You start with 10 hp and sanity.
You have 4+int mod skill points a level.
You start with 4 perks, but no more then one can be put in any one tree.
1 legend trait
1 spell known
You choose 2 good saves and one bad save.
Skills-
Learning alklo removes 2 points of sanity permanently, and you aren't capable of speaking it.
Knowledge (arcana) is replaced with knowledge (eldritch). Per rank in knowledge (eldritch), you lose 1 point of sanity permanently. This can be offset with psychological help, but the penalty can never be more then halved (minimum 1)
leadership:
It's allowed. I trust you not to abuse it.
You can take a -6 to your leadership score for the purpose of attracting followers to attract monstrous followers.
Shantak is added to the list of monstrous mounts.
the planet and gravity:
The planet is 4 times as big as earth, but gravity is a weaker force in this universe. Gravity is slightly less then earth's, and isn't perfectly stable everywhere- there are some points in the universe, (such as most suns) where gravity is inexplicably higher. The planet has three moons. One is red, and is the smallest of the moons, rarely seen larger then a quarter even at it's closest. Another is white, and rather large about the size of a tennis ball in the night sky at it's farthest. At it's largest, it's about twice the size of a dinner plate, and is the cause of fairly vicious costal tides. The third moon is also red, and about the size of the other red moon, earning them the name "the twin moons". They are only rarely full at the same time- approximately once a year. Some think the day this is on is lucky, especially the elves. The reverse is true when both aren't visible.
on elves:
Elves are somewhat mystic in stature, as they typically live away from large human settlements.
They are often regarded with curiosity, in the city, as they rarely leave more open land.
They have an affinity for high places, and often live in trees they grow. Their influence on human socioty is usually one of mutual benefit- they tend the land fantastically well, and sell food, getting more mechanical things from the humans.
A lot of elves that work with plants know a little magic similar to grass seed, and they cast it every so often without even realizing it, keeping the ground ever-fertile. (This is the closest thing to intrinsic magic in the setting.)
Elves are much less widespread then humans.
on half-elves:
Half elves are often sterile because of their mixed heritage, and typically behave like whatever race raised them.
They are somewhat common, because of elves seeing them as actually more manageable children, who grow up quickly, and the mutual fascination between elves and humans. No long-lasting commitment is expected from the elf, typically, leaving the human free from the relationship if they so desire. It's rare to make lifelike commitments with a human as an elf, because they outlive them ten times over.
low sanity penalties:
3/4ths or less-
-2 to perception, sense motive, will and reflex saves.
1/2 or less-
In addition to the penalties for 3/4th or less, you also are constantly shaken.
1/4th or less-
In addition to all previous penalties, spells begin to slur and have a 20% failure chance. Enemies have partial concealment to you as everything surrounding you begins to distort and move.
0- in addition to all other penalties, everything begins to want to "kill" you. Books will try to eat your fingers, the floor hands try and grab at your legs, ect... You are constantly flanked, sickened, cannot use anything reliant on concentration, and take an additional -8 to perception.
Sanity and spells:
Every level you choose sanity as your reward, you gain 1d6+4 sanity, with max at first level. You add your wisdom modifier to your sanity.
Elves gain an extra 10 sanity at first level, and take half sanity damage from insanity auras.
Half-elves gain an extra 5 sanity at first level, and get any one extra perk at first level from the Mage tree, the bond tree. (must meet requirements as normal.)
You do not regain sanity while maintaining a spell.
While at 3/4ths or more of your maximum sanity, you regain your wis mod (minimum 1) in sanity every 10 minutes.
While at 1/2 or more of your maximum sanity, you regain your wis mod (minimum 1) in sanity every hour.
While at 1/4th or more of your maximum sanity, you regain your wis mod (minimum 1) in sanity every 4 hours.
While at 1 or more sanity, you regain your wis mod (minimum 1) in sanity every day.
At 0, you don't regain.
Professional help doubles sanity regain while below 1/4th of your maximum sanity, and, if they make a profession (psychologist) check of 20 or higher, can heal 1 point of permanent sanity damage with a day of work, or heal 1 point of sanity to someone at 0 sanity.
