Aboleth

Yasha0006's page

Organized Play Member. 1,452 posts (2,025 including aliases). 5 reviews. No lists. No wishlists. 2 Organized Play characters. 9 aliases.



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That is entirely my intent Ericthecleric.

Here is the thread I just started today.

Tome of Magic Vestige Conversions

If I recall correctly, Alexander, Zceryll was from a web article on Vestiges in the Forgotten Realms or something of the sort.

Overall, I'm not sure which Vestiges I'll be starting with, but I think I might be starting with some of the more esoteric ones from the various Dragon magazine and Dungeon articles. I don't think a lot of folks who never subscribes to the magazines ever saw or even heard of them, so I'll be trying some of those first to give folks those options as well.

And anyone who wants to jump on the thread and convert a vestige or two, go right ahead.

Master Arminas already did a few rewrites (though only updates to PFRPG not necessarily to PMUv1 rules) on the Binder thread I linked in my new thread. I'll ask to port those over as well.


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I just recently purchased Radiance House's Pact Magic Unbound, namely because I've always loved Binders and currently need one for my home game. Before stumbling across PMUv1, I had already looked through many of the Binder Conversion threads and saw a few that had a lot of potential.

Binder Conversion

I'd like to see this thread develop not to update the Binder, but instead the Vestiges. If you want to use an updated homebrew Binder, I would highly suggest Gareshra's conversion in progress. Its coming along really nicely. OR you could look into Radiance House's PMUv1.

Pact Magic Unbound vol. 1

Since Radiance House decided to do things a little different, their Vestiges are Leveled from 1st to 9th level, unlike the random 8 levels from Tome of Magic. I'd like to use this thread as a venue to convert the Tome of Magic vestiges into the Radiance house version of the system.

Alexander Algunas had the following to say about converting ToM Vestiges:

Quote:

Its not too bad to convert ToM vestiges into spirits; here are some pointers:

1) We (PMU,v1) use a 9-level progression for our spirits. ToM uses an 8-level. You need to go through the spirits and re-allocate them to their appropriate levels. The reason we went with a 9-level system was so that we could line up spirits next to Clerics, Wizards, and the other full casters. As a general rule of thumb:

If the spirit mimics a scaling class feature (i.e. Sneak Attack), it progresses as a character of 1/2 that class's level. See Vandrae and Gulguthriana for examples.
Spirits NEVER get access to a spell before a wizard or cleric does; this is an excellent way to judge a spirit's power. As an exception to the rule, a spirit CAN gain early access to such an ability if the ability has contingencies built into it. (For example, I just recently wrote a 1st spirit that forces you to reincarnate when you die, but you have to come back as a Child gillman and you become permanently addicted to that spirit.)
Typically speaking, a spirit's abilities uses [TIME UNITE] per day, where the unit can be rounds, minutes, or hours; based on the ability. Typically we use the same unit that the spell uses; for example haste lasts for rounds/day so a haste ability on a 3rd level spirit would be usable for rounds/day. These units typically have to be spent in a full-unit (for example, if you can use an ability for minutes per day, you must spent uses of the ability in 1 minute increments) but you do not need to spend the units consecutively. There are a LOT of spirits I could point to for this.
Abilities that are personal can typically last for 24 hours.
With one exception, polymorph effects have very specific bonuses they provide. See Dagon as an example; Fey Barradu is the exception.

2) We can (and often do) power up some spells and abilities. For example, bumping up the time unit (rounds to minutes or minutes to hours) is the most common. You can typically get away by bumping up the spirit level to equal the spell's level +1.

3) When making new abilities, we tend to heavily follow the guidelines for creating new spells that you see in Ultimate Magic. Why? Because most of our granted abilities are balanced around the power of a spell.

4) We give all spirits one major granted ability and four minor granted abilities to balance them out. Unless the spirit itself is skill-focused, we typically make sure to have at least one Minor Granted ability to have a skill-bonus or similar small-time effect. For example, a constant Endure Elements effect granted by a 2nd-level spirit is not game-ending.

