Occasional glimpses into the inner workings of a 30 year roleplaying campaign, as well as out of campaign links and commentary.
Friday, May 3, 2019
Time Flies in Campaigns
Thursday, January 10, 2019
Feat: Ioun Bond
You have chosen to link the power of your arcane bond to an ioun stone
Prerequisite: You must have chosen a bonded object as your arcane bond.
Benefit: Like the arcane discovery of the same name, you can form an arcane bond with an ioun stone. When you choose this feat, you gain a dull gray ioun stone as a bonded object at no cost. A bonded ioun stone must be orbiting your head to have effect. At 12th level, you can turn a bonded dull gray ioun stone into another kind of ioun stone as if you possessed the Craft Wondrous Item feat; if you die or replace a bonded ioun stone that has been transformed in this way, the stone reverts to a dull gray ioun stone.
The transformed ioun stone can have a value no greater than 10,000 gp/caster level.
Source: The Mage's Tower website
Feat: Cooperative Research
Your assistance makes spell research far more efficient.
Prerequisites: Spellcraft 1 rank, relevant Knowledge skill 1 rank
Benefit: You can assist another character in spell research. You must both possess Spellcraft and the the relevant Knowledge skill, but either one of you can fulfill any other prerequisites for researching the spell. You provide a +2 circumstance bonus on any Spellcraft or Knowledge checks related to the research, and your assistance increases the research progress by 1 day.
Normal: Attempt a Spellcraft check and a Knowledge check (arcana for an arcane spell, religion for a divine spell) against the spell research DC; If both checks succeed, you make 1 day’s progress toward completing the spell. When your days of progress equal the total number of days needed, the spell is completed and added to your spellbook or list of spells known.
Special: Each additional researcher or assistance beyond the first adds another day's progress if successful.
Source: The Mage's Tower website
Feat: Adept of the Dark Duality
You have discovered the secret of tapping into the Dark Duality of magic.
Prerequisite: Cha, Int or Wis +18, ability to cast 3rd level spells or hexes.
Benefit: Your magic is now partially powered by the Dark Duality. You can use magic items which draw their power from the Dark Duality without taking damage.
Spells from the Illusion and Necromancy are cast with increased power and efficiency. Add a +1 bonus to the DC for all saving throws of spells you cast from those schools. Spells with the darkness descriptor or the shadow subschool add a +1 to the effective level at which they are cast. These bonuses are cumulative, so that a spell from the Necromancy school that has the darkness descriptor would have both a +1 to saving throw DCs and a +1 to the level it was effectively cast at.
Tapping into the Dark Duality is not without its costs, however. Spells from the schools of Evocation and Transmutation have their effective caster level reduced by one (except spells with the darkness descriptor or from the shadow subschool). The reduced caster level affects the spell’s range, duration, damage, and any other level-dependent variables the spell might have, including dispel checks against you. Spells with the light descriptor are weakened even more; their effective caster level is reduced by two.
Any attempt to identify spells cast by a Adept of the Dark Duality through Spellcraft have their DC increased by +5. Spells and items which automatically identify spells in effect function normally.
Any magic items you craft draw their power partially from the Dark Duality. Anyone attempting to use such items that has not been initiated into the mysteries of the Dark Duality must make a Use Magic Device check (DC 15 + the caster level of the item) or take damage (10 hit points + 1 hit point per caster level of the item). Use in this case is defined as activation for those items which require action, being worn or handled in the case of passive use items such arms and armor as well as rings, clothings, etc.
Special: The mysteries of the Dark Duality come with a price. When this feat is taken, you immediately lose one level. This penalty cannot be removed through the use of restorative magics such as restoration or greater restoration. The only way to remove this penalty is by mastering the power of the Dark Duality (taking the Master of the Dark Duality feat) or surviving passage through the Darkbridge (artifact); which confers the Master of the Dark Duality feat upon survivors.
Feat: Abjurant Caster
Your abjuration spells are more powerful.
Prerequisites: Swift Abjuration class ability.
Benefit: The maximum level of spell you can quicken using the Swift Abjuration class ability is now equal to 1/2 your character level (rounded up).
Normal: The maximum level of spell you can quicken in this way is equal to 1/2 your (abjurant champion) class level (rounded up).