Leaning a spell-
Learning a spell requires a spellcraft check. Typically, the dc to learn a spell is 20+The spell level. If your level is not at least 2 times the spell level, you cannot learn the spell. (Expect 1st level spells, witch may be learned at any level.) Failing to learn a spell causes the spell's level in permanent sanity damage. You may have 5 spell levels memorized at any one time+your int mod. (See perks for options)
Magic blade (transmutation)
(1st level spell) 1sanity damage
You touch a weapon and infuse it with magic, allowing it to harm things it normally couldn't, bypassing resistance to non-magic effects.
Revitalize (1st level healing necromancy spell)-
1d6 sainty damage
Heal 2d4+int damage for one target with a touch. Deals damage to undead. Will save halves.
Create fire- (evocation)
(1st level fire spell)1 sanity damage
The most stable spell known, this spell almost never fails, and is single target, making it easy to aim and a staple of most mages. Produces a flame in your hand for one minute a caster level. The fire can be used as a melee touch attack, dealing 1d6 fire damage on a hit. It can be thrown as a ranged touch attack, but this reduces the duration by 1 minute per throw. If there is any duration after the throw, the flame reappears in the hand.
0% instability.
Conflagration- (evocation)
(1st level fire spell) 1d4 sanity damage
A simple, if incredibly unstable, fire spell. Hits all creatures in a 20ft Burst centered on self for 4d4+int fire damage, ref half.
Instability- the spell fails to protect it's user from the burst, dealing damage to the caster as well, fort save half. On a 1, the spell sets everyone that fails it's save on fire, and the caster auto-fails the save.
13% instability.
Hypnosis- (enchantment)
(1st level spell) 1d2 sanity damage, 10 minute casting time.
This spell functions on one willing or helpless target. This spell has two uses-
One is to implant a memory or suggestion. The memory need not be from thier perspective, and can even allow them to feel sensations that another felt. The target gets a will save to negate the effect, if they were a helpless target.
Two is to remove memories- using this spell, you can remove up to five minutes of memory from the target, so long as the event happened after they last slept. If you remove the memory of a insanity causing event, they restore all but one point of sanity drain caused by the event. This spell cannot be used on yourself, and cannot be used to forget any event that caused permanent sanity drain.
1% instability.
Bound weapons (conjuration)
(1st level spell) 1d3 sanity damage.
Summons a masterwork blade in your or a willing participant's hand. The wielder is automatically proficient in the weapon, and the weapon lasts until it leaves the weilder's grasp, or is sundered. There are 4 incarnations. You can only ever learn one.
Sword- functions as a masterwork longsword, but with a 18-20 critical rate.
Greatsword- functions as a masterwork greatsword, but with a *3 critical damage modifier.
Scythe- functions as a masterwork scythe, but Gives the user 1 temporary hp per successful hit.
Dagger- functions as a masterwork dagger. so long as it is in the target's possession, it doesn't disappear. Does an extra 1d6 damage in the surprise round.
3% instability
Terra spike- (conjuration)
Salt wounds- (conjuration)
1st level spell
Foe takes a amount of non-leathal damage equal to half the damage they have already sustained. Fortitude negates.
Instability 5%
Ice seed- (conjuration) 1d10 sanity drain
(1st level spell)
Creates a small seed in your hand. When thrown, it covers a 15ft square with a thin layer of ice, turning the terrain into difficult terrain. Treat it as a ranged splash weapon. If thrown at a person instead of the ground, it creates a coating of ice over the victim, dealing 1d6 cold damage and entangling them, and turning the ground they are standing on into difficult terrain. The entangled condition is lost when the ice melts or is broken as a full round action. You may only have one ice seed in existence at a time.
5% instability.
Grass seed- (transmutation) 1d4 sanity damage
(1st level spell)
Functions as ice seed, except causes grass to grow on the ground where
The seed struck. If the ground is infertile, this spell restores fertility to the ground below it. If it strikes ground that has grass, the grass grows, and plant life flourishes, the underbrush tripping those who pass through. Those who move more then 30' a round in the grass must make a ref save or fall prone. If used against a plant, it heals them for 1d8+int damage. It has no effect if used on a person.
5% instability
Poison seed- (nightmare) 2d6 sanity damage
(1st level spell)
Functions as ice seed, but instead of ice, creates a toxic swamp. Deals 1d6 per round of contact. If used on a person, deals 1d6 every round until the entangled condition is removed by scraping the poison off as a full-round action.
