Arcana Evolved - Pathfinder Fusion System for Homebrew


Homebrew and House Rules


General House Rules:

1. Everything from characters to monsters to NPCs will have maximized HD.

2. At first character level everyone gains their Con score in extra hit points instead of their Con mod.

3. Everyone, not just Arcana Evolved classes, will get two feats at first level.

4. Everyone uses the Pathfinder feat progression of gaining a feat at every odd level past 1st level

5. Everyone has the Speed Burst feat from Arcana Evolved starting at 1st level for free.

6. The first ceremonial feat you take is always free, thus you do not have to pay gold for the ceremony. In addition, you may still only take a maximum of one talent at 1st level.

7. All instances of 2 + Int mod skill points for a class will now be 4 + Int mod skill points for that class instead

8. To help ensure players will take at least some skills that are for flavor and related to your character's backstory you can use one skill point to invest in two knowledges, crafts, or professions instead of the normal one. However, two knowledges are excluded from this bonus and those are Knowledge Magic and Knowledge Dangerous Beasts since those are the most used, and useful, knowledges in the game.

9. Use the Favored Class mechanic found in Pathfinder.

10. There will be no Truenames. All spells absolutely reliant on true names to function will simply be classified as one spell level higher, except for resurrection spells, and 10th level spells, which have been modified more severely. Also curses that use true names will now have durations of 1 day/level instead of permanent. There is no advantage to normal spells for having a target’s truename. Also, the Power of the Name feat is worthless as a result of this rules change. This may still leave a few problems, but if you find an issue, please bring it to the GM and to address it.

11. You die at negative 1/2 your maximum hit point total in negative hit points or your negative Constitution Score in hit points, whichever is higher, instead of the normal rules. In addition, you will not need to make checks to stabilize if you are dying, but instead you will be automatically stabilized and will remain unconscious unless you have an ability that lets you act while dying or until you are restored to positive hit points. To regain consciousness if reduced to negative hit points you will need to be restored to positive hit points and make a fortitude save DC 15, which is made on your next turn after getting to positive hit points, to wake up. After regaining consciousness you are paralyzed for 1 minute.

12. Use the races for common humanoids and the rules for them found in the Pathfinder Main Book.

13. There are no evolved classes allowed

14. Use the Pathfinder experience point system if you desire to use experience points

15. Use the Pathfinder wealth system

16. Everyone will use the Arcana Evolved simple, martial, and exotic weapons and their accompanying rules with changes and additions in the weapons house rules document. Everyone will also be using the Arcana Evolved armors and accompanying rules.

17. Everyone will use the Pathfinder goods and services from their equipment section.

18. Everyone will use the Pathfinder vital statistics section, movement section, exploration section, and combat chapter with exceptions noted in this system

19. Please use the section for npcs from Pathfinder if you do not make npcs equivalent in power to PCs.

20. Replacement levels from Arcana Transcendence are changed. They will not replace a level of a core class but will act like prestige classes from now on. The only change to their normal mechanic is that replacement levels no longer just replace a level in a core class, instead, they will act as prestige classes and thus will not replace the level of a core class as they currently do in Arcana Evolved. For example, in the revised system a blade saint replacement level acts as a prestige class level. Thus an unfettered of 9th level who took two blade saint levels would be an Unfettered 9/Blade Saint 2 and his next level out of Blade Saint would be to Unfettered 10.

21. The alignment system will no longer be used. Any damage reduction that requires Lawful or Chaotic weapons to bypass will now be DR/Cold Iron for bypassing DR/Lawful and DR/Slver for bypassing DR/Chaotic. Any damage reduction that requires DR/Good or DR/Evil will now be DR/- for either type of damage reduction.

22. No one likes negative levels since they make book keeping a pain and slow down things. Therefore all spells and abilities that give negative levels will instead give a -1 penalty to all rolls of a d20 per negative level you have.

23. If you would suffer the Paralyze condition you will now instead suffer the Stun condition unless there is a GM approved reason for allowing Paralysis. This also house rule also applies to monsters

24. Everyone will use the hero points system from AE, which are now called Destiny Points, on page 198 of the AE main book. We will also use the hero point system from Pathfinder at the same time and these are called Life Points. Destiny Points and Life Points will be held in separate pools.

25. There is now a new special action that anyone can do:
Aim - You spend a movement action aiming at a target to gain a +2 bonus to your next ranged attack roll against this target but your single minded concentration causes you to have a -2 penalty to AC until your next turn.


Skills House Rules:

Use the Pathfinder Skill System with the following changes:

1. The Climb and Swim skills are combined into one skill called Athletics

2. Use the Arcana Evolved Knowledge skills in place of the Pathfinder ones.

Changes to Arcana Evolved Knowledge Categories:

*Knowledge Faen will cover the knowledge of all types of Fay

*Knowledge Giant will cover the knowledge of all types of Giants, even Titans.

*Add Knowledge categories for Elves, Dwarves, Humans, Gnomes, Halflings, Goblins, Orcs, and any other race you run into during the campaign.

*Knowledge History will cover (wars, rulers, dates and places, discoveries, colonies, migrations, founding of cities)

*Knowledge Geography will cover (regions, empires, countries, cities, borders, topography, climates of regions, and inhabitants of regions)

New Knowledge Categories:

*Tactics and War (tactics, strategies, war theory, sieges, spies, war analysis)

*Dungeoneering (caverns, spelunking, mining, dungeon designs, underground environmental hazards, traps)

*Machines (identifying an unknown device, understanding how a device works, understanding how to make a device work and use it)


Weapon House Rules

New Weapons

Add the following weapons from the 3.5 SRD to the Arcana Evolved exotic weapon pool with the noted changes:

Heavy Exotic Weapons: Mercurial Longsword (x3 crit), Mercurial Greatsword (x3 crit), Double Axe (+1 parry), Urgrosh (+1 parry, axehead deals d10 damage), Hooked Hammer (+1 parry)

Agile Exotic Weapons: Kama, Sai, Siangham (critical: 19-20 x2)

Weapon Rules Changes

1. All weapon weights are halved

2. When you have both hands occupied when using ranged weapons, such as wielding a weapon in each hand, reloading times are doubled. However, this does not apply to using a two handed weapon since one hand can at least hold the weapon up while the other reloads.

3. Battle Claws and Greater Battle Claws also give a +2 circumstance bonus to Climb checks. They can also represent jurs and katars for fluff purposes.

4. Increase the range increment of Shuriken to 20 feet.

New Ammunition:

1. Arrows, Blunt – these arrows have flat rubber ends or similar bludgeoning instruments. They deal subdual damage instead of lethal damage and they do bludgeoning instead of piercing damage. They cost and weigh the same as their more lethal counterparts.

2. Arrows, Broadhead – these arrows are designed to penetrate flesh and cause massive injuries. It adds a +2 dire weapon bonus to damage dealt. This arrow deals no damage to any creature with at least a +4 Armor Bonus or at least a +5 Natural Armor Bonus.
Cost: 10 gp (20), 3 pounds.

3. Arrows, Flaming – these arrows have absorbent tips soaked in alchemists fire. They can be lit on fire as a move equivalent action with a tindertwig or open fire and stay lit on fire for 10 minutes. Any opponent hit by a lit flaming arrow must succeed at a reflex save DC 15 or catch on fire. Enemies who are nonflammable are immune to this effect.
Cost: 50 gp (20), 3 pounds.

4. Bolt, Blunt – These crossbow bolts have flat rubber ends or similar bludgeoning instruments. They deal subdual damage instead of lethal damage and they do bludgeoning instead of piercing damage. They cost and weigh the same as their more lethal counterparts.

5.Arcana Evolved already has Bodkin Arrows in its weapons section for use against armored targets


Feat House Rules:

Use the Pathfinder feats with the following changes:

Imported Feats:

Add the following Arcana Evolved feats to the feat list:

General and Combat Feats
1. Ability Focus
2. Armor Proficiency: Exotic
3. Bloody Strike
4. Compensate for Size
5. First Strike
6. Flail Defense
7. Modify Combat Style
8. Power Charge
9. Rapid Strike
10. Shield Specialization
11. Speed Burst (everyone gets this feat at 1st level for free)
12. Stomp
13. Sturdy
14. Tough Hide
15. Two Weapon Fighting: Massive
16. Unarmed Strike, Defensive
17. Unarmed Strike, Mighty

Spell Feats
1. Aid Spell Casting
2. Complex Spell
3. Conjure Mastery
4. Empower Spell Like Ability
5. Exotic Spell

All class specific feats such as those for the Mage Blade or Unfettered found in Arcana Evolved are allowed in this system with the following changes:

1. The Superior Parry feat will now give you your parry bonus to AC against all melee attacks instead of just against three opponents.

2. The Superior Ranged Parry feat will now give you your parry bonus to AC against all ranged attacks instead of just against three opponents.

All Weapon proficiency feats are replaced with the Arcana Evolved weapon proficiency feats.

All metamagic feats are replaced with the following feats and several new feats that have been added later on in this document:
1. Modify Spell
2. Ceremonial Feat: Quicken Spell

All Pathfinder Item Creation feats are replaced with Arcana Evolved Item Creation feats

All Arcana Evolved Talents are allowed in this system

All Ceremonial Feats are allowed with the following exceptions or changes:
1. The Acid template from the Energy Mage feat is changed. The stunning effect of this template will now have a Fortitude save to negate. The target must now make a Fortitude save against the spell’s original Difficulty Class.

2. The Fleet of Foot feat is disallowed as the Pathfinder feat Fleet already exists. The only change to Fleet is that it now works while wearing medium armor and/or having a medium load.

3. The feat Priest will give you all the spells with Soul modifier if you are a spellcaster in addition to its normal effects.

4. The Quicken spell feat is altered slightly: make the prerequisites spellcaster level 10th and spellcasting key ability score 17+. This is to make it easier for non magisters to get quicken spell. However, this change will not apply to any other metamagic feats which require an Intelligence Score and thus to take those feats you still need the prerequisite Intelligence Score.

5. The Rapid Reload feat is disallowed as Pathfinder already has this ability in the Pathfinder feats Rapid Shot and Rapid Reload

6. The Runecaster feat will now give you knowledge of all spells with the Runic modifier.

7. Sense the Unseen is disallowed as Pathfinder has Blind Fight

8. Skill Application replaces all Pathfinder feats which give +2 bonuses to two skills

9. Weapon Specialization replaces the entry in Pathfinder. Also, any Pathfinder feat that requires levels in Fighter no longer requires such levels and they instead become Ceremonial Feats.

10. Whirlwind Attack is disallowed as Pathfinder already has the same feat

11. Brandish Magical Might replaces the feats Spell Penetration and Greater Spell Penetration

General Feat Changes:

1. Ceremonial feats and Combat Rites will be treated as extraordinary abilities so they cannot be dispelled or stopped by null magic fields.

