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Fixed some of the spells and some mistakes.


Gun Mage
Hit Dice: d6

Skill Points at 1st Level: (6 + Int modifier) X 4.
Skill Points at Each Additional Level: 6 + Int Modifier.

Class skills (and the key ability): Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) Tumble (Dex), Use magic Divice (Cha), and Use Rope (Dex) Intimidate(Cha)

Weapon and Armor Proficiency: A Gun Mage is proficient with all simple weapons, her gun, and light armor.

Gun: A Gun Mage begins play with a master work quality gun. The exacte look of the gun differes for each Gun Mages but all have the same floting ring just beyond the muzzle of the gun. A Gun Mage may use there gun as a melee weapon at no penelty to deal 1d6 bluding damage. There is a 50% risk of the gun going off and accidently hitting the Gun Mage or the target bludined randomly picked by the DM. If distroyed a Gun Mage may forge a new gun to replace the old one. Doing so casts 1000 gp and two weeks work and requires a special lab to be set up for the gun. A Gun Mage's guns have a range of 50ft. and a X3 crit. and weigh 2 lb. A PC that multi classes into the Gun Mage class has to forge her gun.

Attack: A Gun Mages ammo never runs out and never needs to be reloaded. At 1st. level the damage the attack deals is 1d6. Every 4 levels after first the Gun Mage's attacks increases in damage as the Gun Mage gains levels (to a max of 5d6 at 17th level).

Blue Bullet: Starting at 1st level by being exposed to fiends spells, powers, spell-like, and psi-like abilities a Gun Mage can take theses abilites to use agenst her foes. A Gun Mage fighting one of her favored fiends may forgo dealing fiend hunter damage to steal spell energy from her target. If the Target is willing, a Gun Mage can steal a spell or power with a touch as a standard action. The target of a blue bulit loses one 0-level or 1st-level spellor power from memory if she prepares spells or powers ahead of time, or the slot if a spontaneous caster or manifester. A spontaneous caster/manifester also loses the ability to cast the stolen senergy for 1 minute. A Gun Mage can chose which spell or power to steal; otherwise, the DM determins the stolen spell or power randomly. After using blue bullet, a Gun Mage can cast the spell or power herself on a subsequent turn. Treat the spell or power as if it were cast by the original owner of the spell for the purpose of determining caster leve, save DC, and so on. A Gun Mage can cast this spell or power even if she doesn't have the minimum ability score normally required to cast a spell of that level. The blue bullet must be cast within 1 hour or the energy is lost harmlessly. The Gun Mage must supply the same components (including verbal, somatic, material, XP, and any focus) required for the spell. At 5th level the Gun Mage can steal spell-like and psi-like abilites from fiends. As a Gun Mage gains levels, she can choose to take higher-level spells to be used as blue bullets as indicated on the Gun Mage discription. At and one time, a Gun Mage can possess a maximum number of blue bullets equal to her class level (treat 0-level spells as 1/2 level for this purpose). A Gun Mage can't apply metamagic feats of other effects to the spell unless the spell stolen was prepared with such an effect. At 5th level and higher, a Gun Mage can give up his fiend hunter damage to temporarily steal a creature's spell-like ability. If the target is willing, a Gun Mage can steal a spell-like ability with a touch as a standard action. This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A Gun Mage can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Gun Mage can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the Gun Mage can't steal it. A Gun Mage can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A Gun Mage must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Gun Mage uses the ability (or until the minute elapses), the target cannot use the stolen ability for 1 minute. The Gun Mage has a 10% chance of permitly learning the new blue bullet (ether as a spell or spell-like ability usablilt is up to DM determination). All blue bullet abilitys are cast from the Gun Mage's gun.
Fiend Hunter: The Gun Mage spechalizes in hunting certain fiends. At 1st level, a Gun Mage selects a type of fiends from among those given. The Gun Mage gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and survival checks when using these skills against fiends of this type. The Gun Mage also gets a +2 bonus on weapon damage rolls against such fiends. At 5th lecel and every five levels thereafter (10th, 15th, 20th level), the Gun Mage selects an additional fiend from those given in the table. In addition, at each such interval, the bonus against any one fiend (including the one just selected) increases by 2. At 10th level, the Gun Mage has three favored fiends, and gains and additional +2 bonus, which he can allopcate to the bonus against any one of his three favored fiends. See the Ranger favored enemy table on page 17 in the Players Handbook for the fiends the Gun Mage may take.

Scan: At 3rd level a Gun Mage can scan an enemy or area for magical effets and aruas. Use of this ability is a swift action and can be used a number of times per day equal to her Charisma Modifier (minimum 1). Her caster level is equal to her Gun Mage level. This ability duplacates the spell Arcane Sight. At 9th level the Gun mage can use this ability to better effect. She may now use Greater Arcane Sight.

