MaxSlasher26 wrote:
TOTALLY MAN!!!! Mine is named Fred the Jar. I'm 15 also and personally I hate MySpace...I didn't really like this either... The green suxx...
silenttimo wrote: However, the bugbear in a group will NEVER be the hottest spellcaster, may it be divine or acane... Funny thing, though he may never be the HOTTEST spell caster (arcane-wise), he could be a decent one. They don't get an intelligence decrease. Thats what my friend likes about them so much....They can play almost any class. And apparently Bugbear Monks are beasts.
Vegepygmy wrote:
Touuuucheeeeeee.....
Dragonchess Player wrote: Sorcerers have one huge advantage over wizards: spontaneous casting. They pay for it with a fixed spell selection and lack of bonus feats. I don't understand how spontaneous casting is any better than preping spells in the morning. Yes, a DM could be a terrible person (lol) and throw a big encounter at the PCs right in the morning instead of coffee to wake them up. But how often does that happen?? A disadvantage I see with a sorcerer is that they have to have longer casting times to cast a metamagic spell (personally I don't like metamagic spells because the longer casting time of the sorcerer and the higher level of the wizard always dissuade me...). To state my position: I would rather play a wizard. In any case, I don't see the big advantage.
Molech wrote: ...BBEGs... Molech wrote: Incidentally, do any of you guys have the Savage Species book? It is a necessary source if you want to play outlandish monsters instead of standard races. 1st: Whaaaaa??? 2nd: Actually we play with level adjustments and just deal with them.... I know it's not ideal, but if we want to play something like a drow or a deep gnome then we just suck it up and take the 2-3 level hit... But thanks for the suggestion! I may look into the savage species book. I actually got my first taste of monster levels with Libris Mortis and it's undead monster classes.
So I'm running a campaign. I have a party of 3 adventurers that I'm pitting against the world. The line up is as follows:
Everything is overpowered in the party (except for the Necro-Fighter because of poor class decision) because they have way too good dexterity. The smoke element has about 26, and so does the ninja. BTW, the characters are way unbalanced, they can dodge like none other, but when they do get hit, they will die, and wizards are a problem for them too. Yes I know I can just throw only wizards at them, but eventually they will get mad at me for trying to kill them and we don't want that to happen. What can I do to tone them down a bit, not change their characters, but more so change monsters. Thanks!
First D&D module that I ever played was when I was about 10 or 11 (2002 or 2003...lol....I'm a young'un:) Anyways, we played The Secret of Bone Hill (the first one in the low level section). I then went through a 1 year rut and then I got back into 3.5E. I'm DMing my own campaign and on of my friends is DMing Red Hand of Doom.
Peruhain of Brithondy wrote: If you just have 800 orc 1st level scouts and 3000 hobgoblin warriors and 500 crossbowmen and whatever, it's boring. Well thats good that you think it would be boring, it would be to me also... Hopefully, it won't boil down to me pitching 3 over-powered PCs against 4500 lvl 1 grunts of an army just to kill them. ;)
Arctaris wrote: I usually do this by percents. What number of people do you use in an army normally (or at least one thats going to span a few nations) and how would you organize them (use units=10 individuals, battalion=40 individuals etc.)?? Arctaris wrote: It sounds like you want a more covert army. Yes thats right, but not only that. We need some heavy fire power there...lol.
Jeremy Mac Donald wrote: If its anything like a medival army then don't forget the camp followers. Camp followers being...clean up crew?? Arctaris wrote: ...as well as 25%-75% of the main force in followers. ...most of the followers a day or two behind the main force, so that they aren't too far away in case they are needed. Define "followers" please and how would they be used?? Thanks
Hokay! So... I'm going to start a Red-Hand-Of-Doom-Style-Campaign-Thing soon and obviously there is a huge army involved (Imix's material plane army to be specific) and I need help with the biggest part-THE ARMY! I'm having lots of trouble starting it and after I think of all the things that it involves I have lots of trouble sorting everything. The Army itself consists of what most armies consist of (scouts, skirmishers, gurrilla fighters, assassins, clerics, commanders, high commanders, infantry etc. etc.). The army also spans several nations and is as much a political army as it is a martial army (i.e. lots of inteligince and informants everywhere). One simple question: Where would you start building it and where to go from there? Thanks much!