2% instability.
Hidden power (human only)- (evocation) 1d2 sanity damage.
(1st level spell)
Range (close)
Attacks a singe opponent with a varying attack element and power. No attack roll is needed. The element and power are decided based on the user's personality. Once decided, it cannot be changed under normal circumstances.
Fire- fire represents bravery and willingness to help. Does 1d6 fire damage per two levels.
Cold- cold represents emptiness and cynicism. Does 1d6 cold damage per two levels.
Electric- electric represents optimism. Does 1d6 electric damage per two levels.
Acid- acid represents loss and pain. Does 1d4 acid damage per two levels, and half the damage again on the next turn.
Force- force represents rigorous order. Does 1d4 force damage per two levels.
Death- death is a rare element, requiring one to have suffered immense loss and trauma in thier lives, and qualify for both acid and cold at the time this spell is leaned. (Within a week of the event). Death deals 1d6 damage per 2 levels. This is a death effect.
1% instability
Earth's wrath (transmutation) 2 sanity damage
1st level
Range (close)
Allows the user to knock an oppent off thier feet with a ranged trip manuver, as the earth cracks below thier feet.
Instability 2%
Fissure- (transmutation) 3d8 sanity damage
(4th level spell)
Opens up a 20ft long, 10 ft wide, 50ft deep crack in the earth. Those above the crack get a reflex save to avoid falling in.
Instability 35%
Water bound- (transmutation) 1d8 sanity damage
(2nd level spell)
You change the target's anatomy to function with gills instead of a normal respttory system. The victim begins to drown if in air. Will negates. Lasts 1 minute a level.
Instability 10%
???- (n/a)
(0th level spell) 1d2d4 sanity damage.
??? Is a spell learned when you first fail to memorize a spell. It has no effects, except a 100% instability rate.
Devour nightmare fuel- (universal)
(2nd level spell) 2d20 sanity damage, 2 sanity loss.
Allows acess to the nightmare perk tree, and grants the first point in it.
must have and sacrifice 20 nightmare fuel.
Humans that first use this spell have no visual effects.
Half elves become half-drow, and elves become drow.
Your spells are now cast by speaking in alklo. Your spellbook (if you have one) must be rewritten. Spells in alklo take up little space in a spellbook, as they consist of one or two words.
Half drow gain darkvision 60' and light sensitivity.
Drow gain darkvision 120' and light blindness.
Clairvoyance (divination)- 1 sanity damage / minute
Displays a white, glimmering path to a person or object you have in mind. Lasts as long as you concentrate.
Instability 0%
Lucky hit (divination)- 1 sanity damage.
The target gains a +5 luck bonus on the first attack roll made every round for the next minute.
Instability 2%
Infatuation- (enchantment) (1 minute casting time) 1d4 sanity damage
(1st level)
Fills someone with irrational affection for you for 1d10+14 hours. You gain a +5 to cha based checks on this person, and they will do everything in their power to remain near you. If you attack them, this spell wears off.
(Augmented) (10 minute casting time) 3d4 sanity damage.
As per infatuation, but with a permanent duration, and it doesn't wear off if you attack the person.
Submission- (enchantment) (1 minute casting time) 1d10 sanity damage
(1st level)
Fills someone with irrational fear and desire to please you for 1d10+14 hours, and can only be cast on a willing or helpless target. In this case, helpless means a target who can't fight back or run. You gain a +5 to intimidate based checks on this person, and they will aid you outside of comabt if it doesn't go against their nature.
(Augmented) (3rd level) (10 minute casting time) 3d10 sanity damage.
As per submission, but with a permanent duration.
Instability 10%
Direct ports-
1st
(1S/10 min) Shield (3%), (1d2s) grease (1%), (1s/10 min) Mage armor(2%) (as an Abjuration spell), (1s) vanish (6%), (1s/minute) silent image (1% instability)(manuplialte with concentration), (1s) ventriloquism (1% instability), (1s) ray of sickening 1% instability).
fog cloud (4s) (11% instability), blindness/deafness (2d4 sanity) (19% instability), false life (1d8 sanity) (13% instability), animal aspect (2d4 sanity) (25% instability), levitate (1d4 sanity) (3% instability), see invisible (1d4 sanity) (8% instability), alter self (1d4 sanity) (2% instability)
Martial trees:
Quick move - armor doesn't slow you.
