was based off of a sort of blend of 2nd Ed rules and the Saga rules set, which was sort of a card based RPG rules (somewhat similar to 4E in ways), so it didn't really fit so well with 3E's concepts or terminology. Kind of the closest thing to compare it to might be the Unearthed Arcane Basic Classes, where you have the Warrior, the Magic User, and the Skill Monkey Classes (only) and develope your character through them.


If I remember correctly Saga Sorcerers and Mystics were able to make up spells on they fly/


I like it, too. Sorry if I'm not as vocal as I could be. Streched a wee bit thin right now.

Shadow Lodge

Shalafi2412 wrote:
If I remember correctly Saga Sorcerers and Mystics were able to make up spells on they fly/

Kind of. I'm not that familiar with the saga edition, but it sort of worked like how I understand LARPS. You would get keyword sort of cards, (going with fire) such as explosion, sizzle, dry, blast, or whatever, and could besically combine them and roll some dice for a desired effect, and so it did not fit the vancian system for spellcasting.

I also believe that Sorcerers and Mystics where one class, and could actually get each other's spells prior to 3E Dragonlance book. Not so sure on that last one, though.


Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Beckett wrote:
I also believe that Sorcerers and Mystics where one class, and could actually get each other's spells prior to 3E Dragonlance book. Not so sure on that last one, though.

My (imprecise) understanding was that sorcerers couldn't use their magic to affect living things, whereas mystics' magic could only affect living (and, I believe, unliving) things.

For example, only a mystic could use a spell to charm a creature, but only a sorcerer could create a wall of stone.

Of course, this was abandoned when the game left SAGA and went to 3.5E, as it was too difficult to separate the spell lists that way (though I've seen some fan attempts on Dragonlance fansites).


Hey guys, I'm currently putting together ideas for starting a campaign, and I'm curious about Dragonlance, but truthfully haven't had a chance to read much into it. I have the 3.0 campaign setting book, Age of mortals, War of the Lance, and several of the adventures/splatbooks. Clearance sale for the win!

Does anyone know of an online resource that can give me a very basic jist of each time period, game-wise? For example, what makes a certain time period different, game mechanics-wise, from a standard D&D/PF game? I know one of the eras doesn't have any divine magic.


Josh M. wrote:

Hey guys, I'm currently putting together ideas for starting a campaign, and I'm curious about Dragonlance, but truthfully haven't had a chance to read much into it. I have the 3.0 campaign setting book, Age of mortals, War of the Lance, and several of the adventures/splatbooks. Clearance sale for the win!

Does anyone know of an online resource that can give me a very basic jist of each time period, game-wise? For example, what makes a certain time period different, game mechanics-wise, from a standard D&D/PF game? I know one of the eras doesn't have any divine magic.

Unfortunately, that is a real can of worms, lol. Basically, most eras of play came about because there was a new set of rules. This leads to a hodgepodge of things to consider. The Dragonlance Nexus offers a lot of information, including some conversions to various editions of D&D/Pathfinder. To tell the truth, I would start from the beginning, since you have no grounding in the setting. That way you can take a look at the original story & just recreate it as best you can with Pathfinder. Don't worry if it matches exactly. You worry about that too much & you will end up railroading the players. Then nobody will enjoy the game. Make Dragonlance Your Edition.


@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 ^^


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


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


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 ^^


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.


Hellder wrote:
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.

Really? The new one out by Margaret Weis Productions is pretty neat.

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 ^^

Not at all.


Hellder wrote:
** spoiler omitted **...

Looks good. I dont remember if you have converted the mystic spheres yet?


Hellder, thanks for all of your hard work!


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


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.

Shadow Lodge

If possible, I'd love it all emailed as well. I apologize, I haven't been able to get online much in the last two weeks or so because of deployment, but I love what you have done.

stuff:
DarthBeckett at gmail dot com


looking great, Hellder


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.


I really like what you did with mentalism!


The Age of Mortals always left a bad taste in my mouth, and in my opinion the War of Souls was a decent at best band aid they slapped on the setting. In the 3.5 Legends of the Twins sourcebook they included all these wonderful alternate timelines.

One where Raistlin succeeds at killing Tahkisis and taking her power, then going on a world destroying rampage. One where the Kingpriest was successful in his calling out the Gods and doesnt get destroyed by a fiery mountain. One where the dragonarmies win the War of the Lance. And finally one where Tahkisis never steals the world at the end of Summer Flame, this one, dubbed the Age of Dragons, was my favorite as it presented a world where the timeline had moved on but hadn't been blown to smithereens by the dragon overlords (in fact they arent even a part of it).