5) Sometimes we will take away from the utility of a spell in order to lower the level of a spirit. For example, Water Breating is a 3rd level spell, but it becomes noticeably less useful if your spirit only provides water breathing for yourself (even if its constant).

I'll be more than happy to comment on specific abilities if you have questions, but those are some things I'd keep in mind when converting the Tome of Magic spirits.


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Hey Mikaze, please finish the story, I know I want to hear how it ends.

It should be noted that Laori Vaus is currently an NPC in my current game which has absolutely nothing to do with CotCT, though I assume it went through to completion for her backstory.

An Appeal to Mikaze

Spoiler:

This is the Laori Vaus song I posted around the boards here somewhere. Back in 2008?! I think 0.o

Sung to 'God rest ye merry Gentlemen'

First, I didn't try to compose this, it just popped into my head. It actually took me a little while to realize what song it was I had set it to. I am seriously disturbed. Good thing my wife likes me that way.

Your blood and tears
don't fret my dears
Your pain is for our gain!

Reveal your sins
and flay the skins
Your life we take away!

Your bones we crack
The rod will smack
Your teeth we break away!

For all our sendings are
sufferin' and pain
sufferin' and pain
All our sendings are
sufferin' and pain...

Rip out the nail
the sweat in pails
until your roastings done!

Points pierce the flesh
now eat it fresh
Feast on you just for fun!

We let the pain
drive us insane
until it becomes joy!

Its time to play
Don't scream today
Now that your just my toy!

For all our sendings are
sufferin' and pain
sufferin' and pain
All our sendings are
sufferin' and pain.....


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Kevin Andrew Murphy wrote:


Have you considered putting the skymetals in a Pathfinder Companion on the order of Adventurer's Armory? An all-in-one guide to crafting and special materials could be useful.

Darn it KAM, I always knew you were crazy like a fox...now you have me wondering just what should go into a companions book of this sort.

Hmm..

Artisans of Golarion anyone?


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The Eldritch Mr. Shiny wrote:
Holy f&!#ing s*!@...

I'll echo that sentiment.


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To each their own, personally I like Damiel as he is. Anti-heroes are extremely fun to run a party of in a game, IMO. From a DMs perspective I mean.

I'd rather see a character with a decent backstory and flaws than one without personality who fights for "Good" for no other reason. Thats not saying that a Good character can't have flaws or a troubled past, just that the APG characters so far are a contrast to the previous Iconics we've seen profiles on.

The only evil Iconic we've seen so far is Seltyiel...

Good Aligned Iconics: Valeros, Kyra, Seelah, Alahazra, Ezren, Feiya, Imrijka and Lem.

Neutral Iconics: Merisiel, Seoni, Alain, Damiel, Sajan, Amiri, Balazar, Harsk and Lini.

Evil Iconics: Seltyiel.

Good and Neutral are both well represented. Whats the problem?


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Vaarsuvius

Spoiler:

Androgynous Elf Wizard 14
Neutral Medium Humanoid (Elf)
Init +1; Senses Perception +4, Keen Senses, Low-Light Vision.

Defense
AC 20, touch 14, flat-footed 19 (+6 Armor +1 Dex +3 Defl)
hp 87 (14d6+14+14)
Fort +9 (4+1+4), Ref +9 (4+1+4), Will +14 (9+1+4)

Defensive Abilities Immune to Sleep, +2 vs Enchantments
Resist Fire 10
offence
Spd 30 ft
Melee None
Ranged +8 Ranged Touch
+8 Ranged Touch, Force Missile (1d4+7 force, 12/day)
Special Attacks Elven Magic (+2 vs SR), Spells, Intense Spells, Force Missile, Elemental Wall.
Spellcasting Caster Level 14, Ranged Touch +8, Concentration +20 (+4+2).
Spells per Day: 4/7+1/6+1/6+1/6+1/5+1/4+1/3+1
Bonus Spells: -/3/2/2/2/2/1/1/1/1 Base: 4/4/4/4/4/3/3/2