Steel skin- you gain heavy armor proficiency, and reduce the armor check penalty of armor by 2 (minimum 1)
Blades-
(1) gain a +1 to hit and damage with melee weapons. This can be taken up to 5 times. It's effects stack.
(2) dirty fighting- you can use your weapon attack roll instead of your CMB to determine a dirty trick manuver's results. In addition, dirty tricks take a standard action to undo, and last for 1d4 rounds+1 per 5 you exceeded the foe's CMD.
(2) brutal hit- you may choose to take a -2 to hit to gain a +4 to damage for the rest of the round. This increases to +6 while wielding a 2h weapon.
(2) rapid AOO's- you have no limit on how many AOO's you can take with a melee weapon.
(2) darvish- you may make an extra attack at your full BAB when you full attack with a melee weapon.
(2) bash- take the hilt of your blade and bash the foe. Treat this as an improvised weapon attack that does 1d4 bludgeoning damage. If you hit the foe, they must make a fortitude save dc (10+your bab+the damage you dealt) or be dazed for one round. Creatures with no apparent anatomy are immune.
(3) gouge- you blows rend flesh. Every attack you make deals an additional 2d6 damage per hit. The damage doubles per successful hit in a full attack, occurring after the last attack in the chain.
(3) if it bleeds... - you ignore all but the toughest armor. Anyone with a armor or natural armor bonus below 10 has that bounus ignored.
(3) parry- you may designate one opponent every round. You add your bab to your ac against that opponent's melee attacks for the rest of the round.
(4) deadly blow-
You may make move up to 10ft and make one melee attack as a full round action, rolling all of your full attack dice. If any hit, the attack hits. Multiply the damage of the attack by the number of dice that successfully hit the foe. This attack only criticals if all attacks threaten a critical. If you kill the foe with this attack, you can move to the space behind the foe. Sneak attack doesn't function normally with this attack. Instead, you treat the damage as if you hit with An extra full attack dice.
(4) split foe-
On a roll of a natural 20 while wielding a bladed weapon, you attempt to confirm as normal. If the critical confirms, you rend the foe in half, killing enemies without regeneration or instantly. anything immune to Vorpal weapons are immune to this ablity. Creatures with HD double your level or higher are immune to this ablity.
(5) no weapon is alien-
You are proficient in All melee weapons, including improved weapons. Any martial or exotic weapon you had proficiency in before this gains a +1 to hit and a +2 to damage.
(5) one hit KO-
If an opponent is hit with deadly blow and every one of your attacks struck, the opponent (if a living being) must make a fortitude save (dc=20+your level) or die instantly.
(6) through the rain of blood-
You dash through a fight with supernatural ease. You can, as a full round action, make a charge attack. This functions as normal, but you do not provoke AOO's for your movement, and you may make an attack against every opponent next to your charge line.
Bows & crossbows
Crossbows can only attack once a round.
(1) gain a +1 to hit and damage with bows and crossbows. This can be taken up to 5 times. It's effects stack.
(2) deadly aim- you may take a -2 to hit to gain a +4 to damage. If you are using a crossbow, the extra damage becomes +6.
(2) crossbow mastery- you You may make one crossbow attack as a full round action, rolling all of your full attack dice. If any hit, the attack hits. Multiply the damage of the attack by the number of dice that successfully hit the foe. This attack only criticals if all attacks threaten a critical. Sneak attack doesn't function normally with this attack. Instead, you treat the damage as if you hit with An extra full attack dice.
(2) Pin- you can pin an opponent to any surface they are near, preventing them fro moving until they remove the arrow/bolt. You take a -5 to hit for using this trick shot, and more if you want to pin someone to something smaller then a wall or the floor.
(3) crippling hit-
By taking a -2 to hit, you can aim for an opponent's legs or arms. If the attack hits the legs, it does normal damage, and also halves their speed for the turn. If it hits the arms, the opponent takes a -4 to hit with all weapon attack rolls until the next turn.
(3) overdraw- double the damage dice your weapon rolls when you attack with a bow or crossbow as a standard action.