Source: The Mage's Tower website
Feat: Abbreviated Spellscript
You have learned an alternate method for recording your spells.
Prerequisites: Must record spells in a spellbook, Caster level 1+.
Benefit: Using a more efficient and compact script when writing spells into your spellbook, you record an entire spell on a single page. Doing so does require double the time it normally would.
Normal: A spell takes up one page of the spellbook per spell level. Even a 0-level spell (cantrip) takes one page. The process takes 1 hour per spell level. Cantrips (0 levels spells) take 30 minutes to record.
Source: The Mage's Tower
Monday, January 7, 2019
Feat: Master of the Threefold Path
Prerequisites: Int 28+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, Initiate of the Threefold Path, Adept of the Threefold Path, wizard level 18th.
Benefit: When you use Adept of the Threefold Path to flexibly prepare spell slots, you can finalize one of these slots with a swift action instead of a move action.
Source: The Mage's Tower website
Sunday, January 6, 2019
Wondrous Item: Argent Anhedron Ioun Stone
Aura strong varied; CL 12th
Slot —
Price 10,000 gp
Weight —
Description
This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.
This ioun stone grants Alacritous Cogitation (as the feat), while orbiting.
Construction
Requirements Craft Wondrous Item, creator must be 12th level
Cost 5,000 gp
Source: The Mage's Tower
Wondrous Item: Amber Sphere Ioun Stone
Aura strong varied; CL 12th
Slot —
Price 100,000 gp
Weight —
Description
This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.
This ioun stone is also known as the amber sphere of Divine Knowledge; it acts as a holy symbol, grants +3 insight bonus to Perception, Knowlege (Religion) and Intelligence-based skill checks.
Construction
Requirements Craft Wondrous Item, creator must be 12th level
Cost 50,000 gp
Source: Adventurer’s Vault 2 (WotC 4E), pg. 28
Wondrous Item: Amber Cube Ioun Stone
Aura strong varied; CL 12th
Slot —
Price 10,000 gp
Weight —
Description
This crystalline stone always floats in the air and must be within 3 feet of its owner to be of any use. When a character first acquires this stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, the stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow the stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time. Ioun stones have AC 24, 10 hit points, and hardness 5.
This ioun stone grants Spell Thematics (as the feat), while orbiting.
Construction
Requirements Craft Wondrous Item, creator must be 12th level
Cost 5,000 gp
Source: The Mage's Tower
Vehicle: Night Monarch Vardo
Aura strong conjuration and transmutation; CL 13th
Slot —
Price 22,750 gp
Weight 400 lbs.
Description
Varisians prize these brightly colored wagons for their usefulness in transport and consider them a sign of Desna’s favor. 10 feet wide by 20 feet long, a night monarch vardo functions as a magically treated Heavy Wagon (hardness 10 and 240 hit points). However, the inside is larger than its outside dimensions. Two additional rooms equivalent in size to the first are accessible from the interior of the wagon and are treated as extradimensional spaces. The atmosphere in these adjoining rooms is clean, fresh, and warm regardless of outside conditions. Each has a capacity of 5,000 pounds and 1,000 cubic feet.
A greater boon is revealed when an animal animated from a figurine of wondrous power is harnessed to the wagon. A night monarch vardo does not encumber these creatures, provided they are at least large size. Moreover, if the animated animal takes flight, the wagon can accompany the creature without hindrance. A night monarch vardo can even follow an obsidian steed during its plane shift and ethereal jaunt powers.
When a night monarch vardo is part of a caravan, use the following caravan rules statistics:
Traveler Capacity 6; Cargo Capacity 14
Limit 1; Consumption 1
Special Benefit +4 bonus to caravan’s Resolve
Construction
Requirements Craft Wondrous Item, mage's magnificent mansion, overland flight, creator must have 6 ranks in the Craft (carpentry) or Profession (wainwright) skill
Cost 11,375 gp
Source: RPG Superstar 2012 Open Call
GM Note
House Rule: Several modifications have been tried (some without success) to the night monarch vardo; each successful modification adds +1 to the vardo's caster level (remember this is not a construction requirement but rather provides the vardo's caster level for dispel magic checks. Here are some of the successes:
Adding the aeonian lantern spell to the vardo's construction requirements increases its price by 10,000 gp but adds an aeonian lantern to the vardo's interior.