If you can find this book or a PDF of it (dont know if its at drivethru or other sites).

Here is my slightly altered take on the Age of Dragons timeline from the Legends of the Twins sourcebook in case the OP or anyone else in interested.

Tasselhoff travels forward to visit Caramons funeral in the year 421 AC, but arrives on time to speak for his friend. Everyone is quite shocked because he has been missing for nearly half a century, he has a lovely time talking with everyone and just as hes about to use the device to go back to his time Fizban shows up and tells Tas he needs to stay in this time. Tas is at first somewhat upset by this but when Fizban explains to him all the new places he can see, new people he can meet, and new adventures he can have Tas warms up to this idea. He then relinquishes the Device of Time Journeying to Palin who takes it back with him to the Tower of Wayreth for proper storage.

About 5 years after the Chaos War, Sargonnas (sick of always taking a back seat to Takhisis) and Nuitari (tired of his mother encroaching upon his territory) in a rare collaboration together out of mutual benefit, make a play against Takhisis to gain patronage of the Lily and Thorn Knights respectively, Takhisis retains partonage of the Skull Knights. This change is actually met with little strife in the mortal world, after the initial kinks get worked out things go on business as usual, the Knighthood is renamed the Knights of Nereka. Sargonnas requires that his Lily Knights be in top physical condition and be honor-bound, if ruthless, in their actions, and suffers no fools or cowards in their ranks. When Nuitari gained patronage of the Thorn Knights, all Thorn Knights were to report to the Tower of Wayreth immdiately for testing. He made sure to contact the wizards to inform them of these proceedings and he also took a personal interest in the initial testing of all the Thorn Knights and made sure that any who wern't loyal to the magic did not leave the testing grounds alive. The shakiest part of the deity transition came from the Wizards of High Sorcery initially not trusting the Thorn Knights given their history together, until Nuitari personally vouched for the loyalty to magic from all his new Thorn Knight/Black Robe followers.

High Sorcery has been on a continual uprise since the War of the Lance, this has culminated with the resurrgance of the Towers. The Thorn Knights file a formal request requesting the rights to build a Tower of High Sorcery outside the city of Sanction, the headquarters of the Knights of Neraka, this is approved after a long debate and the tower is built across from the temple of Luerkhisis, the Lord of the Thorn is made master of the tower. A Tower is raised in the Northern Ergoth capital city of Gwynned as its political prominence resurges, Mistress Jenna takes position as Master of the Tower and it is said that she was quite charming to The Emperor during the whole endeavor of planning and execution of raising the tower. Political pressure rises against Dalamar remaining in the Tower of Palanthas, home to the United Realms and the capital of Solamnia, so Dalamar starts working on a secret project with some of his black robes and Palin and Jenna, it is revealed that he intends to reraise the tower of Losarcum, away from the political bickering of the world, plus secretly he longs to be much closer to his ancient home, even if he's never able to return there. He is successful in doing so and vacates the Tower of Palanthas to take up residence as master of his new Tower, he restores the original grove effect of intense passion but adds one new ward to the inner perimeter of the grove, any being with Kender blood who isnt explicitly invited into the tower by Dalamar and somehow happens to make it through the grove to this barrier must pass a DC 30 Will save or be instantly teleported to the gates of Kendermore (Dalamar originally had something much more sinister planned for this ward but made a compromise with Palin to create this effect). The Tower of Palanthas is taken up in residence by Ulin Majere, the head of the newly formed Knights of the Kingfisher, the arcane caster branch of the Solmanic Knights whos ranks are filled exclusively with lawful good White Robed Wizards of High Sorcery. His first order of business is to dismiss all the undead, changes the grove effect to fill intruders with great peace, removes the portal to the abyss for storage at Wayreth, and in a magic circle with many fellow white robes, returns the original breathtaking beauty of the tower, its walls once more made of marble, its gates once more golden, he claims that from henceforth the tower shall once again be the Lore-spire.