Do you run DMtools? If so I have a possible extension for your web site, if your interested, that is. I enrolled for a Web Page Design class in my high school and we got the opportunity to make a personal web page, and I have always wanted to make a Dungeons and Dragons Community Database. It's where people would post ideas for anything and everything in DnD. I would need coaching on how to get posts into a web site system but I could probably get that from my mom, and then I would need to make the actual site in FrontPage. But I didn't want to do all the work without your go-ahead. I can send you the idea map that I have made if you could give me your email, look at that and then you can decide. Thanks
LepusLanthor wrote: My 2 cents......I let my players roll almost everything. ...I just don't tell them the DC they are rolling against. So for example if they are moving silently or disguised and they roll a 14, they may feel safe and secure behind it. Little do they know the guards can see right through their attempts. Same here, never tell the PCs the DCs for anything, be it monsters' saving throws or checks. Never do it, don't think I ever will.
Saern wrote: Or just make the animal companion undead as well. The vampire was obviously in such a state before being staked, so there's no reason you can't pull some DM mojo and say that he had an undead animal companion to boot. If you feel compelled to do so, burn a feat slot or give him a magic item to justify it, at your option. In the Libris Mortis there is a feat called "Stitched-Flesh Familiar". It makes a familiar undead, but u could use the almighty power of the the DM and just change it a bit to make it an animal companion, maybe raise the prereqs for it a bit and take away all the familiar-ish things with in the feat. Thought it help.
I'm about to start a huge battle similar to the Red Hand of Doom campaign, and I don't really know how to handle them. If anybody has any input or ideas that I could use, please share them with me as I need them badly. The battle will involve 4 "Flame-lords" of 10th to 15th level, each of them has several platoons of about 20 goblins, undead, and various fire outsiders and elementals with one commander for each, and various siege engines below them that they can command at their whim. Thanks
Saern wrote: Re: Fourth: Again, not sure what you mean exactly. First, the symbols you used didn't show up in the text on the messageboard, and the only way I saw them was by replying to you. I believe you are refering to monsters with class levels? Level adjustments are constant for a race, regardless of how many levels and individual does or doesn't have. If the LA is +6, then the ECL will always be HD + class levels + LA. An Example: Say in the ogre de4scription for the character race it would say "Ogres start out with x ammount of levels in giant which gives them...etc. etc." While the drow description doesn't say that they start out with any levels of humanoid. Why is this??? Hope that clears up the question, it doesn't realy have to do with gmae mechanics but it's just a question that came up a session. Thanks
All 4 have to do with character level. First: Is ECL HD plus class levels or is it level adjustment plus class levels? Second: Is a level adjustment any different from class levels as far as ECL concerned, gaining levels and chalenge rating for encounters Third: What is the difference between ELC and HD? Fourth: Why do some creatures in the MM have levels of <insert type here> and a level adjustment while some only have a level adjustment? Thanks, these have been bothering me for a while.
I kicked off a campaign for level 10 PCs (which are over powered just a little bit because of races). The meet up where all the PCs meet each other was kinda weak, but I didn't really think that out. The PCs would have to make listen and/or spot checks during the night at about 12:00 they would see the divine flashes of lightning and fire being cast by priests in the slums. If they went to investigate then people called the "Divine Eyes" or sumthin like that would see them unless they went at night and succeeded at some ungodly high move silently and hide checks to get into the slums then they had to get passed the guards on the outside (They weren't actually supposed to get in). Then they would go and investigate in the church of "Pelor" in the city. Which was actually a church to Imix. So then they found a huge underground complex under the church. Thats how the campaign was kicked off. The it goes into a Red Hand of Doom type thing where they can either stop or help a war with intricate plot twists. I have a lot of it planed out but I have a hard time getting encounter, making treasure, and just all the mechanics in general but I have fun with it. I have this wierd habit of changing small things at random times when im working on it and I think it makes it really fun.