Adding the alarm spell to the vardo's construction requirements increases its price by 2,000 gp but wards it as that spell.
Adding the augment object spell to the vardo's construction requirements increases its price by 6,000 gp but doubles its hardness and hit points and adds +20 to the break DC of the vardo.
Adding the dimensional stability spell to the vardo's construction requirements increases its price by 8,000 gp but stabilizes its interior (to include the addtional rooms) so that items that use an extradimensional space as a part of their function (cf. bag of holding) function normally.
Adding the disguise caravan spell to the vardo's construction requirements increases its price by 8,000 gp but it appears as a completely different vehicle allowing it to seamlessly blend in with the culture and environment around it. Remember it does not disguise those driving or riding in it.
Adding the greater alarm spell to the vardo's construction requirements increases its price by 4,000 gp but wards it as that spell.
Adding the hardening spell to the vardo's construction requirements increases its price by 12,000 gp but increases its hardness by 1 point per 2 caster levels of the vardo's caster level.
Adding the hidden caravan spell to the vardo's construction requirements increases its price by 8,000 gp but prevents it from being detected by all but magical means.
Adding the hidden lodge spell to the vardo's construction requirements increases its price by 10,000 gp but increases its interior, changing the right side additional room into a 30 x 30 foot chamber with a sturdy door and a small fireplace. It is furnished with eight bunks, a trestle table, eight stools, and a writing desk. If this spell is added to the vardo's construction twice, the left side chamber is altered to mirror the right side one.
Adding the improved unseen servant spell to the vardo's construction requirements increases its price by 4,000 gp but provides an improved unseen servant to assist with chores in the interior of the vardo.
Adding the ironwood spell to the vardo's construction requirements increases its price by 12,000 gp but increases its hardness by 10 to a total of 20 and gives it fire resistance 10.
Adding the greater ironwood spell to the vardo's construction requirements increases its price by 16,000 gp but gives it DR 5/adamantine and immunity to fire..
Adding the mage's private sanctum spell to the vardo's construction requirements increases its price by 10,000 gp but wards the interior as that spell
Adding the phantom driver spell to the vardo's construction requirements increases its price by 6,000 gp but gives it a driver that makes all driver skill checks (no matter what skills are needed to drive the vehicle) as your caster level + your Intelligence modifier at the time you created the vardo.
Adding the phantom wagon spell to the vardo's construction requirements increases its price by 12,000 gp but give it the additional powers and capabilities of that spell (any improvement in an ability, capability, or power, use the better of the two).
Adding the planar navigation spell to the vardo's construction requirements increases its price by 18,000 gp but allows it to move from plane to plane as if a greater plane shift were cast upon it.
Adding the secret vault spell to the vardo's construction requirements increases its price by 16,000 gp but creates an extradimensional space that is accessible through a trapdoor in one of the vardo's three rooms. This vault is equal in size to 10 cubic feet per CL of the vardo. Once the location of this trapdoor is decided upon, it cannot be changed.
Adding the unseen attendant spell to the vardo's construction requirements increases its price by 2,000 gp but provides an unseen attendant to act as your valet while in the interior of the vardo.
Adding the unseen crafter spell to the vardo's construction requirements increases its price by 4,000 gp but provides an unseen crafter to assist in any crafting (magical or mundane) while in the interior of the vardo.
Adding the unseen servant spell to the vardo's construction requirements increases its price by 2,000 gp but provides an unseen servant to assist with chores in the interior of the vardo.
Thursday, January 3, 2019
Feat: Adept of the Threefold Path
Prerequisites: Int 24+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, Initiate of the Threefold Path, wizard level 15th.
Benefit: When you use Initiate of the Threefold Path, you can flexibly prepare a number of spell slots equal to the number of spells you have mastered with Spell Mastery (and Adept Mastery if that feat is possessed) + 4 flexibly prepared. Furthermore, you can finalize one of these slots with a move action instead of a standard action.
Source: The Mage's Tower website
Wednesday, January 2, 2019
Feat: Initiate of the Threefold Path
Prerequisites: Int 20+, Spell Mastery, Flexible Wizardry, Improved Flexible Wizardry, wizard level 12th.