Close Combat Shot: At 2nd level a Gun Mage can attack with her gun while in a threatedened square and not provoke and attack of opportunity.

Spells: Beginning at 4th level, a Gun Mage gains the ability to cast a small number of arcane spells, which are drawn from the Gun Mage spell list. A Gun Mage does not need to prepare her spells in advance. To cast a spell, a Gun Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for the saving throw against a Gun Mage spell is 10 + the spell level + the Gun Mages Charisma modifier. The Gun Mage can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spell per day if she has a high Chrasma

Table: Gun Mage Fiend Hunter
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Table: The Gun Mage
—Spells per Day—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Attack 1d6, 1st Fiend Hunter, Blue Bullet (0 or 1st) — — — —
2nd +1 +0 +3 +0 Close Combat Shot — — — —
3rd +2 +1 +3 +1 Scan 1 — — — —
4th +3 +1 +4 +1 Bule Bullet (2nd) 0 — — —
5th +3 +1 +4 +1 Attack 2d6, 2nd Fiend Hunter, Blue Bullet (spell-like ability) 0 — — —
6th +4 +2 +5 +2 Bule Bullet (3rd) 1 — — —
7th +5 +2 +5 +2 Bule Bullet (absorb spell) 1 — — —
8th +6/+1 +2 +6 +2 Blue Bullet (4th) 1 0 — —
9th +6/+1 +3 +6 +3 Attack 3d6, Scan 2 1 0 — —
10th +7/+2 +3 +7 +3 3rd Fiend Hunter, Blue Bullet (5th) 1 1 — —
11th +8/+3 +3 +7 +3 1 1 0 —
12th +9/+4 +4 +8 +4 Blue Bullet (6th) 1 1 1 —
13th +9/+4 +4 +8 +4 1 1 1 —
14th +10/+5 +4 +9 +4 Attack 4d6, Blue Bullet (7th) 2 1 1 0
15th +11/+6/+1 +5 +9 +5 4th Fiend Hunter 2 1 1 1
16th +12/+7/+2 +5 +10 +5 Bule Bullet (8th) 2 2 1 1
17th +12/+7+2 +5 +10 +5 Attack 5d6 2 2 2 1
18th +13/+8/+3 +6 +11 +6 Bule Bullet (9th) 3 2 2 1
19th +14/+9/+4 +6 +11 +6 3 3 3 2
20th +15/+10/+5 +6 +12 +6 5th Fiend Hunter, Blullet (absorbe spell immediate casting) 3 3 3 3

Gun Mage Spells Known

-- Spells Known --
Level 1st 2nd 3rd 4th
1st -- -- -- --
2nd -- -- -- --
3rd -- -- -- --
4th 2[1] -- -- --
5th 2 -- -- --
6th 3 -- -- --
7th 3 -- -- --
8th 4 2[1] -- --
9th 4 2 -- --
10th 4 3 -- --
11th 4 3 2[1] --
12th 4 4 3 --
13th 4 4 3 --
14th 4 4 4 2[1]
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
1 Provided that the Gun Mage has sufficient Chrisma to have bonus spell of this level.

Gun Mage Spells
1ST-LEVEL GUN MAGE SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Disguise Self: Changes your appearance.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Undetectable Alignment: Conceals alignment for 24 hours.
Magic Weapon: Weapon gains +1 bonus.
*Know Greatest Enemy: Determines relative power level of creatures in the area.

2ND-LEVEL GUN MAGE SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Wind Wall: Deflects arrows, smaller creatures, and gases.
*Fell the greatest foe: Deal extra damage to creatures larger than you

3RD-LEVEL GUN MAGE SPELLS
Dispel Magic: Cancels magical spells and effects.
Darkvision: See 60 ft. in total darkness.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Magic Weapon, Greater: +1 bonus/four levels (max +5).
Water Walk: Subject treads on water as if solid.
*Word of binding: Magical manacles restrain foe.
*Lively step: You and your allies gain +10 speed increase

4TH-LEVEL GUN MAGE SPELLS
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
*Deeper darkvision:Subject can see 90 ft in magical darkness
*Foebane: Your weapon becomes +5 and deals 2d6 damage against favored enemies
*Implacable pursuer: You know where prey is, as long it’s moving
*Know Vulnerablitites: Determine subject’s vulnerabilitities and resistances.


Its a work in progress let me know if you find something wrong or have an idea to fix it. Injoy.


Gun Mage
Hit Dice: d6

Skill Points at 1st Level: (6 + Int modifier) X 4.
Skill Points at Each Additional Level: 6 + Int Modifier.

Class skills (and the key ability): Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Handle Animal (Cha), Hide (Dex), Jump (Str), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str) Tumble (Dex), Use magic Divice (Cha), and Use Rope (Dex).

Weapon and Armor Proficiency: A Gun Mage is proficient with all simple weapons, her gun, and light armor.