(4) perfect aim- when firing your bow or crossbow as a standard action, you may roll twice and take the better result.
(4) staggering hit- whenever you hit a foe with your arrows or bolts, you can force them to make a dc 10+your str mod (if you're using a bow) or dc 20 (if you're using a crossbow) fortitude save or be dazed for a round. You can only force a foe to make a save once a round. Opponents 3 size catagories or more above yours are immune.
(5) dead on- you multiply your damage dice by four instead of two when using overdraw.
Guns-
(1) gain a +1 to hit and damage with guns. This can be taken up to 5 times. It's effects stack.
(2) deadly aim- you may take a -2 to hit to gain a +4 to damage. If you are using a 2handed gun, the extra damage becomes +6.
(2) unload- you may make a number of attacks with your gun equal to the number of bullets in your gun or 6, whatever is less. Each attack is sloppy, made at a -5 penalty, and your gun automatically suffers the effects of a misfire from the high speed shooting. You cannot use unload while your gun is broken. You cannot use deadly aim while using this ablity.
(2) shoot hand- you may target a foe's hand with your gun, at a -5 penalty. If you successfully hit him, he a takes half normal damage and is automatically disarmed.
(3) precise aim- when you shoot a foe within the first range increment of your weapon, double the weapon's base damage dice. This extra damage is precision damage.
(3) crippling hit- as per bow tree perk, but with guns.
(3) deadly critcials- increase your critical modifier with guns by 1.
(4) headshot- as a full round action, you can take one shot at a -5. This shot automatically threatens a critical hit.
Artifice-
Bombs take 1 round to explode, and explode on your next turn's start. A longer delay can be place on a bomb, up to 10 rounds.
If hit by a fire attack and you use black powder explosives, you must make a reflex save or have your bombs explode.
1- mild tech (common guns, minor black powder based explosives.) 2d6 bombs
2- better tech- (uncommon guns, greater black power explosives) 3d6 bombs
3- greater tech- (weak chemical based explosives) (4d6 bombs)
4- superior tech- (greater chemical based explosives) (5d6 bombs)
5- trigger tech- (ability to trigger tech easier, like grenade pin designs.) (swift action trigger bombs)
6- impact bombs- exactly what the name implies. Impact bombs are very unstable, and must be kept carefully. In addition, your chemical bombs get better. (6d6 bombs)
7- shrapnel and concussive bombs- your bombs can now do half force damage, or an extra 1d6 slashing and bleed.
8- wireless communication- wireless trigger bombs. Can now make C4. C4 deals 10d6 fire/force damage, but takes a week to make. C4 is always wireless trigger.
Bombs are expensive, and hard to make. You can typically make one chemical bomb a day, or one black powder bomb an hour. Wireless trigger bombs take two days to make.
Bonds-:
You can take a Familiar- (as per a wizard's familiar)
Bonded item must be taken at 1st level-
You love an object, and you splinter your mind off into it.
Bonded items all have a few things in common-
Reliant spellcasting- casting without your bonded item is challenging, requiring a dc 15+spell level caster check
Sanity pool- when you have your bonded item in hand (or worn) you can cast using it's pool of sanity. It's pool of sanity is 5 + 2 sanity/level, and restores each day at dawn or dusk, your choice.
All items become sentient at character level 9. They are whatever alignment you envision them as, hand have 10 ranks in one skill of your choice. The sanity pool increases by 5, and the item can speak to you, and only you.
The item may develop greater thoughts and powers if fed nightmare fuel.
Bonded item ablites- all these ablites are SU-
Wand-
(All refrences to "fire" may be replaced with your hidden power element if human.)
lv 1-
throw fire as per create fire as a standard action so long as the wand's sanity pool has at least one point in it.
Lv 6-
You may summon a weapon (bound weapon) over your wand. This allows you to effectively wield the weapon and the wand at the same time.
Lv 11-
Burn wave- the item can, once a day, loose a wave of fire, hitting everythign in a 15 ft wide, 30ft long line for 5d10 fire damage.
Robe-
Lv 1- minor levitation-
You float 2 feet above the ground, so long as you aren't wearing armor you lose all robe abilities when wearing armor. You may hover above water for a number of rounds a day equal to the item's sanity pool.
Lv 1- enhanced Mage armor- Mage armor provides an additional +1 to armor class. This increases every 5 levels.