Benefit: When you prepare your spells each day, you can choose to keep a number of spell slots equal to the number of spells you have mastered with Spell Mastery (and Adept Mastery if that feat is possessed) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare three spells. Anytime after you prepare these flexible slots, you can spend a standard action to finalize one slot, choosing one of the three spells to be finished and fully prepared in that slot.
Source: The Mage's Tower website
Tuesday, January 1, 2019
Feat: Improved Ioun Shaping
Your skill at creating ioun stones far exceeds most.
Prerequisites: Craft Wondrous Item, caster level 12+
Benefit: Your skill at creating ioun stones is so advanced you may choose one of the following benefits when crafting an ioun stone: when determining the gold piece cost in raw materials you need to craft any item, reduce the base price by 25%; or, when determining the time you need to craft any item, reduce the base time by 25%. You choose the benefit each time you craft an ioun stone. The benefit taken while using this feat stacks with any similar benefit from another crafting feat.
Source: Mage's Tower
Monday, January 1, 2018
Location: The Lost Temple of Moradin
The Lost Temple of Moradin
Introduction
A lone butte rises from the wasteland, it seems almost like some irresistible force half melted it once the party has gotten close enough to examine it.
It is over 600 feet high and 500 feet in diameter. Closer examination reveals a single cleft like opening on the northern side. This opening is 20 feet across and 30 feet high. The inside is a rectangular cave nearly 40 feet high and across and 60 feet in length.
A curved tunnel, 30 feet high and 20 feet across, slants sharply upward, its floor is rough and broken from what appears to be ancient water flows down it. Travel up this rough tunnel is considered to be on hindering terrain and movement is affected accordingly.
After traveling for 300 feet, the tunnel flats out and continues on for another 300 feet. The rough walls become finely worked, as does the floor.
Monday, October 2, 2017
E is for Evard
Evard, also known as Evard the Black, is an archmage responsible for developing such spells as Evard's Black Tentacles. Evard is known to operate from the Sheldomar Valley, where he deals as an information broker.
Evard is a man of sturdy build and average musculature, with pale skin and long dark hair. He wears rich clothing, often belted with a white sash, and a large purple gemstone hangs from his throat. He is a charming man with a ready grin.
Evard was originally a minor noble in the March of Bissel. He came to be a very successful broker of information, and many sages and loremasters send him knowledge in return for solving vexing questions of their own. If he doesn't know something, someone in his network does. He is ambitious and cunning, and will readily betray his allies if it suits him. He can be found in any of the major cities of the Sheldomar.
Relationships
Evard was once a good friend of Mordenkainen, but now counts him as an enemy.
Born a minor noble in Bissel, Evard has since become disgraced by his peers. He is possibly tied to an insurrection of necromancers in Bissel in 580 CY, which led to a harsh suppression of fringe groups and increased punishment for the crimes of treason and sedition.
Spells
In addition to the commonly known spell, Evard's Black Tentacles, Evard has also developed the following spells:
Evard's All-Seeing Worm
Evard's Menacing Tentacles
Writings
Evard is known to have authored the following works: Legendry of Phantoms and Ghosts
Evard in the Living Greyhawk campaign
In the Living Greyhawk campaign, Evard is portrayed as a necromancer, and with his Ur-Flan allies he conquered Thornward in Sunsebb of 594 CY, and attempted to conquer all of Bissel with his undead army. After many battles, he was finally killed in Sunsebb of 595 CY.
Wednesday, September 6, 2017
D is for Drawmij
Drawmij is an archmage, and a member of the wizardly conclave known as the Circle of Eight.
Drawmij is 58 years old in 585 CY, although he appears to be a young man in his late twenties or early thirties. His hair is sandy blond and his eyes are so blue that they’re nearly purple. He stands six feet tall and weighs 172 pounds. His features possess an undefinable unsettling quality, and more than a few of those who know him have perceived something subtly different about him each time they meet – the shade of his eyes, his height, even the thickness and curl of his hair. Rary calls these his “troubling inconsistencies.”
Drawmij wears magical robes of cool colors, favoring elven designs.
For the last decade or so, Drawmij has focused on the theories of chronomancy, magic involving the manipulation of time. He has grown increasingly eccentric of late.