Statistics
Str 9, Dex 13, Con 12, Int 23/29, Wis 12, Cha 7
Base Atk +7; CMB +6; CMD 17
Feats Eschew Materials (1), Scribe Scroll (Wiz1), Combat Casting (3), Improved Counterspell (5), Empower Spell (Wiz5), Maximize Spell (7), Craft Wondrous Item (9), Quicken Spell (Wiz10), Forge Ring (11), Widen Spell (13), Alertness (Familiar).
Skills Appraise +18 (6+3), Craft: Alchemy +23 (11), Fly +18 (14), Knowledge: Arcana +26 (14), Knowledge: Dungeoneering +19 (7), Knowledge: Engineering +14 (2), Knowledge: History +26 (10/14), Knowledge: Local +15 (3), Knowledge: Nature +26 (8/14), Knowledge: Nobility +18 (6), Knowledge: Planes +26 (8/14), Knowledge: Religion +17 (5), Linguistics +16 (4), Perception* +4 (0+2+2), Ride*+1 (0), Spellcraft +27 (14+1). *Non-Class Skill.
Languages Common, Elven, many others (just not Draconic).
Traits Classically Schooled, Desperate Focus
SQ Favored Class: Wizard (+14hp), Keen Senses, Elven Weapon Familiarity, Elven Magic, Arcane Bond: Familiar (Blackwing), Arcane School: Evocation (Intense Spells, Force Missile, Elemental Wall), Opposition Schools: Conjuration and Necromancy, Cantrips.
Combat Gear Staff of Fire (10 Charges).

Other Gear Circlet of Vast Intellect +6 (Know: Nature, Know: History, Know: Planes), Ring of Wizardry III, Ring of Protection +3, Bracers of Armor +6, Cloak of Resistance +4, Handy Haversack, Hand of Glory, Ring of Minor Fire Resistance, Stone of Alarm, Boots of Levitation, Robe of Scintillating Pastel Colors, many spellbooks, ink, parchment, two small gemstones (500gp ruby and 750gp Alexandrite), Book: Finding Plot Holes for Dummies, assorted other books (titles unknown), jar of diamond dust (10,000gp worth), Spell Component pouch. Other mundane equipment as needed.
*Vaarsuvius' wealth will reflect that he crafted some of his magic items himself, including the following: Circlet of Vast Intellect +6, Ring of Wizardry III, Bracers of Armor +6, Cloak of Resistance +4, Handy Haversack.