2. You may swap out one feat you have taken for another feat you meet the prerequisites for at every even level.

3. Any feat with a class descriptor from the book Arcana Transcendence is added to the bonus feat list of the class it has a descriptor for.

4. You can take a spell template feat twice if you only have access to simple spells of that type. The second taking of the feat gives you access to all exotic spells of that type. However, remember that due to these house rule all exotic spells count as complex spells of the next level of spells.

5. Use the rules and penalties for dual wielding as found in Pathfinder Main Book. The Two Weapon feats imported from AE have been modified to work in that system.

Changes to Specific Feats:

General Feats:

1. The feat Quickdraw is altered to allow you to sheath a weapon as a swift action on top of what it can already do.

2. The feat Sturdy is altered. It will now give double your Constitution Modifier in extra hit points with a minimum of 6 extra hit points. You can always include the Con bonus given by constant magic items that improve your Constitution Score in this calculation of extra hit points.

3. You can now use the feat Weapon Finesse with all double weapons. This feat applies to both heads of a double weapon you are wielding. It cannot be applied to only one head and cannot be used if you wield a double weapon one handed.

6. The Feat Exotic Spell will give you access to an exotic spell and you will always count as readied with it.

7. The Two Weapon Fighting: Massive feat will reduce the penalty to wielding a full sized weapon in your off hand by 2 for both your main and off hand attacks (to a minimum of no penalty).

8. The Feat Fleet will now work while wearing medium armor and/or having a medium load.

Talents:

1. The talent Fast Healer will give the person who takes it a better rate of natural healing than in the Arcana Evolved Player’s Handbook. You will now recover triple the normal amount of healing you would gain. You will also recover your character level in subdual damage per 10 minutes with this talent.

2. The talents Elemental Resistance and Energy Resistance will now give you resistance 10 against that element or energy type rather than resistance 5. In addition, this resistance stacks with other forms of resistance to energy or elements.

3. The talent Defensive will give a +1 dodge bonus to AC with no negative effects.

4. The talent Spell Artist is changed. Instead of its normal effects, your spells cannot be identified through the use of Spellcraft and your spells cannot be Counter Spelled. You can also create a new appearance for a spell’s effects every time you cast a spell and describe what it looks like, within common sense.

5. The talent Ambidexterity will now reduce the penalty for dual wielding with your main hand attacks by 2 and the penalty with your off hand attacks by 4 (to a minimum of no penalty).

6. The talent Born to Armor will also allow you to run at your full run distance in heavy armor and ignore 5 feet of the movement penalty for wearing heavy armor. You can also sleep in up to articulated heavy armor without suffering the effects of fatigue the next day.

Changes to Arcana Transcendence Feats:

1. All Greenbond feats in Arcana Transcendence cannot be taken. This is because the redone Greenbond gets them as class abilities now.

2. The Mage Blade feat Mage Blade’s Torrent is altered. Instead of being limited to using only 1st and 2nd level spells, in higher level play you can now use this feat with spells from a spell level equal to half the number of the maximum spell level you have access to, rounded down. Thus if you have 6th or 7th level spells you can use 3rd level spells with this feat, if you have 8th level spells you can use 4th level spells with this feat.

3. The Mage Blade feat Searing Shield is altered. Instead of activating and dealing damage when your opponent hits your shield, it will now activate when your opponent misses you with an attack.

4. The Totem Warrior feat Steel Jawed Grip will now take a standard action to execute rather than a full round action.

5. The Warmain feat Armor Mastery will now increase your movement speed while wearing heavy armor to your standard move speed instead of a flat 5 feet gain.

6. As a clarification, the prepared action for the Warmain feat Bulwark of Indomitable Defense is a standard action attack which means combat rites, combat maneuvers, weapon techniques, and arcane battle masteries may be used with it.

7. The Warmain feat Overreaching Stance is altered. It will now take a move equivalent action to activate instead of a standard action.

8. Change the Warmain feat Shield Guard so that instead of trading two points of AC to give an ally one point of AC, you can now trade one point of AC to give an ally one point of AC with this feat.

9. As a clarification, the Warmain feat Shield Mastery gives a deflection bonus to AC.

New Talents:

Eagle Eyes [Talent] – the character gains a bonus of +3 to spot checks and the character gains the Lowlight Vision ability. If he already has low light vision, he can now see three times as far in low light than normal.
- prerequisite: character level 1st only

Versatile [Talent]: The character may choose any two skills, which become class skills for any class or racial level he takes now or in the future.
- prerequisite: character level 1st only


Combat Rites House Rules:

General Changes:

1. All exotic combat rights count as standard combat rites of the next level of combat rites to any character with at least one level in Ritual Warrior. Thus a Ritual Warrior or multiclass Ritual Warrior would count 1st level exotic combat rites as 2nd level combat rites. To use exotic combat rites at their level you need to take the Feat Exotic Combat Rites.

2. How the Feat Exotic Combat Rites works is changed. Instead of gaining a flat two extra exotic combat rites you will now gain a number of exotic combat rites equal to 1 + your Wisdom Modifier (minimum 1). This will allow you to get more exotic combat rites than normal if you have a high Wisdom Score. In addition, you can also choose use this feat to gain all the exotic combat rites in a single level of combat rites. Thus you could take the feat exotic combat rites and pick a level, such as 1st level, and gain all exotic combat rites in that level.

New Combat Rites:

Many of these Combat Rites originally appeared on the now retired website Diamond Throne.

Where a combat rite name is repeated from the AE Player's Handbook or Arcana Transcendence, use the new level and effect for that combat rite found in this document instead of the one listed in the books.

1st level Combat Rites

Counter Charge
Activate this rite when a foe you are aware of charges you. You move forward five feet to meet your foe ruining his charge and leaving him open to a counterattack, this movement provokes attacks of opportunity from enemies that threaten you as normal. Your foe loses his +2 bonus to hit when he makes his charging attack but retains his -2 penalty to AC.

Perfect Symmetry
You gain a +4 bonus to a single Balance check made this round. In addition, you can move at your standard speed without penalty on all Balance checks. This benefit lasts until your next action.

Synchronicity
You must choose the target of this rite when you activate it. You receive a +1 combat rite bonus to Armor Class against attacks from that opponent and a +1 combat rite bonus to all attack rolls against the same opponent until the start of your next action. However, you take a -1 penalty to hit other opponents and you take a -1 penalty to your AC against other opponents.

2nd level Combat Rites

Asunder
Use this rite at any time during the round. Your next melee attack, if it hits, deals maximum weapon damage. If this strike results in a critical hit, only the weapon dice damage is maximized. Extra damage, such as that dealt by a sneak attack or a weapon with the special quality (such as flaming), is not maximized. Whether or not the attack hits, you lose this rite's benefits after the attack.

Greater Stealth Focus
You gain a +10 bonus on all Sneak checks and can move silently at your standard speed without penalty. This benefit lasts until your next action.

Synchronicity, Greater
You must choose the target of this ability when you activate it. Receive a +2 combat rite bonus to Armor Class against attacks from that opponent and a +2 combat rite bonus to all attack rolls against the same opponent until the start of your next action. However, you take a -2 penalty to hit other opponents and you take a -2 penalty to your AC against other opponents.

Exotic 2nd level Combat Rites

Close Quarters Shift
When you use this rite, your opponent must make an attack using her best base attack bonus if your next attack against her hits. If her total attack result is lower than yours, you immediately shift places with her. For creatures that are larger than you, you can choose to end up in any space they occupied. They shift to fill your space. If this would yield an illegal placement, such as your opponent occupying the same space as another person, neither you nor your foe moves. This benefit applies to your next melee attack. If you miss, you lose its benefits. In either case, you lose the benefits of this ability if you have not used it before your next action. This effect replaces the normal effect for the Combat Rite Close Quarters Shift.

Debilitating Strike
Use this rite at any time during the round. If you deal damage with a melee attack this round, you cause a wound that limits your foe's mobility, hobbling him. The target is treated as if its movement speed is half what it normally is. This rite has no effect on creatures not subject to critical hits. This movement penalty lasts for one day, until someone treats the creature successfully with the Heal skill (DC 15) or until someone offers it at least 1 point of magical curing.

Keen Steel
Your next melee attack deals 1 point of temporary ability score damage against an ability of your choice. You must choose the ability you wish to target when you activate this rite. This rite's benefits persist for up to 1 round per level.

Press the Advantage
Activate this combat rite when an opponent provokes an attack opportunity from you. You may make two attacks at your highest Base Attack Bonus instead of the normal one attack when an opponent provokes an attack of opportunity. In addition, these two attacks still only uses one of your attacks of opportunity for the round.

Strike of the Viper
Activate this rite at the beginning of a surprise round. Until the end of the surprise round, you may act as if it were a standard combat round.

3rd level Combat Rites

Catharsis
You make a Concentration check to purge a single unwanted, nonmagical impurity from your body, such as a poison, disease, or parasite. If your Concentration check beats the effect's original save DC, you remove the impurity. If the effect has no save DC attached to it, the Difficulty Class is 25. You can make only one attempt per impurity, and you cannot take 10 or 20 on the check. Use this rite at any time during the round.

Charge Redirect
Activate this rite when an opponent charges you. Make an opposed attack roll against your opponent, if you succeed you make a five foot step to the left or right and your opponent is placed inside your old square. This movement can provoke attacks of opportunity as normal. In addition, this movement causes your opponent to lose his charge attack, but he retains his -2 penalty to AC.

Critical Deflection
Activate this rite during your turn. You become immune to critical hits until the beginning of your next turn as you deflect blows that connect, but before they can become fatal.

Dire Charge
You deal double damage with the single attack you make at the end of a charge action. Use this rite at the beginning of your turn.

Evade Attack
When you use this rite immediately after being hit by an opponent's attack, you make an immediate attack roll using your best base attack bonus. If your attack roll is higher than your opponent's, you evade your opponent's attack. You must use this rite after your opponent's attack, but before damage is rolled, or in case of a critical threat, before the confirmation roll is made.

Hurl Attack
As a standard action, you can throw any object you can pick up as a ranged attack with a range increment of 10 feet. If the object is a weapon, the attack inflicts the amount of damage the weapon would normally inflict, plus your Strength modifier. If it is not a weapon, the attack inflicts 1d6 points of damage per 100 lbs. of the object’s weight, plus your Strength modifier. In addition, you can throw an opponent, or even an ally, with this combat rite. To throw an opponent you must succeed at a trip attempt, allies can voluntarily fail this trip attempt, and then you may throw your opponent as an improvised projectile dealing damage according to his weight to whatever he hits. Your opponent takes 1d6 bludgeoning damage when he hits something and he and any creature he strikes must pass reflex saves, DC 15, or fall prone. Creatures two size categories larger than your opponent do not need to make reflex saves to avoid falling prone. Use this rite at the start of your turn. This effect replaces the normal effect for the Combat Rite Hurl Attack.