He has a close connection to Duke Luschan of Gradsul, who may be a relative of his. Drawmij also spends time with the Hierophant Sverdras Meno, a druid of the Old Faith who oversees the Azure Sea.
Drawmij has many contacts among the minstrels and bards of Celene, though few in the capital of Enstad admit to knowing him. Drawmij has few known agents, but he knows much more about Keoland and its client states than it seems like he should.
Drawmij has an enduring hatred of Jaran Krimeeah, the Mage of the Valley of the Mage, and is forever trying to persuade other members of the Circle of Eight to help him kill the wily archmage once and for all. Jallarzi Sallavarian has suggested to Otto that Drawmij’s true enmity is for Tysiln San, Jaran’s mistress, though the reasons for this are unknown.
Drawmij only grudgingly accepted the addition of Warnes Starcoat and Alhamazed to the Circle of Eight, and argued against the inclusion of Theodain Eriason. Since losing that fight, however, he has treated Theodain’s presence with bland acceptance.
Drawmij is reputed to live in a cavernous underwater fortress beneath the Azure Sea, 150 miles south of Gradsul in Keoland, where he deals with merfolk, whales, dolphins, and many other denizens of the ocean. This fastness was once the dwelling of the druid Sverdras Meno. He visits the Free City of Greyhawk as little as possible, finding it stifling and distasteful, but visits Gradsul regularly. Drawmij possesses a magical metal boat he can pilot underwater.
Drawmij is responsible for developing the commonly known spell Drawmij’s instant summons.
Drawmij has also developed the following additional spells:
Drawmij’s adventurer’s luck
Drawmij’s beast of burden
Drawmij’s beneficient polymorph
Drawmij’s breath of life
Drawmij’s flying feat
Drawmij’s handy timepiece
Drawmij’s instant exit
Drawmij’s iron sack
Drawmij’s light step
Drawmij’s marvelous shield
Drawmij’s merciful metamorphosis
Drawmij’s protection from nonmagical gas
Drawmij’s scent mask
Drawmij’s swift mount
Drawmij’s tool box
Drawmij is known to have authored the following works:
Repertoire of Illustrious Conjurations
Thursday, June 23, 2016
Base Class: Spellslayer
Base Class: Spellslayer
The spellslayer (abbreviated SpS) is a magical killer whose strength comes from the element of surprise and his mastery of arcane magic.
This base class provides an alternative to the assassin prestige class given in the Dungeon Master's Guide and the PFG Gamemastery Guide. Note that these two
classes do not interact well, and a GM should not allow both in his campaign unless he is using regional assassins or something similar (such as differing guilds).
Adventures
Spellslayers usually seek adventure only when a great threat comes against those they serve, or when they are directed to do so. While they rarely pursue adventure for its own sake, some spellslayers are exceptions to this rule. The adventuring spellslayer uses the constant danger of the adventuring life as a way to hone and perfect his abilities, and keep his skills at their sharpest. The guise of adventurer is also excellent cover for the working spellslayer, since constant traveling and great fluctuations in wealth are part and parcel of adventuring life.
Characteristics
The spellslayer is a master of surprise and stealth, of cunning and magical skill. He does not have the strength of a barbarian or fighter, the versatility of a bard, or the breadth of skills of a rogue, but he combines a potent mastery of magic with a solid attack bonus and skill list, and special abilities that make him a feared, and seldom-seen, opponent.
Alignment
Spellslayers follow a path of exacting rules which comes from a code of conduct from which no deviation is allowed. They are never chaotic and good and evil are merely mental constructs for most spellslayers. Lawful spellslayers follow a strict code of who may be killed and when. They despise slaughter for its own sake, and only kill outside a contract when they or their master are threatened. Spellslayers who are neutral are among the most dangerous characters imaginable. Their absolute amorality and faithlessness makes them as unpredictable as mad dogs.
Religion
Those spellslayers who practice a faith commonly worship the gods of thieves, but many also revere deities of death, murder, and vengeance. Of course, many spellslayers do not trouble themselves to revere anything beyond their own ability to cause destruction.
Background
Almost all spellslayers are members of an organized guild that operates in major cities; though some are zealots who kill at the pleasure of their religious leaders. A very small minority, however, are self-trained in the craft and find honor only in the practice of killing.