Spellbooks (*Denotes Evocation Spells, ^Denotes Conjuration or Necromancy Spells)
Cantrips: Arcane Mark, Daze, Dancing Lights*, Detect Magic, Light*, Mage Hand, Mending, Prestidigitation, Ray of Frost*, Read Magic.
1st Level: Alarm, Burning Hands*, Charm Person, Color Spray, Comprehend Languages, Enlarge Person, Expeditious Retreat, Feather Fall, Floating Disc*, Hold Portal, Magic Aura, Magic Missile*, Reduce Person, Shield, Shocking Grasp*, Sleep.
2nd Level: Alter Self, Arcane Lock, Bear's Endurance, Blur, Bull's Strength, Daze Monster, Detect Thoughts, Flaming Sphere*, Fox's Cunning, Gust of Wind*, Invisibility, Knock, Levitate, Locate Object, Misdirection, Owl's Wisdom, Protection from Arrows, Scorching Ray*, See Invisibility, Shatter*, Touch of Idiocy, Whispering Wind.
3rd Level: Arcane Sight, Daylight*, Deep Slumber, Dispel Magic, Explosive Runes, Fireball*, Fly, Haste, Heroism, Hold Person, Invisibility Sphere, Lightning Bolt*, Nondetection, Protection from Energy, Suggestion, Vampiric Touch^, Wind Wall*.
4th Level: Arcane Eye, Beast Shape II, Black Tentacles^, Charm Monster, Crushing Despair, Detect Scrying, Dimensional Anchor, Dimension Door^, Fire Shield*, Fire Trap, Ice Storm*, Lesser Globe of Invulnerability, Mass Enlarge Person, Rainbow Pattern, Scrying, Secret Chest, Stoneskin, Wall of Fire*, Wall of Ice*.
5th Level: Charm Monster, Dismissal, Cone of Cold*, Hold Monster, Interposing Hand*, Overland Flight, Sending*, Teleport^, Vaarsuvius' Greater Animal Messenger, Wall of Force*.
6th Level: Chain Lightning*, Disintegrate, Evan's Spiked Tentacles of Forced Intrusion^, Freezing Sphere*, Greater Dispel Magic, Mass Bear's Endurance, Mass Bull's Strength, True Seeing, Veil.
7th Level: Banishment, Forcecage, Grasping Hand, Greater Scrying, Greater Teleport^, Limited Wish, Power Word: Blind, Prismatic Spray, Spell Turning.

Blackwing

Spoiler:

Male Raven Familiar 14 HD
Neutral Tiny Magical Beast
Init +2; Senses Perception +8, Low-Light Vision.
AC 21, touch 14, flat-footed 19 (+2 Dex +7 Nat +2 Size)
hp 44 (14HD Familiar)
Fort +4 (4+0), Ref +6 (4+2), Will +11 (9+2)

Defensive Abilities Improved Evasion, SR 19
Spd 10 ft, Fly 40 ft (Average)
Melee +11 melee, Claws (1d2-5)
Statistics
Str 1, Dex 15, Con 10, Int 12, Wis 14, Cha 6
Base Atk +7 (+2 Size); CMB +0 (-2 Size); CMD 10 (-2 Size)
Feats Alertness.
Skills Acrobatics +2 (0), Climb -5 (0), Fly +23 (14+4), Perception +6 (1+2), Stealth +8 (0+8), Swim -5 (0).
Languages Common
SQ Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with Animals (Corvids), Spell Resistance 19, Scry on Familiar.

Animal Messenger

Spoiler:

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 2

Casting Time 1 minute

Components V, S, M (a morsel of food the animal likes)

Range close (25 ft. + 5 ft./2 levels)

Target one Tiny animal

Duration 1 day/level

Saving Throw none; see text; Spell Resistance yes

You compel a Tiny animal to go to a spot you designate. The most common use for this spell is to get an animal to carry a message to your allies. The animal cannot be one tamed or trained by someone else, including such creatures as familiars and animal companions.

Using some type of food desirable to the animal as a lure, you call the animal to you. It advances and awaits your bidding. You can mentally impress on the animal a certain place well known to you or an obvious landmark. The directions must be simple, because the animal depends on your knowledge and can't find a destination on its own. You can attach a small item or note to the messenger. The animal then goes to the designated location and waits there until the duration of the spell expires, whereupon it resumes its normal activities.

During this period of waiting, the messenger allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

This is merely an arcane variant of the Animal Messenger spell (one that doesn't require singing to the damned animals like the bardic one does!).

Evan's Spiked Tentacles of Forced Intrusion

Spoiler:

School conjuration (creation); Level sorcerer/wizard 6

Casting Time 1 standard action

Components V, S, M (octopus or squid tentacle)

Range medium (100 ft. + 10 ft./level)

Area 20-ft.-radius spread

Duration 1 round/level (D)

Saving Throw: none (Fortitude negates); Spell Resistance: no

This spell causes a field of spiked mauve tentacles to appear, burrowing up from the floor and reaching for any creature in the area.