Yea... I have a Halloween dance (in high school) on Friday and we have the option to dress up as sumthin...I might, might not, but I owuld need ideas if I was to dress up... Needs to be sumthin pretty hardcore, no weapons, and I will actually be dancing so no beholder costumes (Excelent idea for Trick or Treating though, you can keep warm and also exchange padding for candy space...lol)
We will be playing our 5th or 6th session of Red hand of Doom. We have four PCs: Human Werewolf Druid
AND I will be kicking off my own homebrew campaign arc with 3 PCs: Smoke Element Dwarf Desert Knife Fighter (my own class)
All the PCs are about 10th level.
I may start an adventure with some new players that said they wanted to play D&D and I wanted a good adventure for their first times playing. 1. It can't be any adventure paths from Dragon, seeing as I don't recieve that mag. 2. It can be from anywhere else, Wizards, other web-sites, and even home brews that you happen to have on your computer. 3. We all start out at level one and there will be three of us. Thanks all!!!
I think that instead of getting rid of class skills entirely, make it so that all classes get all the skills except for a couple. perform: a barbarian wouldn't need
There are other various crafts and such that certain classes wouldn't get (a druid with craft: armorsmithing, its just redundant). But yea...thats my 2 cents EDIT: Not redundant but...something i can't think of it right now but you all know what i mean
I am so confused right now. What is all this talk about polymorph being revised. I need help, I didn't see anything wrong with it when i read through it a while ago, but I guess that says something about me as a D&D player. Could someone please shed some light on this for me, or at least just tell me what is wrong with the rules that are outlined in the PH. Thanks
This is kinda one dimensional as far as how deep disscussion on alignments can go...but personally I hate all the alignment based spells and the paladin. 1) The spells are too specific, if you prepare the wrong spell then your fatched. And there is generally a 50% chance that you will prepare the wrong spell, which really is not that good.. 2) The paladin is too goody-goody two shoes for me...and also he is far too specific...but on the other hand I do like the fact that they give you some wiggle room by giving you the option to change into a fallen paladin with the blackguard prestige. But over all I hate the alignment spells but I love alignments because you can do so much iwth them and they can decide so much about the game, it also makes the DM think more if it goes wrong for him. And they tell so much about your character. The DH
halfling...no...death-ling wrote:
Oops sorry...don't listen to the above post. Sorry...I guess thats what these message boards are for...lol
d13 wrote:
When you summon a monster it actual brings them to the material plane...thats why its a conjuration spell, not an illusion spell. An illusion spell on the other hand WOULD dispel when it came into contact with the anti-magic field... The DH
I may try graphing an alignment...I'm going to start DMing soon (in a week or two) and I think that is very interesting because we have an assassin in our party but the whole campaign/adventure is extremely good based (as in the characters have to be good to get the full effect...or at least not evil). Do you have any sort of system or key that you could give me, Valegrim. It seems like a lot of experimentation (lol) for that too work and this will be my first time DMing...so if you could post it then that owuld be great. Thanks
About Keoki the Cannibal King's heirKeoki the Cannibal King's Heir
Defense
hp 49 (6d8+17) Fort +3, Ref +2, Will +6 Weaknesses taboo Offense
Melee One Handed: mwk katana +8 (1d8+3/18-20)
nodachi: waru ora'i (eight fates) +7 (1d10+5/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3) Special Attacks haunt channeler (2d6), shared seance, spirit Medium Spells Known (CL 5th; concentration +8)
Statistics
Base Atk +3; CMB +5; CMD 17 Feats Exotic Weapon Proficiency (katana), Legendary Influence, Power Attack, Weapon Focus (katana) Traits armor expert, scrambling servant, world traveler Skills Climb +11
Languages Common SQ location channel (5 rounds), spirit bonus (+2), spirit surge +1d6 Other Gear +1 mithral chain shirt, darkwood heavy wooden shield, waru ora'i (eight fates)[UC], arrows (20), blunt arrows[APG] (20), mwk composite longbow (+1 Str), mwk katana[UC], flag[ISWG], masterwork backpack[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, masterwork tool, 270 gp Special Abilities