Gun: A Gun Mage begins play with a master work quality gun. The exacte look of the gun differes for each Gun Mages but all have the same floting ring just beyond the muzzle of the gun. A Gun Mage may use there gun as a melee weapon at no penelty to deal 1d6 bluding damage. There is a 50% risk of the gun going off and accidently hitting the Gun Mage or the target bludined randomly picked by the DM. If distroyed a Gun Mage may forge a new gun to replace the old one. Doing so casts 1000 gp and two weeks work and requires a special lab to be set up for the gun. A Gun Mage's guns have a range of 50ft. and a X3 crit. and weigh 2 lb. A PC that multi classes into the Gun Mage class has to forge her gun.

Attack: A Gun Mages ammo never runs out and never needs to be reloaded. At 1st. level the damage the attack deals is 1d6. Every 4 levels after first the Gun Mage's attacks increases in damage as the Gun Mage gains levels.

Blue Bullet: Starting at 1st level by being exposed to fiends spells, powers, spell-like, and psi-like abilities a Gun Mage can take theses abilites to use agenst her foes. A Gun Mage fighting one of her favored fiends may forgo dealing fiend hunter damage to steal spell energy from her target. If the Target is willing, a Gun Mage can steal a spell or power with a touch as a standard action. The target of a blue bulit loses one 0-level or 1st-level spellor power from memory if she prepares spells or powers ahead of time, or the slot if a spontaneous caster or manifester. A spontaneous caster/manifester also loses the ability to cast the stolen senergy for 1 minute. A Gun Mage can chose which spell or power to steal; otherwise, the DM determins the stolen spell or power randomly. After using blue bullet, a Gun Mage can cast the spell or power herself on a subsequent turn. Treat the spell or power as if it were cast by the original owner of the spell for the purpose of determining caster leve, save DC, and so on. A Gun Mage can cast this spell or power even if she doesn't have the minimum ability score normally required to cast a spell of that level. The blue bullet must be cast within 1 hour or the energy is lost harmlessly. The Gun Mage must supply the same components (including verbal, somatic, material, XP, and any focus) required for the spell. At 5th level the Gun Mage can steal spell-like and psi-like abilites from fiends. As a Gun Mage gains levels, she can choose to take higher-level spells to be used as blue bullets as indicated on the Gun Mage discription. At and one time, a Gun Mage can possess a maximum number of blue bullets equal to her class level (treat 0-level spells as 1/2 level for this purpose). A Gun Mage can't apply metamagic feats of other effects to the spell unless the spell stolen was prepared with such an effect. At 5th level and higher, a Gun Mage can give up his fiend hunter damage to temporarily steal a creature's spell-like ability. If the target is willing, a Gun Mage can steal a spell-like ability with a touch as a standard action. This spell-like ability can originate from the target's class, race, template, or any other source, and can be of any level up to a maximum of one-third the spellthief's class level. A Gun Mage can select a specific spell-like ability to steal; otherwise, the DM chooses the ability at random. If the ability has a limited number of uses per day, the target must have at least one such use left, or the Gun Mage can't steal the ability. If the target can't use its ability at the present time (such as a summoned demon's summon ability), the Gun Mage can't steal it. A Gun Mage can use a stolen spell-like ability once. For all purposes (caster level, save DC, and so on), treat the spell-like ability as if it were being used by the original possessor of the ability. A Gun Mage must use the stolen spell-like ability within 1 minute of acquiring it, or it is lost harmlessly. Until the Gun Mage uses the ability (or until the minute elapses), the target cannot use the stolen ability. The Gun Mage has a 10% chance of permitly learning the new blue bullet (ether as a spell or spell-like ability). All blue bullet abilitys are cast from the Gun Mage's gun.
Fiend Hunter: The Gun Mage spechalizes in hunting certain fiends. At 1st level, a Gun Mage selects a type of fiends from among those given. The Gun Mage gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and survival checks when using these skills against fiends of this type. The Gun Mage also gets a +2 bonus on weapon damage rolls against such fiends. At 5th lecel and every five levels thereafter (10th, 15th, 20th level), the Gun Mage selects an additional fiend from those given in the table. In addition, at each such interval, the bonus against any one fiend (including the one just selected) increases by 2. At 10th level, the Gun Mage has three favored fiends, and gains and additional +2 bonus, which he can allopcate to the bonus against any one of his three favored fiends. See the Ranger favored enemy table on page 17 in the Players Handbook for the fiends the Gun Mage may take.

Scan: At 3rd level a Gun Mage can scan an enemy or area for magical effets and aruas. Use of this ability is a swift action and can be used a number of times per day equal to her Charisma Modifier (minimum 1). Her caster level is equal to her Gun Mage level. This ability duplacates the spell Arcane Sight. At 9th level the Gun mage can use this ability to better effect. She may now use Greater Arcane Sight.