Every creature within the area of the spell is the target of a combat maneuver check made to grapple each round at the beginning of your turn, including the round that spiked tentacles is cast. Creatures that enter the area of effect are also automatically attacked. The tentacles do not provoke attacks of opportunity. When determining the tentacles' CMB, the tentacles use your caster level as their base attack bonus and receive a +4 bonus due to their Strength and a +1 size bonus. Roll only once for the entire spell effect each round and apply the result to all creatures in the area of effect.

If the tentacles succeed in grappling a foe, that foe takes 1d8+4 points of damage and gains the grappled condition. Grappled opponents cannot move without first breaking the grapple. All other movement is prohibited unless the creature breaks the grapple first. The spiked tentacles spell receives a +5 bonus on grapple checks made against opponents it is already grappling, but cannot move foes or pin foes. Each round that spiked tentacles succeeds on a grapple check, it deals an additional 1d8+4 points of damage. The CMD of spiked tentacles, for the purposes of escaping the grapple, is equal to 10 + its CMB.

In addition, anything grappled by the spiked tentacle are forcibly probed in extremely uncomfortable fashion. Those so violated must make a Fortitude save or be Nauseated until they either brake the grapple or it fails. While breaking a grapple is normally a standard action, those in the grips of this intrusive magic usually find some reserve deep within themselves that helps them to escape. Attempting to break the grapple while in the grips of this spell and Nauseated by using a move action to do so is allowed, but only due to the circumstances involved and their sheer desperation. All non-nauseated characters must still spend a standard action to escape the tentacles as normal.

The tentacles created by this spell cannot be damaged, but they can be dispelled as normal. The entire area of effect is considered difficult terrain while the tentacles last.

Vaarsuvius' Greater Animal Messenger

Spoiler:

School enchantment (compulsion) [mind-affecting]; Level sorcerer/wizard 4

Casting Time 5 minutes

Components V, S, M (a morsel of food the animal likes)

Range close (25 ft. + 5 ft./2 levels)

Target 1d4 Tiny animals +1/5 caster levels

Duration 1 day/level

Saving Throw none; see text; Spell Resistance yes

You compel some Tiny animals to go to a spot you designate. This spell affects 1d4 animals plus 1 for every 5 levels of experience. The most common use for this spell is to get the animals to carry a message to your allies. These animals cannot be already tamed or trained by someone else, including such creatures as familiars and animal companions. This more powerful version of the Animal Messenger spell enchants more than one animal just in case there are archers or other impediments to all of the animals arriving at the targets of the message.

Using some type of food desirable to the animals as a lure, you call the animals to you. They advance and await your bidding. You can mentally impress on the animals a certain place well known to you or an obvious landmark. The directions must be simple, because the animals depend on your knowledge and can't find a destination on their own. You can attach a small item or note to the messengers. The animals then goes to the designated location and wait there until the duration of the spell expires, whereupon they resumes their normal activities.

During this period of waiting, the messengers allows others to approach it and remove any scroll or token it carries. The intended recipient gains no special ability to communicate with the animal or read any attached message (if it's written in a language he doesn't know, for example).

This is based on an arcane variant of the Animal Messenger spell and also does not require singing to the damned animals like the bardic one does!.


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Elan

Spoiler:

Male Human Bard 13/Dashing Swordsman 1
Chaotic Good Medium Humanoid
Init +4; Senses Perception +4.