Mystic Strike, Greater
The attacks you make this round strike as though you have a magical weapon and a weapon of any specific material for purposes of damage reduction (not attack or damage bonuses). Use this rite at the beginning of your turn.

Superior Deflection
As a standard action you can concentrate on deflecting your opponent’s blows. Whenever an opponent attacks you, you can make an opposed attack roll. If you succeed, your foe misses with his attack. In essence your attack roll becomes your new AC. This combat rite lasts until the beginning of your next round.

Synchronicity, True
You must choose the target of this ability when you activate it. You receive a +4 combat rite bonus to Armor Class against attacks from that opponent and a +4 combat rite bonus to all attack rolls against the same opponent until the start of your next action. However, you take a -4 penalty to hit other opponents and you take a -4 penalty to your AC against other opponents.

Wicked Slash
Your next attack deals 2 points of temporary Strength damage in addition to the normal damage inflicted. The foe must have a discernable anatomy and be subject to critical hits. If your next attack misses, you lose this benefit. This rite’s benefits persist for up to 10 minutes per level. After that time it dissipates. You cannot activate this rite multiple times to increase its damage on a single blow. This effect replaces the normal effect for the Combat Rite Wicked Slash.

Exotic 3rd level Combat Rites

Alacritous Surge
Use this rite at the beginning of the next combat turn. You gain a bonus to initiative that will raise your initiative to the highest in the initiative order for the round this rite is activated, meaning you go first. However, on the following round your alacritous surge wears off and your initiative count resets to normal.

Dire Strike
Your next attack inflicts a dire wound. If your attack hits, the target must make a Fortitude save (DC 10 + one-half damage dealt). On a failed save, the target suffers as much damage as the original attack at the start of his next action. Targets immune to critical hits are immune to the extra damage caused by this combat rite. Use this rite before your next melee attack.

Guided Assault
You must activate this rite on your action before your next attack. After activating this rite and making your attack roll, if the attack successfully hits, your next attack automatically hits, although you must still roll to determine if the strike is a critical threat. Both attacks must be on one target. Creatures immune to critical hits suffer only a normal hit. This rite can only be activated if you are allowed multiple attacks during your action. After attempting your attack, you lose this rite's benefits whether you hit or miss.

Insidious Steel
Your next melee attack deals 2 points of temporary ability score damage against an ability of your choice in addition to the normal damage inflicted. You must choose the ability you wish to target when you activate this rite. If your next attack misses, you lose this benefit. This rite’s benefits persist for up to 10 minutes per level. After that time it dissipates. You cannot activate this rite multiple times to increase its damage on a single blow. This effect replaces the normal effect for the Combat Rite Insidious Steel.

Retribution
You must activate this rite by the end of your turn. You may make a single attack of opportunity against an opponent that makes a successful melee or melee touch attack against you that is not the result of an attack of opportunity. You must still obey the standard limit for the number of attacks of opportunity you can make each round. This ability lasts until the start of your next action.

Serendipity
You may activate this rite to roll any one dice roll, be it an attack roll, an initiative roll, a damage roll, etc., twice, and take the most favorable result of the two rolls. You may use this rite at any time during the round.

4th level Combat Rites

Evade Attack, True
When you use this rite immediately after being hit by an opponent's attack, you make an immediate attack roll using your best base attack bonus. If your attack roll is higher than your opponent's, you evade your opponent's attack. In addition, you can turn the attack back at your opponent or an adjacent foe. They are automatically hit if you succeed at parrying the blow and take damage as normal. You must use this rite after your opponent's attack, but before damage is rolled, or in case of a critical threat, before the confirmation roll is made.

Flesh of Iron
Until your next action, you have DR 10/–. Use this rite at any time during the round.

Gather Reserves
You recover double your level in hit points. This effect replaces the normal healing effect for the Combat Rite Gather Reserves.

Precision, True
Activate this combat rite at the beginning of your turn. Until the start of your next turn your attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your attacks. If you already have the improved precise shot feat you gain a +4 bonus to attack and damage with your ranged attacks this round.

Refuse Death
You can make a fortitude save to avoid being disabled by an attack. If you are reduced to your negative constitution modifier, or lower, in hit points by an attack, you can immediately make a fortitude save DC 25 to shrug off enough damage from the attack to be at 1 hit point. Use this Combat Rite just after getting hit by an attack that reduces you to your negative constitution modifier or lower in hit points.

Staggering Strike
Your next attack knocks your opponent off balance in addition to inflicting damage as normal. An opponent you strike with this rite becomes flat footed until the start of his next turn when he regains his footing and balance.

Wicked Slash, Greater
Your next attack deals 4 points of temporary Strength damage in addition to the normal damage inflicted. The foe must have a discernable anatomy and be subject to critical hits. If your next attack misses, you lose this benefit. This rite’s benefits persist for up to 10 minutes per level. After that time it dissipates. You cannot activate this rite multiple times to increase its damage on a single blow. This effect replaces the normal effect for the Combat Rite Wicked Slash.

Exotic 4th level Combat Rites

Flurry of Steel
You must activate this rite at the start of your turn, before any other actions. As a full-round action, you may make one melee attack with each weapon you are currently wielding at that weapon's full attack bonus against every opponent within reach. After attempting your attacks, you lose this rite's benefits whether you hit or miss. If you also have the feat whirlwind attack this full round action gives you two attacks against all foes that threaten you.

Insidious Steel, Greater
Your next melee attack deals 4 points of temporary ability score damage against an ability of your choice in addition to the normal damage inflicted. You must choose the ability you wish to target when you activate this rite. If your next attack misses, you lose this benefit. This rite’s benefits persist for up to 10 minutes per level. After that time it dissipates. You cannot activate this rite multiple times to increase its damage on a single blow. This effect replaces the normal effect for the Combat Rite Insidious Steel.

Purity of Assault
You resolve all melee or ranged attacks against one opponent as melee or ranged touch attacks. You do not gain this rite’s benefits with a ranged attack if your foe is more than 30 feet away from you. You must designate the target of this ability when you activate it. Use this rite at the beginning of your turn; it lasts until the beginning of your next turn.

Swallow Strike
You must activate this rite on your action before your first attack. After activating this rite and making your attack roll for your first attack, if the attack successfully hits, your next two attacks automatically hit, although you must still roll to determine if the strike is a critical threat. All three attacks must be on one target. Creatures immune to critical hits suffer only a normal hit. This rite can only be activated if you are allowed multiple attacks during your action. After attempting your attack, you lose this rite's benefits whether you hit or miss.


Magic House Rules:

General Magic Changes

1. Your caster level is always assumed to be equal to your character level.

2. You can cast 0th level spells an unlimited number of times per day.

3. Use the Concentration system from Pathfinder instead of the Concentration skill.

4. The fluff for corrupt and blessed mage will be different as well so that the two templates are morally neutral. Thus blessed mages don’t all have to be angelic and all corrupt mages don’t all have to demonic. The language component spoken does not have to correspond to angelic or demonic languages based on the energy descriptor. Evil people will often aim to live nice lives as seen in the real world everywhere, and good people will often take the lives of or inflict great harm to evil people as is seen pretty much everywhere in the real world.

5. Use the magic items found in Pathfinder and bring in most of the magic items in Arcana Evolved with the following changes. Use the Pathfinder magic items for weapon enchants, armor and shield enchants, rings, rods, wondrous items, staves (which count as charged items), intelligent items, and cursed items. The exception to this is for items AE specifically disallows as found in the AE player’s handbook such as Flaming Burst or Icy Burst as AE has different and superior enchantments instead. Also with classes going beyond either AE or Pathfinder core classes and with no alignment system many magic items are changed immediately or disallowed as is addressed in the Arcana Evolved Player’s Handbook. Thus some examples of disallowed items are items reliant on a class that is not allowed in this system or items which depend on alignment. In addition, use the general rules for magic items found in Pathfinder including the price values for magic items instead of ever referencing the 3.5 DMG.

6. Use the Craft Points variant in the 3.5 book Unearthed Arcana and also found in the d20 SRD for creating magic items. However, there will be no exp costs to creating magic items anymore.

The crafting feats are different in arcana evolved and this is how many craft points they give:
*craft spell completion item – 500 craft points
*craft single use item – 1500 craft points
*craft charged item – 2500 craft points
*craft magic arms and armor – 2500 craft points
*craft constant item – 6000 craft points
*craft construct – 3500 craft points
*craft ironborn – 4500 craft points
*creator mage – 4500 craft points

7. A programmed spell will cost 50 gp a spell level to create instead of 500 gp per spell level to create. However, it will use craft points equal to 50 times the level of the spell programmed. You calculate the costs in craft points and gold based on the original level of the spell. You can still use 500 gp per spell level to create a programmed spell though; using the feat in this manner will not cost any craft points. In addition, permanent spells will use craft points instead of experience points to be made permanent.

General Spell Changes:

1. Any spell which gives a +20 bonus to rolls to hit will be altered. These spells will now allow any attack that misses to deal its normal damage, including any relevant modifiers, but excluding any special effects due to a maneuver. In addition, these spells cannot be diminished or heightened if the effect of diminishing or heightening them causes the attack bonus to increase or decrease.

Removed Spells:

*aid from the future
*arrow redirection
*baleful polymorph
*clone
*color fan
*coma
*consume man
*curse of chaotic mind
*curse of damnation
*enfeebled mind
*gaze of the basilisk
*hallowed halls
*hoard ward
*insanity
*mists of madness
*oathbind, lesser
*oathbind, greater
*perfect ward
*prismatic arcana
*secret of stone
*soul exchange
*song of paralysis
*spell of challenge
*sunfire tomb
*teleport attack
*trap soul
*utter thrall
*vapors of death
*vitrification
*watery prison

Spells Gaining New Descriptors:

1. These Sibeccai spells lose the Sibeccai descriptor: Wolf Form, Wilderness Lore, Scent Tracker, Detect Plants or Animals, Sun Bond, Scent Bane.