Close Combat Shot: At 2nd level a Gun Mage can attack with her gun while in a threatedened square and not provoke and attack of opportunity.

Spells: Beginning at 4th level, a Gun Mage gains the ability to cas a small number of arcane spells, wich are drawn from the GUn Mage spell list. A Gun Mage must choose and prepare her spells in advance. To prepare or cast a spell, a Gun Mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for the saving throw against a Gun Mage spell is 10 + the spell level + the Gun Mages Charisma modifier. The Gun Mage can only cast a certain number of spells of each spell level per day. Her base daily spell allotment is given on the table. In addition, she receives bonus spell per day if she has a high Chrasma.

Table: Gun Mage Fiend Hunter
Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Table: The Gun Mage
—Spells per Day—
Level Base Attack Bonus Fort Save Ref Save Will Save Special 1st 2nd 3rd 4th
1st +0 +0 +2 +0 Attack 1d6, 1st Fiend Hunter, Blue Bullet (0 or 1st) — — — —
2nd +1 +0 +3 +0 Close Combat Shot — — — —
3rd +2 +1 +3 +1 Scan 1 — — — —
4th +3 +1 +4 +1 Bule Bullet (2nd) 0 — — —
5th +3 +1 +4 +1 Attack 2d6, 2nd Fiend Hunter, Blue Bullet (spell-like ability) 0 — — —
6th +4 +2 +5 +2 Bule Bullet (3rd) 1 — — —
7th +5 +2 +5 +2 Bule Bullet (absorb spell) 1 — — —
8th +6/+1 +2 +6 +2 Blue Bullet (4th) 1 0 — —
9th +6/+1 +3 +6 +3 Attack 3d6, Scan 2 1 0 — —
10th +7/+2 +3 +7 +3 3rd Fiend Hunter, Blue Bullet (5th) 1 1 — —
11th +8/+3 +3 +7 +3 1 1 0 —
12th +9/+4 +4 +8 +4 Blue Bullet (6th) 1 1 1 —
13th +9/+4 +4 +8 +4 1 1 1 —
14th +10/+5 +4 +9 +4 Attack 4d6, Blue Bullet (7th) 2 1 1 0
15th +11/+6/+1 +5 +9 +5 4th Fiend Hunter 2 1 1 1
16th +12/+7/+2 +5 +10 +5 Bule Bullet (8th) 2 2 1 1
17th +12/+7+2 +5 +10 +5 Attack 5d6 2 2 2 1
18th +13/+8/+3 +6 +11 +6 Bule Bullet (9th) 3 2 2 1
19th +14/+9/+4 +6 +11 +6 3 3 3 2
20th +15/+10/+5 +6 +12 +6 5th Fiend Hunter, Blullet (absorbe spell immediate casting) 3 3 3 3

Gun Mage Spells Known

-- Spells Known --
Level 1st 2nd 3rd 4th
1st -- -- -- --
2nd -- -- -- --
3rd -- -- -- --
4th 2[1] -- -- --
5th 2 -- -- --
6th 3 -- -- --
7th 3 -- -- --
8th 4 2[1] -- --
9th 4 2 -- --
10th 4 3 -- --
11th 4 3 2[1] --
12th 4 4 3 --
13th 4 4 3 --
14th 4 4 4 2[1]
15th 4 4 4 3
16th 4 4 4 3
17th 5 4 4 4
18th 5 5 4 4
19th 5 5 5 4
20th 5 5 5 5
1 Provided that the Gun Mage has sufficient Chrisma to have bonus spell of this level.