Defense
AC 24, touch 19, flat-footed 17 (+5 Armor +4 Dex +2 Defl +1 Cha +1 Dodge)
hp 102 (13d8+1d10+13)
Fort +9 (4+0+5), Ref +18 (9+4+5), Will +12 (8-1+5) +4 vs. Sonic/language/Bardic effects

Defensive Abilities Immune to Disease
offence
Spd 30 ft
Melee +17 melee, +3 Keen Silver Rapier, Vital Strike (2d6+4/15-20) or (2d6+12/15-20)
+17/+12 melee, +3 Keen Silver Rapier, Full Attack
Ranged Ranged Touch +14
Special Attacks Spells, Bardic Performance (Swift Action), Demoralizing Blow, Vital Strike, Lunge.
Spellcasting Caster Level 13, Ranged Touch +14.
Spells per Day: -/7/7/6/5/2 Bonus Spells: -/2/2/2/2/1 Base: -/5/5/4/3/1
Spells Known: 6/6/5/5/4/2
Cantrips: Dancing Lights, Ghost Sound, Lullaby, Mending, Message, Prestidigitation.
1st Level: Animate Rope, Cure Light Wounds, Disguise Self, Hypnotism, Silent Image, Ventriloquism.
2nd Level: Blur, Heroism, Hypnotic Pattern, Shatter, Sound Burst.
3rd Level: Cure Serious Wounds, Haste, Major Image, Slow, Tiny Hut.
4th Level: Break Enchantment, Dimension Door, Neutralize Poison, Shout.
5th Level: Greater Dispel Magic, Mass Cure Light Wounds.
Statistics
Str 13, Dex 14/18, Con 10, Int 8, Wis 8, Cha 20/26
Base Atk +10; CMB +11; CMD 25
Feats Dodge (Human), Weapon Finesse (1), Blind-Fight (3), Arcane Strike (5), Still Spell (7), Mobility (9), Lunge (11), Vital Strike (13).
Skills Acrobatics +17 (5+5), Appraise +3 (1), Bluff +12 (1), Climb +9 (5), Diplomacy +12 (1), Disguise +8 (0), Escape Artist +8 (1), Intimidate +12 (1), Knowledge: Arcana +6 (0+6), Knowledge: Dungeoneering +6 (0+6), Knowledge: Engineering +6 (0+6), Knowledge: Geography +6 (0+6), Knowledge: History +6 (0+6), Knowledge: Local +6 (0+6), Knowledge: Nature +6 (0+6), Knowledge: Nobility +6 (0+6), Knowledge: Planes +6 (0+6), Knowledge: Religion +6 (0+6), Linguistics +3 (1), Perception +4 (2), Perform: String +23/+25 (12), Perform: Dance +21 (10), Perform: Oratory +21 (10), Perform: Sing +21 (10), Perform: Wind Instrument +21 (10), Ride*+6 (2), Sense Motive +3 (1), Sleight of Hand +8 (1), Spellcraft +4 (2), Stealth +12 (5), Use Magic Device +12 (1). *Non-Class Skill
Languages Common, Halfling, Xvart.
Traits Charming, Fencer
SQ Favored Class: Bard (+13hp), Bardic Knowledge, Bardic Performance (28+Cha mod rounds/day), Cantrips, Countersong, Distraction, Fascinate (WDC 16+cha), Inspire Courage +3, Versatile Performance (String, Dance, Sing), Well-Versed, Inspire Competence +4, Lore Master 2/day, Suggestion (WDC 16+cha), Dirge of Doom, Inspire Greatness, Jack-of-all-Trades, Soothing Performance, Unearthly Grace, Demoralizing Blow.
Combat Gear +3 Keen Silver Rapier, Bracers of Armor +5, Potions of Invisibility x2, Potions of Cure Serious Wounds x2 (3d8+5), Potions of Shield of Faith (+2) x3, Potions of Cure Light Wounds x3, Potion of Barkskin (+2).
Other Gear Circlet of Charisma +6, Belt of Incredible Dexterity +4, Ring of Protection +2, Ring of Counterspells, Cloak of Resistance +5, Periapt of Health, Pearl of the Sirines, Restorative Ointment, Wind Fan, Belt of Feminity/Masculinity (Cursed, Not worn), Boots of Elvenkind, Feather Tokens (Anchor x2, Bird x1, Swan Boat x1, Whip x1), Banjo Handpuppet, Masterwork Lute, Dashing Hero Outfit. Other mundane equipment as needed.