After the mages were settled into there new and revised towers they decided to once again try something that there predecessors had tried many centuries ago, but this time they were more careful and succeded, and that is in creating portals connecting the Towers of High Sorcery. The Tower portal system works as follows, Wayreth acts as a central hub in which all 4 other towers travel to, however when one attempts to use a tower portal, the master of the tower is alerted and it is immidiately divined as to who is traveling to his tower and with a mental decision can permit or refuse entry, those who's entry is refused are deposited unharmed back at their point of origin and are unable to use the portal network for 24 hours, the act of using a portal is consenting to a tower masters decision. In the case of traveling to Wayreth both the forest of Wayreth and the master of the tower (currently Palin) make the decision regarding the persons in question and if either has dissent the person is refused entry, also this responsibility can be delegated to others by the masters if the need should arise. For examples, if Dalamar in Losarcum wanted to discuss something with Jenna in Gwynned in person, he would first travel to Wayreth and arrive in the designated portal room, which is guarded at all times, then step through the portal assigned to Gwynned, for a total trip time across the continent of less than a minute! Now, lets say a Thorn Knight travels in from Sanction and then attempts to enter into the portal leading to Palanthas, but the master of the tower knows this particular Thorn Knight and has had bad dealings with him in the past, so he is refused entry and redeposited back at Wayreth and is unable to use the portal system for 24 hours, where he can then attmept a sending spell or some other means to contact the master to petition for entry approval. Only mages who have taken and passed the Test of High Sorcery have access to these portals, any others including lower ranking mages or non-mage friends must petition the master of the tower for permission. Only one other such portal has been created and it is much more recent, having just been constructed within the last few years. It leads from the Tower of the Sun in Qualinost to the Tower of the Stars in Silvinost and provides the elves of the new United Elven Nations a quick route in which to conduct official business between the two realms. It was approved after lengthy comtemplation on part of the conclave, championed by a few elven White Robes, and in the end the wizards insisted that they be the ones to construct it (funded by the elves of coarse) without turning over the process of portal making to the elves (Dalamar was explicitly not permitted to be invloved).

A Knight of Solamnia, who in his younger life had been a noble from the city of Palanthas and spent many days living in that lavish lifestyle until a day came where he was called by Paladine, called down a path few in Krynn undertook, the path of the paladin. This knight who in his early 30's, had risen fast in the Knighthood, and was undertaking his Quest of Virtue to become a Knight of the Rose, traveling with his adventuring companions and friends including a Priestess of Mishakal named Liliana (who would later become his wife, and head of the temple of Mishakal in Palanthas) and White Robe Wizard of High Sorecery Ulin Majere (who would later become the leader of the Order of the Kingfishers and master of the Tower of Palanthas). Their adventure took them all over Ansalon, until at the end of his quest and their return to Palanthas, it was revealed in truly divine fashion to all in the city at that moment, that this man, this Knight of Solamnia, this paladin of Paladine, was in fact of blood relation to Vinas Solamnus and hailed by the people of Solamnia as their king. That was 15 years ago and since then Solamnia has prospered even more, King Drakas Solamnus has fostered good relations with most other nations, he has a friendly rivalry with the Emperor of Ergoth, and even Lord of the Night Medan begrudingly respects the man, while looking for ways to undermine and get the upperhand on him.

The legion of Steel still exists as they basically keep an eye on everyone, the Solamnics, Nerekans, and Ergothians all, an organization that works outside of boundaries (or in spite of them). They do espionage, help to make certain that no one side gets too powerful to make a move. They’re still the champions of everyday folks, especially those outside of the big three powers.

A group of benign sorcerers from Taladas come to Ansalon and end up revealing there sorcerous talents in saving Kalaman from a crazed Dragon attack on the city. The saviors then get permission from the leaders of the city to set up an Academy of Sorcery and when word spreads others come seeking to learn the ways of these mysterious travelers. Some WoHS were amongst the group of people saved that day and feel indebted to these strangers (they all had non-combat spells prepared ;) as such they are being tolerated for now.

Everything seems nice and peachy right now....until Khellendros, being the only dragon overlord who knows of Krynns location in the heavens and having grown into his full power, comes back from the Gray after finding a way to retrieve Kitiaras soul and put into the body of a powerful free willed blue dragonspawn. The two of them return bent on ruling Ansalon as Emperor and Emperess, using the Tarmak Brutes as their invasion force....and all of this with the 3 powerful nations of Ansalon already of the cusp of war itself.