2. These spells gain the Air descriptor: Private Conversation

3. These spells gain the Earth descriptor: Wall of Iron, Ore Skin, Harden

4. These spells gain the Faen descriptor:Water Walking, Freedom of Movement, Lesser Illusory Creature, Minor Lasting Image, Mirror Image, Greater Illusory Creature, Suggestion, False Vision, Phantom Foil, Illusion of Self, Piper’s Walk, Rainbow Pattern

5. These spells gain the Force descriptor: Arcane Warding

6. These spells gain the Litorian (Animal) descriptor: Vermin Infestation, Vermin Purge, Wild Stealth, Wilderness Lore, Eagle Form, Wolf Form, Sibeccai Bite, Advanced Poison, Sun Bond, Dolphin Form, Detect Plants or Animals, Scent Bane, Scent Tracker, Nature’s Ire, Call Radont, Giant Vermin

7. These spells gain the Negative Energy descriptor: Control Undead

8. These spells gain the Plant descriptor: Vengeance of Nature

9. These spells gain the Positive Energy descriptor: Purify Food and Drink, Hero’s Feast, Mantle of Egregious Might, Shield of Light, Melee Arcana, Hallowed Earth

10. These spells gain the Sibeccai (Buff) descriptor: Magic Armor, Aid, Magic Weapon, Resist Touch, Magic Armor Greater, Missile Ward, Battlespeed, Godspeed, Mantle of Egregious Might, Melee Arcana, Wild Stealth, Gird the Warrior, Soul Weapon, Coax Forth Power

11. These spells gain the Soul descriptor: Comprehend Languages, Augury, Dismissal, Banishment, Magic Circle, Lion’s Eye, Discern Location, Peer into the Future, Futuresight, Wellspring of Souls Light, Will of the Gods, Lore Quest, Permanent Rest, Foretell Future, True Lore, Incorporeal Form, Raise the Dead (lesser), Raise the Dead (greater), Wish

12. These spells gain the Teleport descriptor: Phase Door, Mirror Portal, Doorway to Elsewhere, Teleport Block

Spells With Altered Spell Descriptions:

The following spells are altered:

Arrow Deflection -- the heightened version of this spell is no longer allowed

Blast of Castigation -- this spell is raised to a 4th level complex spell from a 3rd level complex spell. However, this spell no longer requires concentration to work on subsequent rounds. In addition, it only lasts 1 round per 3 caster levels instead of 1 round per caster level. The diminished effect will be that it requires concentration each round to stay in effect instead of the normal diminished effect.

Change Staff -- this spell will create a Treant instead of a Treewarden

Crystal Eruption -- the duration of this spell is now instantaneous

Devlin’s Barb -- this spell is raised to a 1st level simple spell from a 0th level exotic spell

Disintegration Field -- this spell will deal the same damage as the spell disintegrate instead of being a save or die spell

Duplicate - this spell is now an exotic spell of its level

Exhausting Ray -- this spell is now Fort negates and the target suffers no ill effects if she saves. This spell’s diminished form causes Fatigue if the target’s Fort save fails

Flight -- this spell is now an exotic spell of its level

Flight (Mass) -- this spell is now an exotic spell of its level

Forcecage -- this spell is now an 8th exotic spell, it is dispellable, its duration is now 1 round per level, it is Reflex negates, and the heightened version does not increase the spell duration.

Foretell Future -- the heightened version of this spell is no longer allowed

Illusion of Self -- the heightened version of this spell is no longer allowed

Inner World -- the target of this spell can now save every round to end the effect. This spell cannot be heightened or diminished.

Invisibility -- this spell is now an exotic spell of its level

Magic Missile -- this is supposed to be a 1st level exotic spell, not a 2nd level spell as given in the Errata.

Protect Soul -- this spell will make you immune to all curses instead of just effects reliant on Truenames.

Slassan Warren -- this spell is now Will negates, it also no longer has a heightened or diminished effect.

Spirit of War -- this spell is lowered to a 6th level simple spell instead of a 7th level simple spell. However, the bonus to attack rolls this spell gives will instead raise your base attack bonus to make it equal to your level instead of its normal effect. In addition, the standard version of this spell will give one bonus General or Combat Feat as the heightened version of it does. The heightened version of this spell will give one General or Combat Feat per three caster levels as opposed to just one feat. The diminished version is altered: it will not have any backlash, instead the bonuses to Dex, Str, and Con are reduced to +2.

True Lore -- the heightened version of this spell is no longer allowed

Weariness of the Soul -- this spell is now Fort negates

Welter -- make the DC 20 balance check to negate being knocked prone into a standard Reflex save negates being knocked prone

New Spell Templates:

Force Mage [Ceremonial] - After a twenty-four-hour-long ceremony in which five magisters, each of 9th level or higher, subject you to a grueling regimen of spell casting against ethereal opponents they create, you can weave a thunderous shockwave into your spells. . A character with this feat may apply the Force template (described below) to his spells. Further, if he normally can access only simple spells of a given level, he may treat any complex spell of that level as a simple spell, as long as it has the Force descriptor. If he normally can access complex spells of a given level, he may treat any exotic Force descriptor spell of that level as a complex spell.
Force Template
Force mage spells shimmer with waves of raw force. When a Force Mage casts a spell, a brief, scintillating wall of force energy enwraps him. A character may add this template to any spell that deals damage. The target is knocked back a number of feet away from the caster of the spell equal to half the damage the spell deals, in addition to any spell effects. Spells cast with this template gain the Force descriptor. If the spell already has the Force descriptor, the target is knocked prone as well as being knocked back.
Cost: Material Component (A clear gem worth 30 gp)

Light Mage [Ceremonial] – After a ceremony that begins at sunrise under clear skies and which ends when the sun is at its zenith with at least four other spellcasters present, you can infuse your spells with the power of light. A character with this feat may apply the Light template (described below) to her spells. Furthermore, she gains access to all spells with the Light descriptor.
- prerequisites: Blind Fight

Light Template
Light mage spells glow with light and energy. When a Light Mage casts a spell, a brief, brilliant aura of many-colored light flickers around her. A character may add this template to any spell that targets another creature. The target must make a Will saving throw against the spell’s original Difficulty Class or be Dazzled for one minute, in addition to any spell effects. Spells cast with this template gain the Light descriptor. If the spell already has the Light descriptor, the target (if they fail a save) becomes blinded for one round instead.
Cost: Material Component (20 gp crystal lens)

Shadow Mage [Ceremonial] – After a twenty-four-hour-long ceremony held in shadowy surroundings with five magisters, each of 9th level or higher, you can weave a deceptive nuance of shadows into your spells. A character with this feat can cast a spell in its heightened version without using the higher level slot to do so. However, the extra power is made of shadow and illusory power and the spell can be disbelieved with a Will save at the same Difficulty Class as the original spell (in its normal, non-heightened form) in addition to all normal saves. If disbelieved the spell has no effect on that character. Furthermore, he gains the access to all spells with the Darkness descriptor.
- prerequisites: Intelligence 17+, Eldritch Training

Wandering Mage [Ceremonial] – – After a twenty-four-hour-long ceremony involving five other spellcasters, each with access to teleportation spells, and in which you practice teleporting objects; you gain the ability to teleport objects and creatures more efficiently. A character with this feat may apply the Teleportation template (described below) to his spells. In addition, he gains a +5 insight bonus to all caster power checks made to plot a course with a teleportation spell. Furthermore, he gains the access to all spells with the Teleportation descriptor.
- prerequisites: Intelligence 15+, ability to cast to at least one teleportation spell with a range of touch

Teleportation Template
When a Wandering Mage casts a spell, the area around him seems to flicker and fades as if it is not quite in phase with the rest of reality. A character may add this template to any spell with the teleportation descriptor and a range of touch. The maximum weight capacity of a teleportation spell affected by this template quadruples.
Cost: Material Component (100 gp in powdered silver)

New Spells:

Lesser Cure (0th level exotic spell, Positive Energy, touch, you heal 1 hit point of damage with a touch. This healing damages creatures that use negative energy to function and does not work on beings that do not use positive energy to function. The heightened effect is that you cure 1d8 + caster level damage.)

Stupify (1st level complex spell, Force, stuns target one round and knocks them prone, close range, fort save negates stun and Reflex save negates being knocked prone. Diminished effect is that the target is shaken one round instead of stunned with a fort save to negate the shaken effect. Heightened effect is that the target is stunned for 2 rounds.

Combust (2nd level exotic spell, fire, this spell requires a touch attack and inflicts 1d8 fire damage per caster level (max 5d8), in addition those affected by this spell are set on fire as the magical fire clings to their form. This causes them to take half the damage inflicted on the following round. Round down fractional damage. This spell has no save. The diminished effect is that spell inflicts 1d6 damage plus 1d6 damage per caster level (max 5d6). The heightened effect is that the spell inflicts 1d8 damage per caster level (max 10d8).)

Energy Weapon (3rd level complex spell, any Energy or Element type, this spell gives any weapon touched an enhancement bonus to damage of 1d6 from an energy or element type designated by the caster when he casts the spell. The duration is 1 minute per caster level. The diminished effect lowers the damage bonus to 1d3. The heightened effect raises the damage bonus to 2d6. [constant N/A])

Force Lightning - (3rd level complex spell, electricity, close range, no save, you may fire one ray at your target which requires a range touch attack and inflicts 1d8 damage per caster level (maximum 10d8). The diminished effect is that the ray will inflict 1d8 damage per caster level (maximum 5d8). The heightened effect is that the ray will inflict 1d8 damage per caster level (maximum 15d8).

Ray of Cold - (3rd level complex spell, cold, medium range, no save, you may fire one ray at your target which requires a range touch attack and inflicts 1d6 damage per caster level (maximum 10d6). The diminished effect is that the ray will inflict 1d6 damage per caster level (maximum 5d6). The heightened effect is that the ray will inflict 1d6 damage per caster level (maximum 15d6).

Scorching Ray (3rd level complex spell, fire, medium range, no save, you may fire one ray at your target which requires a range touch attack and inflicts 1d6 damage per caster level (maximum 10d6). The diminished effect is that the ray will inflict 1d6 damage per caster level (maximum 5d6). The heightened effect is that the ray will inflict 1d6 damage per caster level (maximum 15d6).

Cure (3rd level exotic spell, Positive Energy, touch, you heal 3d8 + caster level damage with a touch. This healing damages creatures that use negative energy to function and does not work on beings that do not use positive energy to function. The diminished effect is that you cure 2d8 + caster level damage, the heightened effect is that you cure 4d8 + caster level damage.)

Energy Brand (6th level exotic spell, energy type, medium range, you create one 5 foot radius spread per caster level. Each spread inflicts 1d6 fire damage per caster level (max 15d6) and the damage from each spread does not stack. You choose the energy type of this spell when you cast it. The diminished effect will reduce the damage to 1d4 per level, the heightened effect will raise the damage to 1d8 per level.)

Heal (6th level exotic spell, Positive Energy, touch, you heal 10 points of damage per caster level (max 150 damage). This healing damages creatures that use negative energy to function and does not work on beings that do not use positive energy to function. The diminished effect is that you heal 7 points of damage per caster level (max 105 damage). The heightened effect is that the maximum damage you can heal increases to 200 and you can heal a target of a condition they are subject to such as stun.)

Missile Swarm (6th level exotic spell, force, long range, you create and launch a large number of force missiles. You create one missile per caster level (maximum of 20 missiles) and they automatically strike the targets of your choice, you can distribute missiles between as many targets as you desire. Each missile inflicts 1d6 force damage. The diminished effect is that the each missile inflicts 1d4 damage. The heightened effect is that each missile inflicts 1d8 damage.)