The Dashing Swordsman Prestige Class by Yasha0006.

Spoiler:

The Dashing Swordsman (DSM) is the prime example of the overly dramatic, flamboyant wielder of both blade and quip. Taunting their opponents as they strike, they drive their foes to both distraction and anger, leaving an opening in which to drive home their blade! While others (like the Duelist) thrive by nimbly maneuvering around the battlefield, a Dashing Swordsman instead strives for the most dramatic circumstances possible. And usually survives through sheer luck and perhaps occasional divine intervention. Honestly. There has to be some god out there watching out for these folks and laughing at the sheer insanity of their style.

Alignment: Dashing Swordsmen must be of chaotic alignment...no one else would ever believe this is actually a Prestige Class.

Hit Dice: d10

Requirements
To qualify to become a Dashing Swordsmen, a character must fulfill the following criteria.

Base Attack Bonus: +5

Skills: Acrobatics 5 Ranks, Bluff 5 ranks, Escape Artist 5 Ranks (you know...to escape dramatically!)

Feats: Blind-Fight, Dodge, Weapon Finesse.

Class Skills
The Dashing Swordsmans class skills are: Acrobatics (Dex), Bluff (Cha), Climb (Str), Diplomacy (Cha), Escape Artist (Dex), Intimidate (Cha), Perception (Wis), Perform (Cha), Sense Motive (Wis) and Swim (Str).

Skill ranks at each level: 4 + Int Modifier

Class Features Chart
Level BAB Fort Ref Will Special
1st +1 +0 +1 +0 Unearthly Grace (AC), Demoralizing Blow
2nd +2 +1 +1 +1 Luck Pool, Deflect Arrows
3rd +3 +1 +2 +1 Blindsense 5ft, Parry
4th +4 +1 +2 +1 Defensive Combat Training
5th +5 +2 +3 +2 Riposte
6th +6 +2 +3 +2 Acrobatic charge, Blindsense 10ft
7th +7 +2 +4 +2 Unearthly Grace (Saves)
8th +8 +3 +4 +3 No Retreat
9th +9 +3 +5 +3 Blindsense 15ft
10th +10 +3 +5 +3 Luck of the Gods

Class Features
1) Unearthly Grace (Ex): At 1st level when wearing light or no armor and not using a shield, a Dashing Swordsman adds 1 point of Charisma bonus (if any) per Dashing Swordsman class level to her Dexterity bonus to modify Armor Class while wielding a melee weapon. If a DSM is caught flat-footed, denied her Dexterity bonus or when dramatically appropriate, she also loses this bonus.

At 7th Level, the DSM also applies this bonus to Saving throws as well.

2) Demoralizing Blow (Ex): A DSM gains the ability to strike opponents when off-guard with a light or one-handed piercing weapon, adding their Charisma bonus (if any) to her damage roll. Note that the DSM cannot be holding anything in their other hand when making demoralizing blows...unless its appropriately dramatic, the free hand is typically used for making rude gestures.
Any creature that cannot understand the DSM's puns or comments or that has no intelligence is unaffected by this ability. This is a Language-dependant ability.

3) Luck Pool (Ex): The DSM, perhaps out of sheer contrariness, seem favored by some sick and twisted deity out there...and it shows. Only one luck point may be spent per round!!
Beginning at 2nd Level, a DSM gains a luck pool equal to 1/2 his DSM level + Cha modifier. This
pool replenishes after 8 hours of rest...or at some dramatic moment. Spending a Luck Point is
always an Immediate Action (since thats more dramatic!)

Uses
+4 Dodge bonus to AC for 1 round.
+4 bonus to CMD for 1 round.
+5 to any one skill check.
"Forget" any one condition suffered by the character for 1 round.
Grant the DSM Evasion for one saving throw.
Reroll any one saving throw (but may only be done once per roll).