Legendary Influence Gain a different feat from each legend Location Channel (DC 22) (Sp) Allies ask question of dead, as call spirit using your body. Can end early with 1/rd will save. Power Attack -1/+2 You can subtract from your attack roll to add to your damage. Shared Seance (Su) Can share the Seance bonus with others. Spirit (Su) A medium serves as a vessel to channel spirits—astral echoes of powerful souls from ages past that live on in myth and legend. Each day, a medium can channel a spirit through a ritual known as a seance. Seances take 1 hour to perform and require th Spirit Bonus +2 (Su) Gain a bonus based on the type of spirit you host. Spirit Surge +1d6 (1/round) (Su) Add a die to a failed check modified by spirit bonus, which can change it to success. Taboo (Ex) Accept taboo for extra surge, if broken spirit gains influence and -2 to all rolls for 1 hr. Mountweazel... the Archmage spirit:
Mountweazel Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +1; Senses Perception +10 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (6d8+17) Fort +3, Ref +2, Will +6 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +8 (1d8+3/18-20)
One Handed w/ PA: mwk katana +7 (1d8+5/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Ranged mwk composite longbow +5 (1d8+1/×3) Special Attacks archmage arcana, haunt channeler (2d6), seance boon (archmage), shared seance, spirit (Archmage, 1 influence) Medium Spells Known (CL 5th; concentration +8)
Statistics
Brenna... the Champion spirit:
[Brenna - Champion Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +1; Senses Perception +9 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (6d8+17) Fort +5, Ref +2, Will +6 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +10 (1d8+7/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Ranged mwk composite longbow +7 (1d8+5/×3)
Sir Algernon Highcastle... the Guardian spirit:
Sir Algernon Highcastle - Guardian Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +1; Senses Perception +10 -------------------- Defense -------------------- AC 18, touch 13, flat-footed 17 (+5 armor, +1 Dex, +2 untyped bonus) hp 49 (6d8+17) Fort +5, Ref +4, Will +6 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +8 (1d8+3/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Kashif... the Hierophant spirit:
Kashif - Hierophant Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +1; Senses Perception +12 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (6d8+17) Fort +3, Ref +2, Will +8 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +8 (1d8+3/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Medium Spells Known (CL 5th; concentration +8)
--------------------
Lady Gwendolyn Warwick... the Marshal spirit:
Lady Gwendolyn Warwick - Marshal Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +1; Senses Perception +9 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (6d8+17) Fort +3, Ref +2, Will +6 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +8 (1d8+3/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Ranged mwk composite longbow +5 (1d8+3/×3)
Scarlet Shiv Kai... the Trickster spirit:
Scarlet Shiv Kai - Trickster Human aristocrat 1/medium 5 (Pathfinder RPG Occult Adventures 30) NG Medium humanoid (human) Init +3; Senses Perception +10 -------------------- Defense -------------------- AC 16, touch 11, flat-footed 15 (+5 armor, +1 Dex) hp 49 (6d8+17) Fort +3, Ref +4, Will +6 Weaknesses taboo -------------------- Offense -------------------- Speed 30 ft. Melee One Handed: mwk katana +8 (1d8+3/18-20)
waru ora'i (eight fates) +7 (1d10+5/18-20)
Spirits!:
Archmage An archmage spirit is a font of knowledge and arcane power. Spirit Bonus: When you channel an archmage, your spirit bonus applies on concentration checks, Intelligence checks, and Intelligence-based skill checks. Seance Boon: Your damaging spells deal an additional 2 points of damage of the same type that they would normally deal to each target. Favored Locations: Arcane redoubts, areas of unusual magic, libraries, schools. Influence Penalty: Your body begins to respond as if you were a frail, aged scholar. You take a penalty equal to your spirit bonus on Strength checks, Strength-based skill checks, Constitution checks, attack rolls, and non-spell damage rolls. Taboos: Choose one: You eschew all faith in the divine, so you must not be the willing target of divine spells or abilities and you must attempt a Will saving throw against even harmless divine spells and abilities; you must not pass up the opportunity to learn something new and significant (a nontrivial piece of information with a Knowledge check of DC 20 or higher) when that opportunity is directly present; you must use your own magical solution to a challenge if you can, even if a mundane solution that would require fewer resources is available. Archmage Arcana (Lesser, Su): Instead of your normal spells per day for your medium level, you use the spells per day from the Mesmerist progression table. For each level of spell you can now cast (including level 0), each time you channel an archmage spirit, select a single spell of that level from the sorcerer/wizard spell list to add to your medium spell list and spells known until you lose contact with the archmage. When you cast these spells, they count as arcane (though not for the purpose of fulfilling prerequisites), and thus you must provide verbal and somatic components instead of thought and emotion components. Arcane Surge (Intermediate, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast one of your medium spells known without expending a spell slot. When you do so, the caster level and DC of the spell increase by 1, and you can't apply metamagic to the spell. Wild Arcana (Greater, Su): You can allow the archmage spirit to gain 1 point of influence over you in order to cast any sorcerer/wizard spell of a level you can cast. You must expend a spell slot of the appropriate level, and you can't apply metamagic to the spell. Legendary Archmage (Supreme, Su): Once per day, you can cast any spell on the sorcerer/wizard spell list as if using the wild arcana ability, except the archmage doesn't gain 1 point of influence over you, the spell doesn't require a spell slot, and you can select a spell of any level. Champion
Spirit Bonus: When you channel a champion, your spirit bonus applies on attack rolls, non-spell damage rolls, Strength checks, Strength-based skill checks, and Fortitude saves. Seance Boon: You gain a +2 bonus on all non-spell damage rolls. Favored Locations: Arenas, battlefields, places of violence, practice yards. Influence Penalty: You are quick to violence and prefer a weapon to spells or contemplation. You take a penalty equal to your spirit bonus on Intelligence checks and Intelligence-based skill checks, and to your caster level (to a minimum of caster level 0); as usual, a reduced caster level may render you unable to cast spells. You can't benefit from effects that increase your caster level. Taboos: Choose one: you are superstitious about arcane spellcasting, so you must not be the willing target of arcane spells or abilities and you must attempt a Will saving throw against even harmless arcane spells and abilities; you may not make an attack with any weapon except a specific manufactured weapon (such as "my father's +2 falchion") that you choose when you take the taboo, and you may not choose unarmed strike for this taboo; you must accept any challenge to prove your prowess in battle, including challenges to single combat—if you or an ally breaks the rules of the challenge, you break this taboo. Champion's Prowess (Lesser, Su): You gain proficiency in all martial weapons and in one exotic weapon of your choice, which you choose each time you channel a champion spirit. Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting. Fleet Charge (Greater, Su): You can take a swift action and a full-round action to move up to your speed and then make a full attack. This special action doesn't combine with sudden attack, but works as normal with effects such as haste and two-weapon fighting. As soon as you begin moving, you are considered to have begun the full-round action, even if circumstances prevent you from attacking at the end of your movement. Legendary Champion (Supreme, Su): You gain two combat feats of your choice, and you can choose different feats each time you channel a champion spirit. You can treat your base attack bonus from your medium levels as equal to your medium level for the purposes of qualifying for combat feats and determining their effects, and you can count your medium levels as levels of one other class whose base attack bonus equals its class level (such as fighter, barbarian, or slayer) for the purpose of qualifying for the two new combat feats. Guardian
Spirit Bonus: When you channel a guardian, your spirit bonus applies to AC and on Constitution checks, Fortitude saves, and Reflex saves. Seance Boon: You gain a +1 bonus to CMD. Favored Locations: City walls, forts, gates, keeps. Influence Penalty: You are incredibly cautious and guarded in all things, and your caution sometimes gets in the way. When attacking, you always fight defensively, and when casting a spell, you always cast defensively. Because of your focus on defense, you take a penalty on damage rolls equal to your spirit bonus. Taboos: Choose one: you must always protect others from danger when you can (including defeated enemies, but not enemies that are an active threat to you and others); you must keep your body in fit physical condition, and you break this taboo every