Gun Mage Spells
1ST-LEVEL GUN MAGE SPELLS
Alarm: Wards an area for 2 hours/level.
Animal Messenger: Sends a Tiny animal to a specific place.
Charm Animal: Makes one animal your friend.
Disguise Self: Changes your appearance.
Delay Poison: Stops poison from harming subject for 1 hour/level.
Detect Animals or Plants: Detects kinds of animals or plants.
Detect Poison: Detects poison in one creature or object.
Detect Snares and Pits: Reveals natural or primitive traps.
Endure Elements: Exist comfortably in hot or cold environments.
Entangle: Plants entangle everyone in 40-ft.-radius circle.
Hide from Animals: Animals can’t perceive one subject/level.
Jump: Subject gets bonus on Jump checks.
Longstrider: Increases your speed.
Magic Fang: One natural weapon of subject creature gets +1 on attack and damage rolls.
Pass without Trace: One subject/level leaves no tracks.
Read Magic: Read scrolls and spellbooks.
Resist Energy: Ignores 10 (or more) points of damage/attack from specified energy type.
Speak with Animals: You can communicate with animals.
Summon Nature’s Ally I: Calls animal to fight for you.
2ND-LEVEL GUN MAGE SPELLS
Barkskin: Grants +2 (or higher) enhancement to natural armor.
Bear’s Endurance: Subject gains +4 to Con for 1 min./level.
Blur: Attacks miss subject 20% of the time.
Cat’s Grace: Subject gains +4 to Dex for 1 min./level.
Hold Animal: Paralyzes one animal for 1 round/level.
Owl’s Wisdom: Subject gains +4 to Wis for 1 min./level.
Protection from Energy: Absorb 12 points/level of damage from one kind of energy.
Snare: Creates a magic booby trap.
Speak with Plants: You can talk to normal plants and plant creatures.
Spike Growth: Creatures in area take 1d4 damage, may be slowed.
Summon Nature’s Ally II: Calls animal to fight for you.
Wind Wall: Deflects arrows, smaller creatures, and gases.
3RD-LEVEL GUN MAGE SPELLS
Command Plants: Sway the actions of one or more plant creatures.
Dispel Magic: Cancels magical spells and effects.
Darkvision: See 60 ft. in total darkness.
Diminish Plants: Reduces size or blights growth of normal plants.
Magic Fang, Greater: One natural weapon of subject creature gets +1/three caster levels on attack and damage rolls (max +5).
Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
Plant Growth: Grows vegetation, improves crops.
Reduce Animal: Shrinks one willing animal.
Remove Disease: Cures all diseases affecting subject.
Repel Vermin: Insects, spiders, and other vermin stay 10 ft. away.
Summon Nature’s Ally III: Calls animal to fight for you.
Tree Shape: You look exactly like a tree for 1 hour/level.
Water Walk: Subject treads on water as if solid.
4TH-LEVEL GUN MAGE SPELLS
Animal Growth: One animal/two levels doubles in size.
Commune with Nature: Learn about terrain for 1 mile/level.
Dimension Door: Teleports you short distance.
Freedom of Movement: Subject moves normally despite impediments.
Nondetection M: Hides subject from divination, scrying.
Summon Nature’s Ally IV: Calls animal to fight for you.
Tree Stride: Step from one tree to another far away.


I though Eberron was the girl and the other two were the boys?


...You meet Keith Baker and your speachless when he signs your EBCS and takes a picture with you. Because thats what happoned to me at KublaCon 2006.


...When the only thing that your friends say that offends you is when they say something bad about your DM/player style.


King Togar, ALL HAIL KING TOGAR! Will crush the hethins that are Banjo worshipers. King Togar, ALL HAIL KING TOGAR! Will smite Banjo and his followers pillage your corps and eat your babys!


...You turn a final fantasy X-2 job and make it into a d20 class.

...You turn the Kingdome Hearts weapons that Sora, Donnald, and Goofy use into Weapons of Legacy.


AC, base HP, saves, and magic spell prepared. All on a small dry erase board.


I wish I knew of the Banjo religion befor I got in on the whole king Togar wagon. ALL HAIL KING TOGAR!


...Talking about the metaphysics (magic/psionics/incarnum) of worlds that don't exists but still refur to them like they do.

...Getting the D&D sword tattooed to your right arm (Yes I did do this http://www.myspace.com/4373151) and branding yourself a nerd. And being damn proud of it!


The ideas behind the book are not very original. The idea has been in many, many books, movies, and the like. That being said the book is really well done. It not only prvides a use full rule set on how to add them to your campain but also how how to found your own legacy. It also has really cool rules on what happons when you defeat anouther person with a legacy item or even an artifact. It shows two examples on how to turn high level items good only for hight level camapin into legacy items, to give out sooner. Also has some really cool fiction on the 50 or so items in the book. The fiction is genearal enough to add to any campain. It even provides a few detail on how to add some items to a Eberron or Forgoten Realms game. I used the book to make the Kingdom Hearts weapons of Sora, Donnald, and Goofy as legacy weapons and posted them on this site. I hightly recomend the book. In the game I am running all my players have a legacy item. Two of my own makeing and two that are from the book. They love how the items level up with them and have really cool back stories.


41 books that are d20.


Hell yes I would go to Eberron. Its not like I got anything going on in this world to stop me.


Mage's staff
Created by court wizard Donald Duck, Mage's staff is fashioned
of wood and has one end that looks like a voodoo doll head with a
tall curving hat on top.
Nonlegacy Game Statistics: Masterwork/+1 quarterstaff; Cost
2,600 gp.
Omen: When casting a spell the staff flashes with color green
for cure spells, red for fire, blue for cold, and yellow for electricity.

Wielder Requirements
Ability to cast 2nd level spells
knowledge (arcana) 4 ranks
any good

Ritual Costs: least 2,500 gp; lesser 12,500 gp; greater 40,500 gp.