Lv 6- levitation-
You may levitate over water without limit, and you may fly, as per the spell, for 1 round per point in your sanity pool a day.
Lv 11- telekinesis-
You May manipulate objects within 30 ft as if you were holding them. You may only do this to one object at a time. If wielding a weapon with this ability, you threaten from that square, and cannot make AOO's from yours.
Staff-
Large pool-
The staff has a extra point in the sanity pool per level.
Lv 6- store spell-
You may cast a spell into the staff, saving it for later. This spell has no cost to your sanity after the original casting. For every day the spell remains stored in the staff, add +1 damage to the spell if it's damaging (to a maximum of +15) or a +1 to duration (to a maximum of double) or, if it lacks any of these things, a +1/4th to effective spell level (maximum +3, always round down.)
Lv 11- staff-shield-
Your staff begins functioning as a focal point for a permanent shield effect.
Ribbon-
Voice of the split mind-
You gain skill focus in any one cha based skill.
6th level- Close bond- item becomes sentient early. At 9th level, the item gains a +2 boost to any one mental stat, and can speak through you so long as you allow it. It can have an entirely different voice from yours. In addition, it gets another 10 skill ranks in one skill of your choice, so long as it is a cha skill. Both skills gain more skill points as you level, to a maximum of your level.
11th level- shared essence- item cannot be attacked, stolen, or targeted while in your possession. You can switch minds with the item at will. The item can cast spells as if it were you when it is in your body, but isn't very good at physical combat. You can no longer draw from the item's sanity pool, it casts with it while using your body. The item gains hidden power as a spell-like ability while it's in your body, even though it's not human. You automatically stableize when brought below 0 hp.
Bracers-
Improved unarmed strike- you gain improved unarmed strike as a bonus feat.
6th level- Deflection- gain a +5 deflection bonus to any one physical attack each turn.
11th level- strength bracers- you can lift 4* your normal amount and when wearing a shield, you increace it's shield bonus to ac by 3.
Collar-
Beastial speech- you gain a +5 to all cha checks vs animals that can hear your voice, but you often are gruff and harsh, and take a -2 to diplomacy checks vs humanoids.
6th level- you can choose one species of animal on the familiar or animal compaion list. You gain minor traits similar to that animal, and can speak to that animal and others of it's kind. Bears may not be selected. This a personal thing, and not a normal rule.
9th level- animal mind- instead of gaining sentence, your item bonds with your mind. You think more like the animal you're bound to, and gain the bonus that the animal gives as a familiar if the Animal is on the familiar list. This stacks with all other bonuses. If the animal is on the animal companion list, you gain one of it's natural attacks. You gain a +2 to wisdom and a -1 to all int based checks. You gain some more athstetic features of the animal. In addition, you gain a +2 to initiative.
11th level-
Animal self or animal lord-
Animal self- you move a size category closer to your chosen animal, gain the animal subtype, and are effectively an anthropomorphic animal of the animal you're bonded to. you gain a +2 to dex if you shrink in size, and a +2 to str if you grow. You can now speak in the animal's language fluently. unlike other bonded item powers, this is EX. You can assume full animal form as per beast form III. you only get the creatrue's natural attacks, and size and stat changes. You cha assume full animal form for 1/min a level.
Animal lord- you gain a familiar of your chosen animal. The familiar has your maximum hp and sanity, and can cast produce flame. If you don't have a familiar type animal, you don't gain a familiar. In addition, any animal of your type that you speak too is affected as per charm animal, and all animals understand you perfectly.
rouge:
Rouge
(1)Magical trapfinding- you can disarm magic traps with a disable device check.
(1) Sneak attack- whenever you hit a foe who is unaware of your presence, or unaware that you're a threat, with a melee attack that attach does double damage.
(2) ranged sneak attack- sneak attack can now be used with ranged weapons within their first range increment.
(2) improved melee sneak attack- whenever you sneak attack a foe with a light weapon, it deals x3 damage.
New feats-
Dying rage- at 1/4 your hp or less, you gain a +3 to hit and damage.
Enhanced hidden power-
Hidden power does an extra 1d6 damage age per three levels (minimum +1d6)
Mage tree:
Mage tree
Base-
Mage- you gain another 1st level spell as a spell known. This does not take up any spell levels. If you are human, you also gain hidden power. You gain half your wisdom bounus to sanity every time you select sanity as your level option.