4) Deflect Arrows (Feat): The DSM gains standard use of the Deflect Arrows feat, except he/she may use his/her weapon to deflect the arrow....just to make it look cooler.

5) Blindsense (Ex): Using nonvisual senses, such as acute smell or hearing, a creature with blindsense notices things it cannot see. The creature usually does not need to make Perception checks to pinpoint the location of a creature within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see still has total concealment against the creature with blindsense, and the creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.
At Level 3: 5ft
At Level 6: 10ft
At Level 9: 15ft

6) Parry (Ex): At 2nd level, a DSM learns to parry the attacks of other creatures, causing them to miss. Whenever the DSM takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the DSM makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the DSM, the DSM takes a –4 penalty on her attack roll. The DSM also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The DSM must declare the use of this ability after the attack is announced, but before the roll is made.

7) Defensive Combat Training (Feat): Because you never see the good guy get grappled in stories. Well...almost never. Thus the DSM gains this as a bonus feat at level 4.

8) Riposte (Ex): The DSM can make an attack of opportunity against any creature whose attack she successfully parries, so long as the creature she is attacking is within reach.

9) Acrobatic Charge (Ex): At 6th level, a DSM gains the ability to charge in situations where others cannot. She may charge over difficult terrain that normally slows movement. Depending on the circumstance, she may still need to make appropriate checks to successfully move over the terrain.

10) No Retreat (Ex): At 8th level, enemies adjacent to the DSM that take a withdraw action provoke an attack of opportunity from the duelist.

11) Luck of the Gods (??): At 10th level, the Dashing Swordsmans total luck pool doubles to DSM level (i.e. 10 + Charisma Modifier x2) plus two times charisma modifier. Also, the DSM no long has to abide by any rules when spending luck points, including spending more than one point in a round.


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Page 236 of the Campaign Setting mention the lost Azlanti Technology of
Electro-Thaumaturgy.

At its most minor, they had full electricity like we have in modern times. In addition, since this technology was essentially a field of magic that could be manipulated or focused, you could use it as a weapon as well.

I've always kind of seen Azlanti society being somewhat crystalline based (which for conductivity and resonance seems like a good idea). I have a vision that Azlanti cities might have had focusing obelisks for the electro-thaumaturgy that let off spectacularly silent sickly colored lightning that arced throughout the city, charging the crystalline matricies built into every building.

Anyhow...I'm getting carried away. Basically, you have to ask yourself the questions of what they would and could do with broadcast energy. Magical energy as well, so not all real-world rules apply. There would be some really strange stuff their I think.


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Balance-wise, it seems alright.

I do have to ask though...

Weapons with 'Dryad' in the name? Does such a thing exist?


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Well said Phalazar! One of the frightening things for a GM to worry about then is the characters getting their hands on what could be the equivalent of Nitroglycerin. That would be bad...

Then again...if the Dragon Guano was just as volatile as Nitroglycerin, then it could be interesting...

PC: I run.
GM: You move faster than walking?
PC: Yeah...?
GM: Roll a Special Saving throw...you need a Natural 12+.
PC: Okay...? *Rolls d20* 10. Uh...
GM: Oh! Er...BOOM! I guess.
PC: WHA!?
GM: That...er..Guano that you were carrying....
PC: Yeah....?
GM: It...uh...blew up.
PC: Oh.

No idea what kinda damage it would do though...I believe about 1 oz. of Nitro is the equivalent of 4 sticks of dynamite in explosive power or so...

Ahh...explosive musings of the twisted mind...


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I like the moral ambiguity of this game.

They meander about, decide to go ahead and take part in the raid, but get ambushed by some of the raiders....then attack the raiders, inadvertently saving the villagers from having another group of raider involved.

Then going to Sandpoint (which they WERE going to take part in the raid) with the Licktoad Goblin heads to say....

"Longshanks...look we be Birdcrunchers. We kill Licktoad, you give food!"

Very very entertaining.