Skill Caster Spell
Character Check Save level Slot
Level Penalty Penalty penalty Loss Abilities
5th - - - - Masterwork/+2 quarterstaff
6th - - - 1st Cure light wounds 3/day
7th - -1 -1 - +1 AC Deflection bonus
8th -1 - - 2nd Fire resistance 10
9th - - - - -
10th - - - 3rd Fireball 3/day
11th - - - - Silent spell 3/day
12th - - - 4th -
13th - - -2 - Lightning bolt 3/day
14th - - - 5th +2 AC Deflection bonus
15th -2 - - - Cold resistance 10
17th - - - 6th Masterwork/+3 quarterstaff
16th - - - - Ice Storm 3/day
18th - - - 7th electricity 10
19th - - - - -
20th - - - 8th Spell storing (5 levels of spells)


Knight's Shield
Knight's shield was a standard issue shield for king Micky's
royal gards. It is round with a picture of king Micky's seal on it.
Nonlegacy Game Statistics: +1 Heavy steel Shield; Cost
2,170 gp. You may make whirlwind attacks as if you had the feat
of the same name.
Omen: When entering battle with Knight's shield strobes once with
bright light from the outer edge in.

Wielder Requirements
+3 base attack bonus
Improved shield bash
Proficient with shield
good alignment

Ritual Costs: least 2,500 gp; lesser 12,500 gp; greater 40,500 gp.

Character Attacke Save Hit Point Abilities
Level Penalty Penalty Loss
5th - - - +1 Bashing shield (+1 weapon)
6th - - 4 -
7th - - - +2 Bashing shield (+1 weapon)
8th - -1 - -
9th -1 - 2 + 2 Bashing shield (+2 weapon)
10th - - - Speed increase +5 feet
11th - - - +2 Bashing throwing shield (+2 weapon)
12th - - 2 -
13th -2 - - +3 Bashing thowing shield (+2 weapon)
14th - - - -
15th - - 2 +3 Bashing throwing shield (+3 weapn)
16th - -2 - Speed increase +10 feet
17th - - - +3 Bashing throwing returning shield (+3 weapon)
18th - -3 2 -
19th - - 2+4 Bashing Throwing returning shield (+3 weapon)
20th - - 2 Haste 5/day swift action one round


Here are the kingdom Hearts weapons presented in legacy format.

Keyblade
The keyblade is a longsword in the style of key with a
small keychain attachet to the hilts pumble.
Nonlegacy Game Statistics: +1 Longsword; Cost
2,315 gp.
Omen: Based on the keychain on the hilts pumble the
keyblade changes in shape and form. This is a cosmetic
change and has no item changeing affects.

Keyblade Wielder Requirements
Base attack bonus +4
any good

Ritual Costs: least 2,500 gp; lesser 12,500 gp; greater 40,500 gp.

Character Attacke Save Hit Point Abilities
Level Penalty Penalty Loss
5th - - - Call to hand
6th - - 4 +2 Longsword
7th - - - Lock 1/day
8th - -1 - See invisaibility 1/day
9th -1 - 2 Fire ball 3/day
10th - - - -
11th - - - Detect secret Doors
12th - - 2 +3 longsword
13th -2 - - -
14th - - - Cone of cold 3/day
15th - - 2 -
16th - -2 - Lightning bolt 3/day
17th - - - Knock 1/day
18th - -3 2 +4 longsword
19th - - 2 Passwall 2/day
20th - - 2 Heal self 1/day

Call to hand: The keyblade at this level when not in use ceases to exist physically. It is suspended in your mind.
As a standard action you may retreve it from your mind. If you die while the key blade is suspended it reapears
in your squar at your death.


I think Wizards needs to fire there edditer because a lot of there products have some grade school errors. I could list the ones I know about but its time for sleep.


Mortikins Disjunktion. Its my favorit and I think its the best spell.


Every one in the group I metioned is still my friend and I treat them as such. We all still hang out play other games and video games and all that. Just not D&D. I forgot to put that in my first post. Its not all there falt that I don't play D&D with them anymore but this was the bigest reason. My story about the guy quiting was just one of intense fustration at him because he just needed to hit him one final time. It was more like ok well if you don't want to play anymore thats fine just roll for this last thing. He did not even give us that gester. I did have fun wiping the party out though. This is just one of the drops in the buckit of my DMing for that group.


I don't remember the detail but once I was DMing for a group of my friends that begged me to DM a game for them again and so I thought what the hell give them another chance right. Well i'm running the adventure just comming up with stuff on the fly and then bringing them ever closer to the final incounter of the night with the main baddy of the plot. Well the players cycled through there combat actions and then when the final blow needs to be smacked on the baddy the player whos turn it was just gets up and say "I'm done", stands up and walks to the door. I'm like dude final blow just roll the dice. "Naw I am good" he says. I was like fine skiped him when to the next person in the round who was the bad guy and proceded to mop the floor with the remader of the group. I wanted to leap over the table and strangle the guy. So did the others. Needless to say will never run or play in a D&D game with them again.