Greater Sorcerous Blast (7th level complex spell, energy or element type, long range. This spell functions exactly like the spell sorcerous blast with the following changes: if you hit a creature with the beam of light they get no save against the spell, the damage is increased to 1d6 per caster level (max 20d6). You may choose an energy type or elemental type when casting this spell. The diminished effect is that the beam of light only affects one target which does not get a saving throw. The heightened effect is that the spell inflicts 1d8 damage per caster level (max 20d8).)

Horrid Wilting (8th level exotic spell, water, long range, this spell evaporates moisture from the body of each subject living creature. This spell creates a 30 foot radius burst which inflicts 1d6 damage per caster level (max 20d6) with a fortitude save for half damage. This spell is especially devastating to water elementals and plant creatures, which instead take 1d8 points of damage per caster level (maximum 20d8). The diminished version of this spell deals 1d6 damage per caster level (maximum 20d6). The heightened version of this spell inflicts the Fatigue status on anyone that fails their save.)

Sun Fire (8th level exotic, Fire, close range, no save. You shoot a ray of fire as hot as that found in any star at your target, make a ranged touch attack, if you hit you deal 1d6 damage per caster level (max 25d6). The diminished version deals 1d4 damage per caster level (maximum 25d4), and the heightened version deals 1d8 damage per caster level (maximum 25d8).

Greater heal (9th level exotic spell, Positive Energy, close range, gives 10 points of healing per caster level (max 200) to one creature per caster level within close range. The diminished effect is that the spell heals 7 points of damage per caster level (max 140 damage). The heightened effect is that you can heal the targets of a condition they are subject to such as stun.)

Energy Nova (10th level complex spell, energy type, long range, a 10 foot radius per caster level burst. this spell deals 2d6 energy damage per caster level (max 40d6). You choose the energy type of this spell when you cast it. Reflex save for half damage. Diminished effect is that the damage is reduced to 1d8 damage per caster level (maximum 25d8).

3.5 Spells Added to the System:

Use the 3.5 equivalents of these spells with the following changes:

1. Detect aberrations (1st level simple spell, Litorian and plant,

2. Magecraft (1st level simple spell,

3. Energy Alteration (1st level simple spell, any Energy type or Element type,

4. Enhancement Alteration (1st level simple spell, Si,

5. Ray of Clumsiness (1st level exotic spell, Si and NE,

6. Absorb Weapon (2nd level simple spell, [constant N/A]

7. Zone of Natural Purity (2nd level simple spell; Plant, Litorian, and Faen;

8. Invisibility Sphere (2nd level exotic spell, Fa,

9. Stone Construct (3rd level simple spell, E and Si,

10. Disable Construct (3rd level simple spell, E

11. Power Surge (3rd level complex spell, Si and Dr, 1 rd/level [constant N/A]

12. Iron Construct (4th level simple spell, E and Si,

13. Item Alteration (4th level complex spell, Si, [no bane, can only do holy if good as ruled by GM, can only do unholy if evil as ruled by GM]

14. Entangling Staff (4th level complex spell, Plant,

15. Nature’s Wrath (4th level complex spell, Ln and Plant,

16. Hallucinatory Terrain (5th level complex spell, Fa, [heightened effect will be the spell mirage arcana]

17. Destroy Construct (6th level complex spell, Earth

18. Total Repair (6th level complex spell, Earth

19. Meteor Swarm (10th complex, Fire and Earth,


Book of Iron Might House Rules:

Combat Maneuvers:

You may use combat maneuvers but new combat maneuvers must be approved with the GM before you can use them. Approving maneuvers with a GM before game starts is to keep game flowing and avoid hold ups as people generally do a poor job creating creating intricate maneuvers on the fly. Also a maneuver can never have less than a -5 penalty.

The following melee attack maneuvers are modified:

Daze Attack - Your target is always allowed a saving throw to prevent this effect. In addition, the negative modifier to pull off this maneuver stays at -20 despite this change.

Stagger - The negative modifier to pull off this maneuver is increased to -15. This also means the maneuver Glancing Blow has a total penalty of -15.

Stun - Your target is always allowed a saving throw to prevent this effect and the negative modifier to complete this maneuver drops to -25 because of this change.

Stunts:

Everyone can use stunts from this book, but if you want to make up a stunt in game do it fast. Outline to the GM what you want to do quickly (10-15 seconds) with a straightforward, detailed description or you can’t do the stunt. This is to keep game flowing and avoid hold ups due to indecisiveness.

Changes:

1. Use the rules for the Jumping Leap stunt instead of the standard rules for jumping vertically.

2. You cannot use the stunt Tumbling Strike since it is already replicated by the feat Tumbling Attack.

3. The stunts Rapid Ascent and Rapid Descent will not work on surfaces with uneven surfaces, rough surfaces, or which have no hand holds.

Ironborn:

Please note, Ironborn only exist in a setting if a GM wants them to.

Changes to Ironborn Creation:

1. Ignore the rules for Ironborn having any alignment or needing to be exactly like their creator.

2. When making an ironborn character if you desire a +2 to strength you only need to take a -2 to one other stat instead of subtracting from two stats.

3. Enhanced mobility will now give a +10 ft bonus to base ground speed instead of a +5 ft bonus.

4. The armored body ability has new options.
You can have your body Crystal laced for 5000 gp, this gives you DR 3/-.
You can have your body remolded out of Mithral for 1500 gp, this gives you a +2 maximum Dexterity bonus to Armor Class, a –5 armor check penalty, a 30 percent arcane spell failure chance, and allows you to move as if you were wearing Medium armor.
You can have your body made reforged using articulated plates for 4000 gp, this gives you a +10 armor bonus to AC, a +2 maximum Dexterity bonus to Armor Class, a –5 armor check penalty, a 35 percent arcane spell failure chance, and you are treated as wearing heavy armor for the purposes of movement. If you are unaware of an incoming attack, this offers protection as a harness of normal plate armor (armor bonus +8 rather than +10).
You can have your body remolded out of adamantine for 10000 gp, this gives you DR 4/-.
You can have your body remolded out of Crystal for 15000 gp, this gives you DR 5/-.
Lastly, you can have your body remolded using mithral articulated plates for 8500 gp, this gives you a +12 armor bonus to AC, a +3 maximum Dexterity bonus to Armor Class, a –4 armor check penalty, and a 25% spell failure chance. If you are unaware of an incoming attack, this offers protection as a harness of normal plate armor (armor bonus +8 rather than +12).

5. The Tough as Iron ability in essence gives you the light fortification enhancement but your body does not count as magical. However, to enchant your armored body with Medium Fortification will require a +2 enhancement modifier instead of +3. Also, Heavy Fortification will require a +4 enhancement modifier instead of +5.

6. Divine Vengeance also works on turning or rebuking outsiders. Also, the limitation that the extra damage only applies to enemies opposite of your alignment is ignored. You simply get a permanent +2 bonus to damage.

7. Shadowmaster gives you a +2 bonus to Stealth instead of Hide checks. It also gives a +4 bonus to bluff checks to feint in combat as you confuse your enemy with shadows.

8. To clarify, Weapon Spike can be armed or retracted as a free action and counts as a light weapon.

9. Survivor will now give you cold and fire resistance 5 instead of 2.

10. Scion of Nature will also give you a +2 bonus on all Knowledge (nature) checks.

Changes to Ironborn Feats:

1. Craft Ironborn has the following new prerequisites: spellcaster level 9th, Craft (metalworking, blacksmithing, or similar skill) 10 ranks, Knowledge (Ironborn) 7 ranks, craft construct, craft constant item. It takes 10000 gp in raw materials to craft an ironborn.

2. Holy Icon - The new prerequisites of this feat are: spellcaster level 1st, Turn Undead. In addition it also applies to turning outsiders.

3. Intricate Joints - This feat makes you immune to all flanking.

4. Spring Loaded Reflexes - The new prerequisites of this feat are: Dex 13+. It works as the ceremonial feat Intuitive Sense instead of the class ability Uncanny Dodge.

5. Spell Runes - The new prerequisites of this feat are: spellcaster level 1st. In addition, its benefit is slightly altered, instead of choosing three spells you can prepare you choose three spells you can ready and you always count as readied with these spells.

IRON MIGHT FEATS:

Battlemind Feat Changes:

1. All battlemind feats are both Ceremonial and Combat feats.

2. The following Battlemind feats are altered:

Strike of Perfect Clarity - This ability now improves as your Base Attack Bonus increases. A strike of perfect clarity will deal quadruple damage at BAB 17+ and will deal quintuple damage at BAB 22+.

Tactics of the Mind’s Eye - The method in this feat will let you determine all Combat and Ceremonial feats your foe has instead of simply knowing what feats they have from the limited list of feats given with this feat.

Arcane Battle Feat Changes:

1. All arcane mastery feats are General and Combat feats.

2. You are now allowed to activate multiple arcane battle feats in a round but remember that most of them have a casting time of a move equivalent action.

3. The feats Flattening Strike, Death Strike, Knockback Strike, and Launching Strike will now take a standard action to execute rather than a free action. Thus when you use them you take a standard action to enchant your weapon or yourself and make an attack.

4. The Mage Blade now automatically counts as having the feat Arcane Weapon at 2nd level for purposes of meeting prerequisites for other arcane battle feats. In addition, a Mage Blade may choose to use Charisma as the key ability score for determining save DCs instead of intelligence when he takes his first Arcane battle feat with a save DC. He cannot change this decision later.

5. The feat Wave of Mutilation will now take a standard action to execute instead of a full round action.

6. The feat Arcane Weapon will now stack with the enhancement bonuses to attack and damage given by your weapon.

7. The feat Fleet Footed Charge is altered. It will now stack with other enhancement bonuses to land speed from spells such as Oath of Speed. In addition, it will now also give an enhanced speed bonus depending on your Base Attack Bonus. Use the following chart to determine what your speed bonus is:
Base Attack Bonus +1 to +5 – 10 foot speed bonus
Base Attack Bonus +6 to +10 – 20 foot speed bonus
Base Attack Bonus +11 to +15 – 30 foot speed bonus
Base Attack Bonus +16 to +20 – 40 foot speed bonus
“ “ Next five -- an additional +10 foot speed bonus

8. If you center the burst effect of Storm of Arrows on yourself, you are not hit by the effect. In addition, if you center Storm of Arrows on yourself you can choose to make an attack on all opponents within 30 feet of you instead of having a burst effect. Roll to hit each opponent as normal and they get no saves against the damage the attack inflicts.

9. When you take the feat Energy Shield, you can choose to shield yourself from either acid, cold, fire, electricity, sonic, water, earth, or air damage rather than just one of the five energy types.

10. When you take the feat Energy Sheath, you can choose to sheath your weapon with either acid, cold, fire, electricity, sonic, water, earth, or air damage rather than just one of the five energy types. However, you can only have one energy or elemental sheath active at any one time. In addition, this damage stacks with that of an elemental or energy weapon enhancement.