Within the Arcane Age campaign setting for the World of Greyhawk, spellslayers are found almost exclusively in the Suel Imperium. There each Great House (as well as several of the Houses Minor) maintains a House Assasin (along with a small cadre of assassins in training). This House Assassin, along with the House Shield (a Suel arcanamach), are primarily responsible for the safety of the House members as well as their martial (and in many cases, arcane training).
In the Arcane Age, spellslayers and arcanamachs are perceived to be the dagger and buckler of each Great House. Their combined skills are nearly undefeatable.
Races
Humans are the most common spellslayers. Occasionally an exceptional thrall from another race will be trained as a spellslayer. Such are almost always considered disposable assets; though they are never given a hint of such an attitude and in fact are some of the dedicated spellslayers since they are indoctrinated from a young age and told that they are special, different from the rest of their kind.
Elves and half-elves are exceptional spellslayers, but it is rare to find an elf so grim that he would abandon his long life to the practice of dedicated killing. Most half-elves inherit a gaiety and love of freedom from their elven parent, and despise the sinister, single-minded determination of the class. Likewise, the dwarves' cultural tendency towards good make them ill suited to the essentially evil path.
Despite their reputation as opportunists, few halflings follow the path of the spellslayer. Most of their race is good at heart, and they instinctively shy away from the dedication and bloody-mindedness required in a trained killer. Gnome spellslayers are extremely rare, but their innate talent for illusion and keen intellect makes them extremely deadly.
Other Classes
Spellslayers who serve in a guild typically operate in teams alongside rogues, fighters, and arcane spellcasters; and zealots work well with clerics of their faith. Self-trained spellslayers often cultivate one or more long-term false identities as deep covers. Lone spellslayers get along with most evil characters.
Paladins and good-aligned rangers and clerics never knowingly work with spellslayers, and often seek to bring these characters to justice. Though, truth be told, many a rogue upon whom a paladin has relied upon for years (in some cases) has been a spellslayer in deep cover.
Within the Arcane Age campaign setting for the World of Greyhawk, spellslayers are routinely trained from a young age with Suel arcanamachs and perhaps work most effectively with them.
Game Rule Information
Spellslayers have the following game statistics.
Abilities: Dexterity is crucial for many of a spellslayer's skills, but Intelligence is equally important to the spellslayer for casting spells, as well as crafting poisons and occasionally forging documents.
Alignment: Any nonchaotic.
Hit Die: d6.
Starting Gold: 5d4 X 10
Class Skills
The spellslayer's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Int*), Escape Artist (Dex), Perception (Int*), Perform (Cha), Profession (Wis), Sense Motive (Wis), and Stealth (Dex).
*Please note that the spellslayer uses Intelligence instead of Wisdom for Perception checks after 1st level.
Skill Points at 1st Level: (4 + lnt modifier) x 4.
Skill Points at Each Additional Level: 4 + Int modifier.
Base Base Spells
Class Atk Fort Ref Will
Level Bonus Save Save Save Special 0 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1st +0 +0 +2 +0 Bonus languages 2 1 -- -- -- -- -- -- -- --
2nd +1 +0 +3 +0 Focused mind 2 1 -- -- -- -- -- -- -- --
3rd +2 +1 +3 +1 Sneak attack +1d4 3 2 1 -- -- -- -- -- -- --
4th +3 +1 +4 +1 Killing blow 1/day 3 2 1 -- -- -- -- -- -- --
5th +3 +1 +4 +1 4 2 2 1 -- -- -- -- -- --
6th +4 +2 +5 +2 4 3 2 1 -- -- -- -- -- --
7th +5 +2 +5 +2 Sneak attack +2d4 4 3 3 2 1 -- -- -- -- --
8th +6/+1 +2 +6 +2 Killing blow 2/day 4 3 3 2 1 -- -- -- -- --
9th +6/+1 +3 +6 +3 4 4 3 2 2 1 -- -- -- --
10th +7/+2 +3 +7 +3 4 4 4 3 2 1 -- -- -- --
11th +8/+3 +3 +7 +3 Sneak attack +3d4 4 4 4 3 2 2 1 -- -- --
12th +9/+4 +4 +8 +4 Killing blow 3/day 4 4 4 3 3 2 1 -- -- --
13th +9/+4 +4 +8 +4 4 4 4 4 3 2 2 1 -- --
14th +10/+5 +4 +9 +4 4 4 4 4 3 3 2 1 -- --
15th +11/+6/+1 +5 +9 +5 Sneak attack +4d4 4 4 4 4 4 3 2 2 1 --
16th +12/+7/+2 +5 +10 +5 Killing blow 4/day 4 4 4 4 4 3 3 2 1 --
17th +12/+7/+2 +5 +10 +5 4 4 4 4 4 4 3 2 2 1
18th +13/+8/+3 +6 +11 +6 4 4 4 4 4 4 3 3 2 1
19th +14/+9/+4 +6 +11 +6 Sneak attack +5d4 4 4 4 4 4 4 4 3 2 2
20th +15/+10/+5 +6 +12 +6 Killing blow 5/day 4 4 4 4 4 4 4 3 3 2
Class Features
All of the following are class features of the spellslayer.