time you drop below half your maximum hit points; you must speak no words and use no abilities with the sonic descriptor, and you break this taboo if you become enraged, frightened, or panicked. Guardian's Shield (Lesser, Su): You gain proficiency in heavy armors and shields (including tower shields). Absorb Blow (Intermediate, Su): You gain DR/— and resistance to acid, cold, electricity, fire, and sonic equal to 1/2 your medium level. Add paladin's sacrifice to your medium spells known as a 2nd-level spell. Sudden Block (Greater, Su): After an enemy's attack would hit you or an adjacent creature, you can use spirit surge to increase the victim's AC, possibly causing the attack to fail, by rolling your spirit surge die and adding it to the chosen character's AC. You must not be flat-footed, and you must be aware of the attack. If use of this ability causes the enemy's attack to miss, you can make an attack at your highest base attack bonus against that enemy as an immediate action. Legendary Guardian (Supreme, Su): Once per day as an immediate action, you can ignore the effects of a single attack against you, including enemy spells targeting you or whose area or effect includes you. The attack affects other creatures as normal. Hierophant
Spirit Bonus: When you channel a hierophant, your spirit bonus applies on Wisdom checks, Wisdom-based skill checks, and Will saves. Seance Boon: Your healing spells and abilities heal an additional 2 points of damage to each target. This does not affect healing conferred by magic items, nor does it add to fast healing or similar effects. Favored Locations: Altars, churches, sacred groves, shrines. Influence Penalty: Whether the spirit hopes to offer a chance for redemption or to sacrifice foes later on a dark altar, you must strike for nonlethal damage in combat whenever possible. You take a penalty equal to your spirit bonus on all Charisma checks and Charisma-based skill checks involving worshipers of faiths other than the spirit's, except checks to convince others to convert to the spirit's faith. Taboos: Choose one: you must strongly revere nature and may not wear metal armor or shields; you must follow a paladin or antipaladin code as appropriate for the spirit's deity; you may not deliberately speak any lies, including bluffing, exaggerating, stating half-truths with intent to deceive, lies by omission, and so on, and if you know the answer to a question that someone asks you, you must give the answer. Divine Surge (Lesser, Su): This power functions as the archmage arcana spirit power, except that you add spells from the cleric/oracle list instead of the sorcerer/wizard list (these spells count as divine), and you need a divine focus if the spell requires one. Energy Font (Intermediate, Su): You can channel energy a number of times per day equal to 1 + your Charisma modifier. Choose whether you channel positive or negative energy each time you contact a hierophant spirit; this choice must match the spirit's faith. If you choose positive energy, add cure spells of each level you can cast from the cleric list to your medium spell list and spells known. Otherwise, add inflict spells in the same way. These spells count as divine, as in the divine surge spirit power. Overflowing Grace (Greater, Su): When you heal a creature to full hit points or a creature already at full hit points with your positive or negative energy, that creature gains a +1 sacred bonus on attack rolls, skill checks, ability checks, and saving throws for 1 round. The bonus is sacred if you use positive energy and profane if you use negative energy. If you destroy or kill one or more creatures with positive or negative energy, you gain a +1 bonus of the same type on attack rolls, skill checks, ability checks, and saving throws for 1 round. Legendary Hierophant (Supreme, Su): Once per day, you can request a minor miracle. This request must be in line with the options for miracle that don't cost powdered diamond. As usual for a miracle, the deity or other being the spirit worships can choose whether or not to grant the request at its whim. Marshal