(1) Mage accuracy-
Add +1 to attack rolls with spells. This can be taken more then once. It's effects stack.
(1) Mage spells-
You can memorize 10 new spell levels worth of spells. This can be taken multiple times.
Evocation branch-
(1) Casual blasting-
All evocation spells you cast deal one less sanity damage, to a Minimum of one. This can be taken up to 5 times. It's effects stack.
(2) favored blasting-
All evocation spells of an element of your choice do +1 damage per dice.
(2) hidden reserves (human only)-
Hidden power gains an extra dice of damage, and does +1 damage per dice.
Enchantment branch-
(1) enchanter-
Your enchantment spells have no detectable vocal or somatic comments.
(2) enchanter's eyes-
You gain a +3 on all charisma based checks vs humanoids.
(3) enchanter's tricks-
The enchanter may add thier cha mod to thier will mod for the purposes of sanity.
(4) hypnosis-
The enchanter may add a pendulum to thier enchantment spells as a focus component, allowing them to cast enchantment spells in 1/10th the time (minimum 1 standard action)
Illusion is now a subschool of enchantment.
Conjuration-
(1) conjurer-
Sanity damage caused by casting conjuration spells is reduced by 1.
(2) seed conjuring- when using any of the seed spells, the size of the ground affected by the seed can be doubled. This choice is made when the seed is thrown.
(2)improved bound weapons- you can summon any of the bound weapons. In addition, they gain extra effects-
Bound scythe- on a critical hit, gain all damage done (to a maximum of how many hp the opponent had remaining) as temporary hit points.
Bound sword- critical range increases to 15-20.
Bound greatsword- causes one point of bleed damage per hit. This bleed damage stacks with itself.
Bound dagger- can be thrown, and reappears in your hand after. Does an additional 1d6 damage in the surprise round.
(3) (requires seed conjuring) create seed- you can change any aria effect conjuration spell into a seed spell, allowing you to store it like grass seed.
Divination branch-
(1)Deviner- you gain a +2 insight bonus to ac can always act int the surprise round.
(2) predictions- you gain a +2 insight bounus to ac.
(2) eldrich resistance- having seen the other side repeatedly, you take 2 less points of sanity damage from insanity auras.
(2) lasting predictions- whenever you use a divination spell that gives a statistical bounus, it lasts twice as long.
Transmutations branch-
(1) mutable- you can alter minor details about yourself at will, giving you a +5 to disguise to appear as anyone of your race.
(2) highly mutable- you gain a +2 to str or dex. This bounus can be changed as a standard action. You can also change racial appearance to elf, human, or half elf at will of you are medium sized. You can also change gender at will. This is a polymorh effect. In addition, you take half sanity drain when using polymorph spells on yourself.
(2) extended shifts- all your polymorh spells double in duration.
(3) shift others- your self-only polymorh spells become spells with a range of touch that can effect any willing creature. They take half the sanity drain you took when casting the spell.
(4) baleful shift others- you can force others to shapeshift with a touch attack. They must make a will save or be stuck until it is dispelled, and behave like the race of the creature you shifted them into.
(5) anatomist-
Changing your or others forms with a polymorph spell heals them for 50hp. This only works once a day.
Necromancy tree-
Necromancer- your grip on life is strong. You must be reduced to negative double your con before you die.
(1) healer- all heal spells add your level to the damage healed.
(1) wrecker- status conditions you inflict with necromancy spells last twice as long.
(2) heal self- once a day, you can heal yourself for 1d8+your level as a standard action.
(2) delay debuff- once a day, you can ignore any one debilitating condition you have for a number of rounds equal to your cha mod.
Devine tree:
Devine tree-
(1) your spells come from a higher power. Spells get a +2 to their dc when cast against evil creatures. (Nightmare fuel creatures, demons, undead) So long as you have a silver or gold holy symbol focus.
(2) your spells are easier on you to cast, giving you some breathing room. Whenever you roll a sanity damage dice from casting a spell, you may choose to roll twice and take the lower result. You can do this a number of times per day equal to your level. In addition, you no longer suffer from arcane spell failure.