Weapon and Armor Proficiency: A spellslayer is proficient with all simple and martial weapons, light armor, medium armor, and shields.
Bonus Languages (Ex): A spellslayer may substitute any language for one normally available to him because of his race. The spellslayer may even select a secret language (such as Druidic). Additionally, all spellslayers know a secret sign language that combines hand signals and subtle motions. The spellslayer sign language may not be learned by nonspellslayers, and is never taught to outsiders.
Focused Mind (Ex): At 2nd level, a spellslayer is taught to focus his mental faculties to a razor edge; the spellslayer uses his Intelligence modifier in place of that from Wisdom for all Disguise and Perception checks.
Killing Blow (Ex): At 4th level, a spellslayer gains the ability to make a coup-de-grace attack as a standard action once per day. This ability may be used when the spellslayer's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), or when the spellslayer flanks the target, just like a rogue's sneak attack ability. During a surprise round, a killing blow attack can be made as a partial action. The spellslayer may make an additional killing blow attack every four levels thereafter. A spellslayer also gets his extra sneak attack damage against a helpless opponent when delivering a killing blow.
Unlike a coup-de-grace attack against a helpless opponent, the spellslayer may use a damaging spell in place of a melee weapon though he must roll to attack normally. If his attack hits, he scores a critical hit. If the defender survives the damage, he still must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a killing blow provokes attacks of opportunity from threatening foes (but not a flat-footed target) because it requires intense concentration. You can't deliver a killing blow against a creature that is immune to critical hits, such as a golem.
At 14th level, the spellslayer masters the killing blow and all such attacks receive a +2 attack bonus and no longer provoke attacks of opportunity.
Sneak Attack (Ex): At 3rd level, a spellslayer gains a + 1d4 sneak attack. Any time the spellslayer's target would be denied his Dexterity bonus to AC (whether he actually has a Dexterity bonus or not), the spellslayer's attack deals +1d4 points of damage. The extra damage increases to +2d4 at 9th level and +3d4 at 15th level. Should the spellslayer score a critical hit with a sneak attack, his extra damage is not multiplied.
It takes precision and penetration to hit a vital spot, so ranged attacks can only count as sneak attacks if the target is 30 feet away or less.
With a sap or an unarmed strike, the spellslayer can make a sneak attack that deals subdual damage instead of normal damage. He cannot use a weapon that deals normal damage to deal subdual damage in a sneak attack, not even with the usual -4 penalty, because he must make optimal use of her weapon in order to execute the sneak attack.
A spellslayer can only sneak attack living creatures with discernible anatomies-undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Additionally, any creature immune to critical hits is similarly immune to sneak attacks. Also, the spellslayer must be able to see the target well enough to pick out a vital spot and must be able to reach a vital spot. The spellslayer cannot sneak attack while striking at a creature with concealment or by striking the limbs of a creature whose vitals are beyond reach.
If a spellslayer gets a sneak attack bonus from another source (such as rogue levels), the bonuses to damage stack. Note that sneak attacks add into the damage of coup-de-grace attack (such as killing blows).
Spells
Beginning at 1st level, a spellslayer gains the ability to cast arcane spells. To cast a spell, an spellslayer must have an Intelligence of 10 + the spell's level. The DC for saving throws against spellslayer spells is 10 + the spell's level + the spellslayer's Intelligence modifier.