11. The BAB progression for the arcane battle feat Force Armor is altered as follows to make it more powerful:
Base Attack Bonus +1 to +4 – +1 deflection
Base Attack Bonus +5 to +8 – +2 deflection
Base Attack Bonus +9 to +12 – +3 deflection
Base Attack Bonus +13 to +16 – +4 deflection
Base Attack Bonus +17 to +20 – +5 deflection
Base Attack Bonus +21 to +24 – +6 deflection
“ “ Next four -- an additional +1 deflection bonus

12. These are Epic BAB progressions for arcane battle feats:

Energy Sheath progression for BABs above 20:
Base Attack Bonus +21 to +25 – 2d6 damage
Base Attack Bonus +26 to +30 – 3d6 damage
“ “ Next five -- an additional +1d6 damage

Energy Shield progression for BABs above 20:
Base Attack Bonus +20 to +23 – Resistance 20
Base Attack Bonus +24 – immune

Energy Burst progression for BABs above 20:
Base Attack Bonus +20 to +23 – 10d6 damage
Base Attack Bonus +24 to +27 – 14d6 damage
Base Attack Bonus +28 to +31 – 18d6 damage
“ “ Next four -- an additional +4d6 damage

Energy Web progression for BABs above 20:
Base Attack Bonus +20 to +23 – 8d6 damage
Base Attack Bonus +24 to +27 – 10d6 damage
Base Attack Bonus +28 to +31 – 12d6 damage
“ “ Next four -- an additional +2d6 damage

Fighting Style Feat Changes:

1. All fighting style feats are General and Combat feats. You may only have one fighting style feat. Also, use your character level instead of your BAB when determining when to get new abilities from your fighting style feats. As a clarification, you may take a combat style feat at any time.

2. Archery fighting style changes

The archery fighting style is open to users of crossbows and firearms as well

The Arrow Feint, Ranged Disarm, Ranged Sunder abilities are unchanged
The Covering Fire ability forces those affected to the bottom of the initiative order during the next combat round instead of giving a -4 penalty to initiative. In addition, your reload time must be a free action to utilize this technique in combat.

The Dead Eye Shot will now ignore its bonus description in the book of iron might. Its new effect is that it will let you ignore all size bonuses to AC your opponent has, thus its just as easy for you to hit a coin as it is to hit a human. In addition, this effect is constant so it does not take a full attack action to activate it, all your attacks ignore negative size modifiers to AC due to size.

The Ricochet Shot ability will also allow you to hit targets behind cover if you can ricochet the shot to hit them, normal penalties you have for cover still apply. However, this technique allows you to hit targets behind full cover as long as you are aware your opponent. Assume an opponent behind full cover has 9/10 cover. Also as a clarification, Ricochet Shot causes the foe you attack with it to become flat footed.

3. Battle Captain fighting style changes

The ability Challenging Presence is unchanged.

The ability Commanding Aura now takes a standard action to execute rather than a full round action. In addition, you can choose to ready it as a readied action in case you are waiting for an opportune moment in which to use the ability.

The Heroic Rally ability is changed. It can now affect all allies within 30 feet of you or can be used on one ally in line of sight. In addition, it can be activated as a move equivalent action instead of as a standard action. Also to clarify, the +4 bonus to fear effects this technique gives lasts for one round per level and this technique affects you as well as your allies.

The ability Inspiring Battle Cry will now affect all allies within 60 feet of you and will give a +2 morale bonus to hit instead of a +1 bonus. This technique will affect you as well as your allies.

The ability Steadying Influence will affect the ally it is used on for one round per level instead of just affecting him one round and can be used as a free action which uses your soliloquy for the round instead of as a move equivalent action.

The ability War Leader will have an extra effect to help PC allies. If you spend a standard action to make a melee attack against an enemy and hit, your allies gain a +2 morale bonus to hit that opponent in melee until your next initiative.

4. Brawler fighting style changes

The effects of instituting an Arm Lock ability are altered. The effects will now be that your opponent takes a –2 penalty on all attacks, checks, saves, and grapple checks until the end of his next turn instead on just grapple checks when you put him in an arm lock. This penalty stacks, allowing you to deal it multiple times with multiple attacks. However, only one grappler can place a lock on a foe at a time.

The Jab ability is changed. Ignore the entry in the Book of Iron Might and use the following: During a standard action you can make a fast jab with your off hand to knock your foe off guard. When you make a full attack you can, before making any attacks, make an aid another attack roll with your off hand. If it succeeds you gain a +2 circumstance bonus to hit with all your remaining attacks that round. The Jab requires the use of one of your off hand attacks, or for a Monk or Martial Artist one of your flurry of blows attacks. You must use your off hand attack or flurry of blows attack with the highest Base Attack Bonus to make the Jab.

To clarify, the Leaping Tackle ability also works on flying opponents as long as you can reach the flying opponent either by flying yourself or by having a high enough jump check to reach them.

The ability Low Down Fighter will now allow you to make any type of combat maneuver such as a bull rush or disarm instead of just trip attacks.

The ability One-Two Punch is changed. Ignore the description in book of iron might and use the following: This ability allows you to designate either your right or left hand as your primary hand for attacking each round. The non primary hand still counts as an off hand though for purposes of the number of attacks it can make. However, your off hand will now gain the benefit of your full strength modifier to damage rather than just half your strength modifier to damage. For a Monk or Martial Artist with this ability your unarmed strikes will now gain 1.5 times your Str modifier for damage instead of just your Str modifier.

Add this new ability to the list of Brawler techniques:
Canny Wrestler – You are skilled at wrestling larger opponents, and you excel at using their bulk and size against them. When you attempt a grapple check against an opponent who is larger than you, he counts as one size category smaller than he actually is, for the purpose of figuring his size bonus on grapple checks. This change does not apply to opponents who are your size or smaller.

5. Fencer fighting style changes

The ability Advancing Attack is unchanged.

As a clarification, you may use a stunt form the stunt section of the book of Iron Might when performing a Daring Maneuver.

As a clarification, if you hit with a humiliating strike you may choose to have it do full damage. In addition, executing a humiliating strike will now take a standard action to rather than a full round action.

As a clarification, in the description of the ability Vexing Defense, the phrase “an foe” should be “any foe.”

As a clarification, the Whirling Strike ability takes a standard action to execute. However, your opponent does not gain the bonus to armor class for fighting defensively in your round. He only acquires this bonus when his initiative comes up.

Add this new ability to the list of Fencer techniques:
Hobbling Strike – You make a fast strike at a portion of your foes anatomy necessary for movement such as his foot. Make a single attack at your full Base Attack Bonus as a standard action. If your attack hits it deals damage as normal and you cause a wound that limits your foe's mobility, hobbling him. The target is treated as if its movement speed is half what it normally is. This technique has no effect on creatures not subject to critical hits. This movement penalty lasts for one day, until someone treats the creature successfully with the Heal skill (DC 15), or until someone gives the target at least 1 point of magical healing.

6. Heavy Weapon fighting style changes

The ability Giant Blade Wielder’s effect is altered. Ignore the description of it in the Book of Iron Might. The ability will now allow you to wield a two handed weapon one size category larger than normal for your size. This ability stacks with the Warmain’s weapon size increase ability.

As a clarification, the Hammering Strike ability takes a standard action to execute. In addition, your opponent must make a strength check opposed to your weapon damage and any relevant size modifiers to avoid being knocked down.

The Slaughtering Sweep ability is changed. Instead of making one damage roll and divvying it up among all targets, you make one damage roll and divide it in half rounding down. You deal that much damage to all foes you hit.

The Thunderous Slam ability is altered. Your opponent must make a strength check opposed to your damage and any relevant size modifiers to avoid being knocked back. In addition, the opponent is knocked back a number of feet equal to the damage you dealt with the attack instead of just 5 feet.

As a clarification, hitting a foe with a Whirling Uppercut ability does full damage. In addition, you can choose to launch your opponent straight up into the air with this technique rather than away from you, he falls back into his original square but takes falling damage as normal.

Add this new ability to the list of shield bearer techniques:
Asunder - When wielding a two handed weapon you can make a single melee attack that is resolved against all adjacent 5 foot (1 inch) by 5 foot (1 inch) squares that have no creatures or characters taking them up. Your attack automatically hits and if its damage is higher than the hardness of the floor then you break apart the floor of these squares rendering them difficult terrain.

7. Iron Hide - This feats natural bonus now uses character level increases instead of BAB increases to calculate how much natural armor you have. Thus, for every three character levels you gain after taking this feat you gain a +1 bonus to your natural armor. In addition, the natural armor bonus now caps at +9 at 25th level.

8. Shield Bearer fighting style changes

The ability Weapon Ward is unchanged.

The ability Active Defense is changed. Ignore the entry in book of Iron Might and use the following: You can use a standard action to engage in active defense against bopponents when you use a shield. When activated this ability gives you a deflection bonus to AC equal to your Base Attack Bonus.

The ability Power Deflect is changed. Instead of activating when your opponent hits your shield it will now activate when your opponent misses you with a melee attack.

The ability Shield Push is changed. First, if you succeed in hitting a foe with a shield push and you have the improved shield bash feat you retain your shield bonus to AC. Second, your foe loses your full shield bonus to AC (unmodified by magical enhancement) in Armor Class if you hit instead of half your shield bonus. Lastly, a shield push does normal damage for a shield bash attack in addition to its effect.

The ability Shield Step is changed. Instead of activating when your opponent hits your shield it will activate when your opponent misses you with a melee attack.

Add this new ability to the list of shield bearer techniques:
Staggering Shield Bash – You slam your shield into your opponent, staggering him. In place of a shield bash attack, resolve a staggering shield bash with your normal base attack bonus and any other relevant modifiers for making a shield bash. If you hit, you lose your shield bonus until your next action, but retain it if you have the feat improved shield bash, and your foe loses a move equivalent action on his next turn. Lastly, a staggering shield bash does normal damage for a shield bash attack in addition to its effect.

9. Spiker fighting style changes

The abilities Blood Spined Grasp, Impaling Attack, and Spiked Rebuke are unchanged.

As a clarification, use your highest Base Attack Bonus when using the technique Spike Fighter.

The ability Spiked Wall Defense is changed. It now no longer gives your opponent an extra bonus to attack you when charging but you retain the benefits of the ability.

Add this new ability to the list of spiker techniques:
Spiked Disarm - You gain a +4 equipment bonus to your CMB with disarm attempts made when wearing armor spikes.

10. Tactical Genius fighting style changes

As a clarification, you can only use the technique combat assessment while engaged in combat. In addition, the ability Combat Assessment is changed. This technique will now give its benefits for the remainder of the combat encounter instead of one round.

The Patient Strike ability is altered. You gain a +4 bonus to attack and damage when you use this ability instead of a +2 bonus to attack rolls.

The ability Seize the Initiative is changed. It will now raise your initiative to the highest in the initiative order for the round it is activated, which means you go first in that round.