However, if you are going to use the Age of Mortals, as mentioned earlier in the thread, you really should think about getting the Age of Mortals adventure path. Coming in a three book format, Key of Destiny, Spectre of Sorrow, and Price of Courage are all amazing and takes your group from level 1 to level 20.

Aside from that adventure path, the 3.5 sourcebooks Knightly Orders of Ansalon, Towers of High Sorcery, Holy Orders of the Stars, Races of Ansalon, and War of the Lance are all amazing quality books (better written and produced than the Campaign Setting and Age of Mortals book). Doing a bit of looking around (amazon or ebay) you should be able to find many of them at decent (maybe even cheap) prices.


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Also if you decide to just use the Oracle as a base for the Mystic, it can be done very easily, just remove the curse ability. Personally I really like the flavor behind Mysticism, however the 3.5 Mystic class always felt kind of....bland, something the Oracle is defiantely not, and the lack of the curse ability gives it the perfect feeling for Mysticism. The Mysteries also lend themselves extremely well to much of the current DL lore and good for many pre War of Souls former clerics

Battle: Paladine, Kiri-Jolith, Sargonnas, Solamnics, Sword Knights, Minotaurs
Bone: Chemosh, Tahkisis, Nerekans, Skull Knights
Flame: Sirrion, Sargonnas, Reorx
Heavens: Any, considering how big astrology is in DL, especially for Oracles who were "searching" for the missing deities
Life: Mishakal, Paladine, Citadel of Light Mystics
Lore: Gilgean, Zivilyn, the Astetics
Nature: Chislev, Habbakuk, Zeboim, Post Chaos War Druids, Elves
Stone: Reorx, Dwarves
Waves: Habbakuk, Zeboim, Sea Elves
Winds: Chislev, Habbakuk
Ancestor: Nomadic Humans/Barbarians
Metal: Shinare, Reorx, Dwarves
Time: Zivilyn
Wood: Chislev, Habbakuk, Elves (especially Kagonesti)


And here is some of the revised races done in Pathfinder style.

Kender
+2 Dexterity, +2 Charisma, -2 Wisdom
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Fast: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.

Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.

Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, 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.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all firearms and weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.

Minotaurs
+2 Strength, +2 Constitution, –2 Dexterity
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.


Merci, Gambit!


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.


Hellder, if I remember correctly, Sun Domain is only available now to mystics but they cannot turn undead.


Gambit, I do like your take on the Age of Dragons.


Shalafi2412 wrote:
Hellder, if I remember correctly, Sun Domain is only available now to mystics but they cannot turn undead.

They would gain the ability if they took the Sun Domain.


I will have to relook that up, NPC.

Shadow Lodge

Shalafi2412 wrote:
Hellder, if I remember correctly, Sun Domain is only available now to mystics but they cannot turn undead.

In the DL Core book, Paladine offers the Sun Domain, and the book assumes the most current material is the timeline for play, which means

Spoiler:
Paladine is not a deity
. In that case, only Mystics can take the Sun Domain, which does give them the ability to Turn Undead instead of the Greater Turning ability, which wouldn't really work in PF anyway, (might be the equivalaent of Channel Energy offers no save 1/day, and deals max damage or something).

Oh, I think I was getting the ability and the domain mixed up. Thanks Beckett.


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 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.


<3


Kelsey, how do you change your picture?

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.

Shadow Lodge

It should be part of editing the alias. Go to My Account, and then look under Account Settings, and the Message Board Settings.

Under My Account, you can also select "Edit" under the 3rd box on the left side, Message Board Settings.

Kels just loves to show off her awesome tastes in female character art choices. :)


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.


Hellder wrote:
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.

Not to everyone. Only those with some non class related (preferably racially based) resistance or immunity to fear. The two races that come to mind as eligible are kender (for obvious reasons) and half-goblins.


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


Beckett wrote:

It should be part of editing the alias. Go to My Account, and then look under Account Settings, and the Message Board Settings.

Under My Account, you can also select "Edit" under the 3rd box on the left side, Message Board Settings.

Kels just loves to show off her awesome tastes in female character art choices. :)

Many thanks!


Beckett wrote:

It should be part of editing the alias. Go to My Account, and then look under Account Settings, and the Message Board Settings.

Under My Account, you can also select "Edit" under the 3rd box on the left side, Message Board Settings.

Kels just loves to show off her awesome tastes in female character art choices. :)

Thanks! For some reason it is not allowing me to change my picture.


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.

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