2387 Ocean ave. San Francisco Ca. Wilson's Fung Shui AKA CGB games.

We play normal D&D camapins and in between the adventures we play a miniature campain to change things up. Once a month we run a miniature turnament that is TBA during the normal D&D games. Games are saterdays and free with prize support. New and vetren players all welcome. E-mail klutzJoe@hotmail.com.


"Mint chip Icecream!", "Avon Calling!", and "Cable Guy!"


Drittz who is as I recall something like 40 to 50 years or so is still learning what its like to be an elf (a dark elf but still elf). He knows that he will out live all his human friends and even posable his dwarf freinds too. In the Two swords books he meets a way older elf female and she imparts some of she has learned over the years to him. Also why just stop at elfs with there life spans, why not dwarfs. They live a good while but they get not knowledge bonus and there more rigite in what they do in there lifes. How about Dragons do any of them get a bonuse to knowledge? Well thats just my reasoning. I may be wrong.


Neverwinter Nights and both expanshions hands down was the best RPG I have played in a long time. The seconed one comming out soon looks even better.


I had not even noticed you could not pick a Gnome till I went back and checked. Yet I can't stop playing the game. Its really a good looking game. The thing that gets me is why every class starts out with 20 extra hit points. If I wanted to play a game with hundreds of hit points at any level I would play EverQuest. The game that I will never play. Man its the small things that make or break a game like this and its really hitting me hard how much Turbin can mess up. The game other then some small errors is really well done and I like the quest base experience. All the monsters look better then the monster manual. All I really wanted with this thread is to not say its a bad game because its far from that. I just want to point out some things that could have been intagrated into the game to make it that much more real. Eberron is a world that is rest. It dosent have epic level people walking down the street like in forgoten realms. Its a world were heros can be truly made. A game like DD0 will never replace the paper and books but it would be nice to know that the game was at least not half hazerdly done and stayed true to the books. EverQuest, World of Warcraft, Elder scrolls, and the rest are probably good games but D&D is the only real computer MMO that ever really aplealed to me. Yeah and if anyone starts a Paizo guild in DDO I will so Join!


Yes I play Neverwinter Nights and injoyed it even if its 3.0 and not 3.5. And yes I understand that a computer game can't recreat a paper based game. But come on a tavern to resarect in. Here is an idea if the tavern is a icon hange out respowning in a healing house and then go to a tavern to hang out. Sounds like a crazy idea right. Turbin could have us intagrated into the Eberron campain setten even more buy just thinking a little more about the small things.


DDO is out in a few days and I have been playing in the head start event and I have already found a few things that are rubbing me the wrong way. So since I got nothing better to do I though I would share this with you all. First and formost is the fact that you when you respawn you end up in a tavern. I have no idea what there reasoning is but come on there is a house of halfling healers that would have mad a heck of a lot more sense to be respwand in a healing house. Seconded is the warforged wich don't need to eat, sleep, breath, and can not be poisended. So why the heck would turbin make it so that a warforged character surface for air while underwater and can be posined by posined weapons. Next is the fact that when your creating a rogue or bard some of the class skills have a N/A over the button to increase the ranks. This lead me to beleave I could not put rancks in it till some one in the game told me I could. So I had to remake my characters. If anyone out there find anything they don't like post it hear.


Run an Eberron campain saterdays from 1:00 to about 6:00.


Your tell us your a DM and only have like a fraction of the books out there. *Hangs head in shame*. Naw I'm just kidding. If you are a collector like me then you get all the books. But what you have currently is fine. Its not about the books its about having fun and making your own things for your games. Keep the DMing up and watch out for munchkins and power gamers.


I did kajukepbo on and off for a long time till I was about 17 or 18. Got all the way up to purple belt. I was really good at it. Loved to spare and do turnaments. I was also a terror in the class and got in trouble a few times. I was kicked out of the class for mouthing off. Looking back on it I really wish I would have kept my mouth shut. It was a night class and since I work nights now so if I want to continue I need to find a different class. I think I want to get into kick boxing. I had more fun fighting then learning the forms and stuff.


Herros of horror presents a few options to the alignment system. Its worth checking out if you are willing to do a little extra work with the tant system.


The only thing I don't like about the skill system is the half ranks in cross class skills. I roll a d20 get X number + cross class skill ranks + ability score = X.5. Come on you even round down the number. It never came up in any of my games but it always kind of sticks out in my mine and seems kind of slopy. Other then that I think if you have a problem with the skill system. If the person who started this thread doesent like the system change it. Its your game if your the DM. Not the DM you have two option one in my oppion the best is to stop belly acking and have fun. The other is to work with your DM to creat a mutual fix to the skills system. Like one of the thread posters said earlyer about the iron hero skill system. It might be worth checking out.


Oh were to start. My favorit character class has to be the Warlock. Now my favorit character builds are 5 levels of artificer and 15 levels of wizard. 5 levels of rouge and then 15 levels of fighter is one that I have done.