(3) you resist corrupting forces of darkness. You become highly resistant to insanity auras, halving all damage from insanity auras.
magical artifice:
Magical artifice
Base-
Extract nightmare fuel-
Allows you to extract nightmare fuel from fallen enemies.
(1) staff-craft
You learn to use nightmare fuel to create staves capable of casting spells.
(1) weapons and armor-
Weapons and armor.
(1) mic-craft-
You learn to craft objects not covered by anything else. You must have seen a mic object or notes on the mic object to craft it.
mic perks:
Gain spellbook (add spells you find of the spellbook. A spellbook can contain 100 spell levels if written in normal language. You must take a move action to find a spell in a spellbook, and a full round action to cast a spell on the page you are on.)
nightmare tree:
Nightmare tree-
Each perk in this tree gives a +1 to cha based skill checks vs the denizens of the dark tapestry, but a -1 vs all humanoids, as you become more distant and Alien.
Base- access to nightmare spells, drow.
(1) dark casting-
All spells gain the (nightmare) descriptor. Nightmare spells have a +2 to the save dc vs any creature not from the dark tapestry.
(2) accustomed to the tapestry-
You take 5 less damage from insanity auras.
(3) dark blasting-
All spells that do elemental damage are now half dark damage when you cast them. Dark resistance is virtually nonexistant, only present in god-like powers.
(4) charge magic-
You begin to produce a degree of magic yourself, allowing you to fuel magic objects. Once a day, you can fuel a magic object as with 1 nightmare fuel.
(5) eyes of the tapestry- if you have darkvision, it becomes see in darkness. If you don't, you gain 60ft darkvision.
(6) improved eyes of the tapestry- if you have darkvision, it becomes see in darkness. If you have see in darkness of grow an eye on the back of your neck, giving you all around vision.
(7) intrinsic magic-
You gain a pool of spell levels that refreshes itself every day. You can cast up to 10 levels of spells per day without paying the sanity cost.
(8) aura of loss-
All those within 5 feet of you are shaken. This is a mind effecting fear effect.
(9) bleak aura-
Those in your aura of loss must make a dc 15 will save or become dazed for one round. Once this save is made, the person who made the save becomes immune for 24 hours,
(10) grim-
You become utterly alien. You become immune to precision damage, and you consistently speak in Alklo. Those who touch you take 1 sanity damage per round of contact. The tapestry regards you as one of their own, and won't attack unprovoked.
legend traits:
Pc's may take one of the following traits-
Legend traits-
Legend warrior- (fighter class skills)
Choose blades, guns, or crossbows and bows. You have full bab with respects to those weapons. In addition, you're treated as having full bab for the purposes of cmd. If you put 5 or more perks into one of the other weapon trees, the benefits of this trait extend to those weapons as well.
Blue Mage- (wizard class skills)
You may attempt to learn any spell you're targeted with and fail a save against (if there is a save), including monstrous spells. Monstrous spells may require a nightmare fuel component. You still must have room to learn the spell. Death effects can be learned if you pass the save. Casting nightmare spells without any perks in the nightmare tree does double sanity damage. Putting blue Mage spells into a spellbook requires you to write the spell in the spellbook. You must begin writing within 1d4 minutes of beign affected by the spell. blue Mage spells cannot be copied from a spellbook, as they are a description of the sensations felt on the receiving end of the spell.
Backstabbing son of a ****- (rouge class skills)
Your multiplier to sneak attack damage doubles towards any enemy that is friendly towards you.
Stabby- (rouge class skills)
Daggers do 1d6 damage for you, and deal *2 extra damage on a sneak attack. Increases to sneak attack damage don't stack, but instead add +1 to the multiplier.
Jack of all stats- (bard class skills)
Gain a +1 to all skill checks and can make all Skill checks untrained. You also gain +1 to damage with all weapons, a +1 to CL checks, and a +1 to all saves. You gain a +2 to skills per level.
Hive wall- (wizard class skills)
The shield spell gives a +6 force shield bonus to ac, and dr 5/- against ranged attacks, and protects all allies within 5ft. At 4th level and every level thereafter, the dr vs ranged attacks increases by 1. At 5th level and every 5 levels thereafter, the shield bonus increases by 1. At 10th level, she shield protects all allies within 10ft.