The Tactical Coordination ability is changed. Ignore the entry in the Book of Iron Might and use the following: You grant all allies a +1 bonus to attack and damage against one target that you threaten. You must choose this target during your initiative and you can change the target each turn you have thereafter.

The Team Tactics ability is changed. It will now grant a +2 bonus when using the aid another action instead of a +1 bonus.

Add this new ability to the list of weapon master techniques:
Team Strike - As a full round action you can make an attack at your highest BAB. If you hit your opponent provokes an attack of opportunity from all your adjacent allies.

11. Weapon Master fighting style changes

The abilities Offensive Stance and Precise Strike are unchanged.
As a clarification, if you succeed at your attack using the ability Battle Sage you do damage as normal in addition to gaining bonuses against your opponent. In addition, the bonuses you gain are changed; you now get a +2 bonus to hit and a +2 bonus to damage.
The ability Defensive Stance changed. It will now increase your AC by two instead of one when you fight defensively or do a total defense action.

The ability Focused Strike is changed. It will now take a standard action to execute a focused strike instead of a full round action.

Add this new ability to the list of weapon master techniques:
Modify style – You know how to size up an opponent and adapt your fighting style to match his. When you spend a full round in melee with an opponent, you can make a Spot check (DC = the opponent’s attack bonus). If you succeed, you gain insight into your foe’s weakness and gain a +2 competence bonus to attack rolls against that foe for the rest of that combat encounter. This technique does not stack with the feat Modify Combat Style.

RPG Superstar 2015 Top 16

Lesser Cure gives every party the ability to completely heal up after every single encounter. This may be intentional but bear in mind that the difference between a party where someone has spent a feat on that spell (or learned it by some other means) and a party where no-one has is HUGE, much bigger than the difference one feat is normally expected to make. This is a problem that causes other problems, most obviously, it's almost a feat tax because I can't see what caster in their right mind would NOT take it.


Class Changes and New Classes for the Arcana Evolved - Pathfinder Fusion Homebrew System:

-Pathfinder Classes-

Pathfinder Barbarian
*When the Barbarian gains Uncanny Dodge they instead gain the feat Intuitive Defense.
*When the Barbarian gains Improved Uncanny Dodge they instead gain the feat Intuitive Defense a second time.

Pathfinder Bard
*A Bard uses the AE spell list and now has the same spells readied and per day of a Mage Blade. All Bards have access to all simple spells and all Faen, Mind Affecting, Sibeccai, and Soul spells.

Pathfinder Cavalier
*The Cavalier gains the skills Knowledge Geography (Int), Knowledge (history) (Int), Knowledge (nobility and courtesy) (Int), and Knowledge (tactics and war) (Int) as class skills.

Pathfinder Cleric
*A Cleric uses the AE spell list and now has the same spells readied and per day of a Greenbond. All Clerics have access to all simple spells and all Negative Energy, Positive Energy, Sibeccai, and Soul spells.
*Clerics still use Wisdom as their casting stat and their spells continue to lack somatic components as long as they use their holy symbol as a spell focus.
*A Cleric loses the Aura ability and their Domains.
*A Cleric loses proficiency with heavy armor.
*A Cleric gains a good Reflex save.
*A Cleric gains the ceremonial feat Priest at 1st level.
*A Cleric can now always channel both positive and negative energy using their Channel Energy ability.
*A Cleric gains one, maybe two, abilities granted by their deity that makes sense for that deity. The GM always determines what these abilities will be and he or she should be worked with to create these abilities. The only other recommendation is that these abilities get more powerful over time as the Channel Energy ability does.

Pathfinder Druid
*A Druid uses the AE spell list for their spells and now has the same spells readied and per day of a Greenbond. All Druids have access to all simple spells and all Litorian, Plant, and Positive Energy spells.
*A Druid cannot choose to gain a Domain with the Nature Bond ability.

Pathfinder Fighter
*The only change is that I prefer to call this class the Man at Arms

Pathfinder Monk
*The Monk’s Ki Strike (Lawful) ability is now the Ki Strike (Silver and Cold Iron) ability and thus treats your unarmed attacks as if they were silver and cold iron weapons for the purposes of bypassing damage reduction.
*A Monk can take the following Oathsworn feats but cannot use them if he wears armor of any kind: Arm Lock, Canny Wrestler, Expert Wrestler, Vexing Defense, and Defensive Focus. These feats are added to his list of bonus feats he can take.

Pathfinder Ninja
*The Ninja has the following Knowledge skills as class skills in place of the ones she has currently: Knowledge Dangerous Beasts (Int), Knowledge Dungeoneering (Int), Knowledge Geography (Int), Knowledge History (Int), Knowledge Nobility and Courtesy (Int)
*Replace the Ninja’s Sneak Attack entry with the following:
Starting at 1st level, any time the Ninja’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or whenever the Ninja flanks their target, the Ninja’s attacks deal extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the character score a critical hit with a sneak attack, do not multiply his extra sneak attack damage. The Ninja can make sneak attacks with ranged weapons, but only up to a range of 30 feet.
*When the Ninja gains Uncanny Dodge they instead gain the feat Intuitive Defense.
*When the Ninja gains Improved Uncanny Dodge they instead gain the feat Intuitive Defense a second time.
*The Hidden Master ability now uses the heightened version of the spell Invisibility instead of the spell Greater Invisibility from Pathfinder.

Pathfinder Ranger
*The Ranger gains the skill Knowledge Dangerous Beasts (Int) as a class skill.
*The Ranger loses their spells and must choose to replace their spells with either the Pathfinder archetype Skirmisher or Trapper from the Advanced Player’s Guide.

Pathfinder Rogue
*The Rogue has the following Knowledge skills as class skills in place of the ones she has currently: Knowledge Dangerous Beasts (Int), Knowledge Dungeoneering (Int), Knowledge Geography (Int), Knowledge History (Int), Knowledge Nobility and Courtesy (Int)
*Replace the Rogue’s Sneak Attack entry with the following:
Starting at 1st level, any time the Rogue’s target would be denied a Dexterity bonus to Armor Class (whether the target actually has a Dexterity bonus or not), or whenever the Rogue flanks their target, the Rogue’s attacks deal extra damage. The extra damage is +1d6 at 1st level and an additional 1d6 every two levels thereafter. Should the character score a critical hit with a sneak attack, do not multiply his extra sneak attack damage. The Rogue can make sneak attacks with ranged weapons, but only up to a range of 30 feet.
*When the Rogue gains Uncanny Dodge they instead gain the feat Intuitive Defense.
*When the Rogue gains Improved Uncanny Dodge they instead gain the feat Intuitive Defense a second time.

Pathfinder Summoner
*A Summoner uses the AE spell list for their spells and now has the same spells readied and per day of a Greenbond. All Summoners have access to all simple spells and all Positive Energy and Teleportation spells.
*A Summoner now gains a bonus feat at levels 5, 10, 15, and 20. A Summoner can take all General, Ceremonial, or Item Creation feats as bonus feats.
*A Summoner loses all Summon Monster abilities including Gate.
*A Summoner loses the Aspect and Greater Aspect abilities.

-Arcana Evolved Classes-

*Minor changes to each class are incoming to balance them to the superior standards of Pathfinder classes

-New Classes-

*Some classes incoming including adaptations of the Iron Heroes Archer, Executioner, and Harrier


Witch
*A Witch’s Class Skills are now: Appraise (Int), Bluff (Cha), Craft (any) (Int), Disguise (Cha), Fly (Dex), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), Search (Int), Sense Motive (Wis), Linguistics (Int), Spellcraft (Int), and Use Magic Device (Cha).
-Additional Class Skills:
Iron Witch: Disable Device (Dex).
Mind Witch: Diplomacy (Cha) and Intimidate (Cha).
Sea Witch: Athletics (Str) and Perception (Wis).
Wind Witch: Acrobatics (Dex) and Perception (Wis).
Winter Witch: Acrobatics (Dex) and Survival (Wis).
Wood Witch: Athletics (Str) and Survival (Wis).

*An Iron, Winter, or Wood Witch now has a good Fort save.
*A Mind, Sea, or Wind Witch now has a good Reflex save.

*A Witch gains the spells per day and spells readied of a Greenbond instead of their current casting limitations. A Witch can choose to double the casting time of her spell to remove somatic, verbal, and witchbag components to their spells.
*A Witch now gains the Witchery Spellcasting ability at 1st level instead of 9th level. In addition, the Iron Witch’s witch casting ability stacks with the Earth Template’s bonuses to spells. Also, both the bonuses from the Iron Witch’s witchery casting and the Earth Template affect Iron Witch manifestations.

*A Witch manifestation is a spell-like ability. This means they can be dispelled or disrupted like a spell can. A manifestation that does damage (including a witchblade) ignores damage reduction. Using a manifestation provokes an attack of opportunity. In addition, manifestations count as 4th level spells for the purposes of taking the feats empower spell like ability and quicken spell like ability.

*A number of witchery powers have also been altered as detailed below:
-Fire lance will now deal 1d6 + 1 point of fire damage per witch level instead of 1 + 1 point of fire damage per second witch level.
-Gust is improved when a wind witch reaches 10th level. It casts the heightened version of gust of wind as opposed to the standard version.
-Hail of metal is improved when an earth witch reaches 10th level. It will now deal 1d6 damage per witch level instead of its normal damage.
-Hail storm will now have no maximum number of rounds it can be in effect instead of a max of 5 rounds.
-Heal Spirit is improved when a wood Witch reaches 10th level. You heal 1 point of temporary (and eventually permanent) ability score damage per 2 witch levels.
-Ice blade will now deal 1d6 + 1 point of cold damage per witch level instead of 1 + 1 point of cold damage per second witch level. In addition, if you have the two weapon fighting feat you can create two ice blades with one use of this manifestation to wield in each hand.
-Iron Blade becomes an earth elemental weapon (+1d6 earth element damage) when an iron witch reaches 10th level. In addition, the Iron blade becomes a raging earth elemental weapon (+2d6 earth damage) at 20th level. Also, if you have the two weapon fighting feat you can create two iron blades with one use of this manifestation to wield in each hand.
-Liquid fire will not provoke an attack of opportunity when used.
-Living blade may now manifest two weapons to wield in each hand if you have the two weapon fighting feat using one use of this manifestation.
-Mind blade may now manifest two weapons to wield in each hand if you have the two weapon fighting feat using one use of this manifestation.
-Swirling Mist is improved when a water witch reaches 10th level. It casts the heightened version of obscuring mist as opposed to the standard version.
-Storm of Thorns will not provoke an attack of opportunity when used.
-Water Sword’s rusting effect will work exactly like the rusting grasp spell from the spell treasury instead of the rusting effect listed in its description. In addition, water sword is improved when a water witch reaches 10th level. She may use the rusting effect once per day instead of once per 2 days. In addition, if you have the two weapon fighting feat you can create two water swords with one use of this manifestation to wield in each hand. To clarify, the rusting effect is a universal pool and its uses per day is not affected by how many swords you have created.
-Wind blade may now manifest two weapons to wield in each hand with one use of this manifestation if you have the two weapon fighting feat. However, only one of these weapons gives a deflection bonus to AC.