All but one of my new Eberron game are new to paper RPGs, D&D, and Eberron. They all love it. And I love the fact that they have yet to learn the Min/Maxing and munchkin stuff.


Eberron! Hands down. Its got so much going with people and different factions and nations that its perfict for a film. I meen come on the setting gets its concepts from movies so why not flip it around and do a movie based on it. The big plus is that all the high level NPCs are gone so when your watch the move you realize the adventures in there are truely heros and all that. Or the movie can focuse on the actual last war and the divelopment of the warforged and how secrets were discovered in Xan'derk ledding to there creation. There are a million ideas to do if makeing a movie. I just totaly came up with all this on the fly for concepts about making a movie in Eberron imagin what a actual "Good" writer and a director could do with it. I'm thinking Peter Jackson to direct a D&D movie. He has yet to do a bad film in my oppion since lord of the rings and king kong.


I had a epic human rouge in the Forgoten Realms setting once that had a clock work arm that had a built in gurot wire and theives tools. It could feel just as if it were alive. The DM that allowed it treated it as a magic item that could be inchanded or inhansed if need be but at the expence of money equal to a wonderis item. I am not sure what magic item because the game all but lasted one seasion and we never played again. He gave me the stats that I could make a slam attack of 1d6+1 and 1/2str with +1 attack.


When I played with my old gameing group they would roll there stats and then because I could not be every were at once they always imbelished a few of there scores. Even more so if they were playing an arcain magic using class. Yet anouther reason I will not run a campain for them anymore. If in my campain running right now with new people were to roll all 18s on there stats I would take the dice and check to see if they were weighted. then I would take that person aside and bargen with them about there scores and mabe trade them for a magic item or something if they used like two of the 18s and then change the rest to like 12 or 13. That to say if I was still playing with my old group and not DMing and some how I managed to play a character with nothing but 18's I would totaly Min/Max just to get back at them. But thats just me because I like revenge.


New players ROCK! In the game I curently run all 4 of the original 5 are new to Dungeons and Dragons and paper RPGs. They have asked some really out there questions but they escape me right now. I'll post some as soon as I get some more from the upcomming game.


The greatest thing about Eberron is that the playing characters are truely the heros. They are the ones that in the new age of peace are going to be getting all the fame and glory. In forgoten Realms every one else has done everything already. Its more like the characters are seconed to every dungeon. Thats just my oppion. But don't get me wrong I love Forgoten Realms and all the stories its just that Eberron is all about new experiences. I love how Psionics are right there along the side of magic.


My fisrt question is what world are you playing in. In Forgoten Realms a cleric can switch gods farly easly. I am not sure how but I remember reading about it in the campain setting and reading about a cleric who promoted lots of different gods. I am not sure who though. Now in Eberron a cleric can do vertualy anything and not fall out of favor with a church. If the cleric is just a cleric of a cause and picked any two domains then I would not see why he could not change his cause with the right RPing. If this is some homebrew campain then its up to the DM what happons when a cleric changes gods.


I got a copy of the Players Guied to Eberron a few days ago befor the street date. I must be lucky or something because they were not going to give it to me but then they clerk asked the manager and it was ok. I wish I could have got the Races of the Dragon also but I forgot all about it and they had a copy as well.


Ok so I know when to admit I was wrong but I am not completly wrong. On page 122 of the Miniatures Handbook under the word medium it stats that a medium ceature has a base of 25mm and a large creature has a base of 40mm.


28mm refures to the base the mini is standing on. So a medium humanoid or what ever medium mini is on top of a base that is 28mm. DMs guide and the Minatures hand book have all the information on the sizeing and the number of squars that a miniature takes up and the size of the base used for the Mini.


As a DM who played with a group of nothing but Munchkins and the like for nearly 5 years I just like to say I know a munchkin when I see them. And you my friend are not a munchkin. I have a new game group now. All noobies to D&D and paper RPGs in general and there great. Its like a breath of fresh air to have a group that actualy particapats with the story and ask questions about the setting and stuff. Anyway not the point of this thread. My point is your a Role Player and should be proud of yourself for that. Also if your playing a ranger with a halberd like a previous poster said maybe forge it into a legacy weapon. Also if your looking for different ranger combat styles try checking out class acts in dragon #326 for options there.


Need gammers for a D&D 3.5 Eberron game on saterdays at 1:00 pm. Game is played at Willson's Fung Shui 2387 Ocean Ave. San Francisco. Also known as CGB games.


Nothing says "I love you" by shooting a magnum!


Yes a Cleric is the only one that benifits from his domains granted powers unless the power reads that it can affect some other PC or NPC like the protection domain wich grants the cleric or anouther touched person a bonus to something. I don't have my players hand book on hand so I can't quot it directly.

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