Spirit Bonus: When you channel a marshal, your spirit bonus applies on Charisma checks and Charisma-based skill checks, as well as on spirit surge rolls. This allows the bonus to apply twice to the total result if you use a spirit surge on a Charisma check or on a Charisma-based skill check. Seance Boon: Choose a seance boon from any of the other legends to benefit from. When using the shared seance class feature, each participant can choose a different boon. Favored Locations: Council rooms, stages, theaters, throne rooms. Influence Penalty: The time you spend concentrating on your allies prevents you from attending to other important matters. You take a penalty equal to your spirit bonus on Wisdom checks and Wisdom-based skill checks. Additionally, if you are not at least nominally in charge of your present allies, you lose the marshal's spirit bonus and seance boon. Taboos: Choose one: you may not allow yourself or your allies to prevent a fleeing enemy from escaping, since an at-large villain makes a better tale (this applies only to enemies seeking to escape, not to those retreating to alert others or fight again from a better position); you may never leave an ally behind or allow yourself or your allies to sacrifice another ally, even a summoned creature; you must embrace any opportunity to spread the legend of yourself and your allies, even when a low profile would be helpful. Marshal's Order (Lesser, Su): You can use your spirit surge on attack rolls, saving throws, ability checks, concentration checks, and skill checks rolled by you or any allies who participated in your seance as long as you have line of sight and line of effect, and are within 30 feet of the chosen ally. You can still use spirit surge only once per round. Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action. Decisive Strike (Greater, Su): You can allow the marshal to gain 1 point of influence over you as a swift action to allow an ally within 30 feet who can see and hear you to make a single melee or ranged attack during your turn. You can use this ability as a standard action to instead allow the ally to perform any standard action. Legendary Marshal (Supreme, Su): You can use a lesser spirit surge without incurring influence. This lesser surge adds a maximum of 1d6 to the roll and does not apply your spirit bonus, regardless of other effects or abilities you have that alter your spirit surge. A lesser surge still counts as a spirit surge for the purpose of the limit of one spirit surge per round, but it does not consume any free uses of spirit surge you may have from effects such as taboo. Trickster
Spirit Bonus: When you channel a trickster, your spirit bonus applies on Dexterity checks, skill checks, and Reflex saves. Seance Boon: Choose one skill when you gain this seance boon. You gain a +1 bonus on skill checks using that skill, and that skill counts as a class skill for you. Favored Locations: Alleys, mazes, taverns, trap-filled locations. Influence Penalty: The trickster within you is a protean manipulator, and you begin to see the possibility that everyone around you might have ulterior motives as well. You never count as an ally for the purpose of gaining benefits from another creature's abilities, nor do you count as a willing target for spells. Anyone attempting to target you with a touch range spell, even a beneficial spell, must succeed at a melee touch attack, though you need not attempt saving throws against harmless spells. You gain no benefit from another creature's aid another attempts, as you are too busy making sure they aren't secretly tricking or sabotaging you. Taboos: Choose one: you can't abide revealing your true identity, and you break this taboo when anyone pierces your disguise, even your own allies; you can never tell the truth; you can never pass up a more lucrative offer, even if it causes you to switch sides. Trickster's Edge (Lesser, Su): Choose any two skills. These skills count as class skills for you, and you are treated as if you had an additional number of ranks in those skills equal to your medium level (to a maximum of your character level). Surprise Strike (Intermediate, Su): When you attack an opponent that's denied its Dexterity bonus to AC, you deal 1d6 points of extra precision damage for every 3 medium levels. Your target counts as flat-footed against the first attack you make against that target in a day, regardless of abilities like uncanny dodge. After your first attack, that target is immune to being made flat-footed by your surprise strike for 24 hours. [b]Transfer Magic (Greater, Su): You can allow the trickster to gain 1 point of influence over you to make a melee touch attack against another creature as a standard action. If the attack succeeds, you randomly steal one of the harmless spells of the highest spell level active on that creature, ending the effect for the original creature and gaining all remaining duration for yourself. This ability does not work on personal-range or instantaneous- or permanent-duration spells. Legendary Trickster (Supreme, Su): Once per day, instead of rolling for a skill check, you can choose your d20 result. Additionally, you gain the ability to change form at will as if using greater polymorph, except that you can mimic the form of a specific individual.
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