Champion
*A Champion’s class skills are now: Acrobatics (Dex), Athletics (Str), Craft (any) (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (all skills, taken individually) (Int), Perception (Wis), and Ride (Dex).

*Call or Imbue shield is changed: All champions can call or imbue shield a number of rounds per day equal to 4 + her Cha modifier. At each level past 1st the Champion gains an additional 2 rounds of this ability to use per day per level in Champion. These rounds do not have to be consecutive and it takes a free action to call or imbue a shield. In addition, at 20th level the called or imbued shield negates critical hits to the Champion or allies within 10 feet of her. Also, if the Champion is using both hands and is not able to use a shield, such as wielding a two handed weapon, then the Champion gains a deflection bonus to AC equal to the enhancement bonus that would be on the shield.
*Call upon the Power is changed: All champions can call upon the power a number of rounds per day equal to 4 + her Cha modifier. At each level past 1st the Champion gains an additional 2 rounds of this ability to use per day per level in Champion. These rounds do not have to be consecutive and it takes a free action to call upon the power.
*Champions gain a sacred bonus to their ability scores instead of an enhancement bonus when they use the abilities Call Upon the Power and Take on the Mantle.
*Call or Imbue Weapon is changed: All champions can call or imbue weapon a number of rounds per day equal to 4 + her Cha modifier. At each level past 1st the Champion gains an additional 2 rounds of this ability to use per day per level in Champion. These rounds do not have to be consecutive and it takes a free action to call or imbue a weapon.
*Heartening Cry can be used once per day at 9th level and an additional time per day every 3 levels thereafter.
*Take on the Mantle is changed: All champions can take on the mantle a number of rounds per day equal to 4 + her Cha modifier. At each level past 1st the Champion gains an additional 2 rounds of this ability to use per day per level in Champion. These rounds do not have to be consecutive and it takes a free action to call upon the power. As a note, the bonuses from Call Upon the Power does not stack with the bonuses from Take on on the Mantle.

*Avatar’s Ally can now be used once per day at 16th level and an additional time per day every 4 levels thereafter.
*The Avatar ability is changed: its DR bonus is now 5/- instead of 15/magic.
*The ability True Shield is changed. It now simply upgrades the enhancement bonus on the Call Shield ability to +7 and gives the extra abilities for the Champion’s cause. However, the ability no longer gives any further gains in enhancement bonus. In addition, there is still no change to imbuing a shield.
*The ability True Weapon is changed. It now simply upgrades the enhancement bonus on the Call Weapon ability to +7 and gives the extra abilities for the Champion’s cause. However, the ability no longer gives any further gains in enhancement bonus. In addition, there is still no change to imbuing a weapon.

Changes to Champion Types:

Light
*Champions of light can use any spell trigger or spell completion magic item that uses the light descriptor.
*The champion of light casts the heightened version of Lesser Glowglobe at 1st level instead of the standard version. In addition, a champion of light gains the ability to use the spell Faen Fires at 1st level. However, the Champion can cast Faen Fires only once per day at 1st level and an additional time per day every 4 Champion levels thereafater.
*The ability Enter the Light now gives a +4 competence bonus to Perception (Wis) and Sense Motive (Wis) checks.
*The ability Speed of Light is changed. A Champion may use the ability a number of rounds per day equal to her level in Champion. These rounds need not be consecutive and it takes a free action to activate this ability.
*A Champion of light’s True Weapon can affect constructs, undead, and objects despite being a brilliant energy weapon. It even cuts throuigh their armor as if they were normal foes.

Darkness
*A Champion of Darkness gains the skills Bluff (Cha) and Disguise (Cha) as class skills.
*A Champion of Darkness can now cast Cloak of Darkness once per day plus an additional time per day per 6 Champion levels after 1st.
*A Champion of Darkness’ True Weapon can affect constructs, undead, and objects despite being a brilliant energy weapon. It even cuts throuigh their armor as if they were normal foes.

Life
*Replace the Life’s Healing ability with the Pathfinder Paladin’s Lay on Hands ability. In addition, the Champion of life gains Pathfinder Paladin Mercies at levels 3, 6, 9, 12, 15, and 18 like a Pathfinder Paladin. Any feats that affect a Paladin’s Lay on Hands affects Life’s Healing. Lastly, the Champion of life becomes immune to all diseases, including magical diseases.
*A Champion of life’s True Shield now gives SR 20 + the Champion level against all spells of the necromancy school, all spell’s cast by nonliving foes like undead, and all spell’s cast by aberrations instead of SR 30 against nonliving foes. In addition, a Champion of life gains DR 5/- against physical attacks from nonliving foes and aberrations instead of DR 10/magic.
*A Champion of life’s True weapon now gives +2d6 damage against all nonliving foes, aberrations, and foes committed to destroying or harming nature instead of just against undead.

Death
*The Champion of death’s ability Death’s Blessing now affects lviing creatures and undead instead of just living creatures.
*A Champion of death may use the ability Death’s Wrath once per day at 5th level and an additional time per day every 4 Champion levels thereafter.
*A Champion of death may use the spell Finger of Destruction an additional time per day at 21st level. A Champion of death may choose to have their Finger of Destruction spell damage undead if they so desire.
*A Champion of death may choose to have their Wave of Death spell damage undead if they so desire.
*A Champion of death’s Avatar’s Ally inflicts +2d6 damage against all undead and liivng creatures.
*A Champion of death’s True Weapon inflicts +2d6 damage against all undead and living creatures.
*A Champion of death may take the feats Turn Undead and Rebuke Undead ignoring all the nomral prerequisites.

Magic
*The ability Lesser Magic Touch can be used once per day at first level and an additional time per day every 3 Champion levels thereafter.
*The ability Greater Magic Touch can be used once per day at 10th level and an additional time per day every 3 Champion levels thereafter.
The ability Dispel Magic can be used a number of times per day equal to 2 + Con modifier.
*The ability True Magic Touch can be used once per day at 20th level and an additional time per day at 23rd level.
*The Champion of magic’s avatar’s allies have SR 11 + the olevel in Champion instead of SR 25.
*The ability Magic Resistance ability will now grant the Champion SR equal to her Champion level + 20 instead of only SR 35.

Freedom
*The Freedom’s Will ability will now give a +4 bonus against enchantments.
*The Freedom’s Passage ability will now allow the Champion to cast the Bypass Ward spell once per day per 5 Champion levels.
*The Freedom’s Shield ability will now make the Champion of Freedom immune to all enchantment spells.
*The Champions of freedom’s avatar’s ally has SR 11 + Champion level instead of SR 25.

Justice
*A Champion of justice gains the skills Perception (Wis) and Sense Motive (Cha) as class skills.
*At 5th level in addition to Blast of Castigation the Champion of justice now gains the ability to cast the heighetend version of the spell Bonds Arcane (Lesser) once per day per 5 levels in Champion using Cha as the casting stat.
*At 20th level in addition to Finger of Destruction the Champion of justice now gains the ability to cast the heightened version of the spell Bonds Arcane (Greater) 2 times per day using Cha as the casting stat.
*The Icon of the cause feat for the champion of Justice works differently than the standard rules. The Champion of justice now gains a +10 competence bonus once per day to a roll of a d20 when trying in some way to stop a grave injustice or when bringing someone guilty of a crime to justice. This ability still fails

Knowledge
*At 20th level instead of being able to cast the spell Learn Truename once per day the Champion of knowledge instead learns to cast the spell Analyze Dweomer once per day.

Race
*The Smite Racial Foes ability will now give its bonuses on all attacks against one target the Champion chooses who is an enemy of her race. This effect lasts for the rest of the day instead of only applying to one attack per day.

Place
*The Defender True ability will now grant the Champion SR equal to her Champion level + 20 instead of only SR 35.

Person
*The Soul Guardian ability will now grant the Champion SR equal to her Champion level + 20 instead of only SR 35.

Champion of a deity (Also called Paladins)
*Special: Gains Intimidate (Cha) and Sense Motive (Cha) as class skills.
*Divine Protection - At 1st level the Champion of a deity gains DR 1/-. This DR goes up by one point at 5th level and then one additional point every five levels thereafter.
*Divine Grace – At level 5 the Champion of a deity may add her Cha modifier to her Fort, Ref, and Will saves on top of any other bonuses she has.
*Aura of Courage – At level 10 the Champion of a deity is immune to all fear effects and all allies within 30 feet of her gain a +4 bonus on saves against fear effects.
*Divine Wrath - At 15th level the Champion of a deity can cast the spell Inquisitor’s Fury once per day per 8 levels in Champion.
*Banish – At 20th level the Champion of a deity can cast the spell Banishment three times per day as a caster of his class level using Cha as his spell casting key ability.
*Glory - At 25th level the Champion of a deity can cast the heightened form of the spell Mantle of Egregious Might once per day.
*Avatar’s Allies: The allies are shining beings of golden light and their touch deals an additional 2d6 sacred or profane damage (GM chooses depending on the deity) to their targets.
*True Shield: The Champion of a deity’s shield blazes with a golden aura and it is continuously under the effects of the spell magic circle centered on itself.
*True Weapon: The champion of a deity’s weapon glows with a golden aura and deals an additional 2d6 sacred or profane damage (GM chooses depending on the deity) to their targets.
*Icon of the cause: A Champion of a deity can grant her Divine Protection ability to all allies within 10 feet of her. As a note, DR of similar types do not stack.


jeffh wrote:
Lesser Cure gives every party the ability to completely heal up after every single encounter. This may be intentional but bear in mind that the difference between a party where someone has spent a feat on that spell (or learned it by some other means) and a party where no-one has is HUGE, much bigger than the difference one feat is normally expected to make. This is a problem that causes other problems, most obviously, it's almost a feat tax because I can't see what caster in their right mind would NOT take it.

I totally agree as of today. I was ruminating on it and decided a infinite spammable healing spell is a terrible idea.

Here is a revised version of the spell I now using:
Lesser Cure (1st level exotic spell, Positive Energy, touch, you heal 1d8 + caster level hit points of damage with a touch. This healing damages creatures that use negative energy to function and does not work on beings that do not use positive energy to function. The heightened effect is that you cure 2d8 + caster level damage. There is no diminished version of this spell.)

RPG Superstar 2015 Top 16

In my similar experiment, I made the diminished version able to remove minor blemishes and subdual (nonlethal) damage, but useless for healing "real" damage.

I also made the heightened version Close range and a swift action to use, but did not make it actually heal more damage. Players LOVE the 4E-style healing without disrupting your other actions and are more than happy to burn second level spell slots on it.


And here I thought I had a lot of house rules. This certainly puts things into perspective' hehe.

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