A spellslayer can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on the table above. In addition, he receives bonus spells per day if he has a high Intelligence score.
A spellslayer may know any number of spells. He must the slots for the spells he will cast that day ahead of time by getting 8 hours of sleep and then spending 1 hour studying his spellbook. While studying, the spellslayer decides which spell slots to prepare. At this time he also determines if any metamagic feats will be applied and at what levels.
Unlike a wizard or a cleric a spellslayer need not prepare her spells in advance; only the slots. He can cast any spell he has recorded in his personal spellbook at any time, assuming he has not yet used up his spells per day for that spell level.
A spellslayer begins play with a spellbook containing 8 0-level arcane spells plus two 1st-level spells of his choice. The spellslayer also selects a number of additional 1st-level spells equal to his Intelligence modifier to add to the spellbook. At each new spellslayer level, he gains one new spell of any spell level or levels that he can cast (based on his new spellslayer level) for his spellbook. At any time, a spellslayer can also add spells found in the spellbooks of other arcane casts (such as other spellslayers or wizards) to his own spellbook.
There are feats that can increase the number of new spells a spellslayer is able to learn.
In addition to being able to learn and cast spells from those available to sorcerers and wizards, the spellslayer can also learn and cast spells from the more specialized list used by common assassins.
Ex-Spellslayers
A spellslayer who becomes chaotic loses the ability to make a killing blow and cannot gain more levels as a spellslayer. He retains all the other benefits of the class, including spells, bonus feats, and bonus languages.
Human Spellslayer Starting Package
Armor: Studded leather +3 AC, small wooden shield +1 AC, armor check penalty -2, speed 30ft., 25 lb.
Weapons: Short sword (1d6, 19-20/x2 crit, 2 lb., Medium-size, Piercing).
Shortbow (1d6, x3 crit, 2 lb., Medium-size, Piercing).
Skill Selection: Pick a number of skills equal to 4 + lnt modifier.
Feat: Improved Initiative.
Gear: Backpack with waterskin, one day's trail rations, disguise kit, bedroll, sack, and flint and steel
Gold: 4d4 gp.
Alternative Spellslayer Starting Package
Same as human spellslayer, except
Race: Gnome or halfling.
Armor: Speed 20 ft., 12 lb.
Weapons: Light pick (1d4, x4 crit, 4 lb., Small, Piercing) instead of heavy pick.
GM Note
This class was originally based off the Assassin base class from The Assassin's Handbook from Green Ronin Publishing. It has been heavily modified to enable more spellcasting flexibility while restricting the number of spells that can be cast per day. This was done by radically reducing the original class's special abilities (bonus feats were removed and precision damage was reduced) as well as the number of spells per day and the number of spells gained per level. These changes resulted from player testing over a 14 year period.
In the Arcane Age campaign setting for the World of Greyhawk, this class is restricted to the Suel Imperium. Players must choose to either belong to a Great House or if they desire, they may play a 'rogue' assassi' (i.e. one that is self-trained). Doing the latter requires the player to create at least one deep cover identity and maintain it at all times since such rogue assassins are highly illegal within the Imperium and are hunted down ruthlessly. GMs are encouraged to frequently (at least one encounter per game month) develop encounters with hunter-killer teams sent to remove such rogues unless they diligently maintain their covers.
In the Arcane Age campaign setting for the World of Greyhawk, this class uses the alternative metamagic system developed by Jim Butler in the place of the core metamagic system. It is recommended that players wishing to play this class speak with their GM and request that they be able use this system in the place of the core system.
Wednesday, June 22, 2016
Spell: Masking Aura
Masking Aura
Illusion (glamer)Level: Assassin 3, Sorcerer 3, Wizard 3
BoXM: Wizard 6
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: One day/level (D)
Saving Throw: None; see text
Spell Resistance: No
Source: The Mage’s Tower website
The creature touched has its personal magical auras (though not those of magical items it bears) masked in such a manner that it appears as if no spells or magicks are affecting him. Spells such as arcane sight, detect magic, or greater arcane sight simply detect no magical auras from the affected creature.
If someone with a magical detection ability or spell such as one of those listed above chooses to “disbelieve” the masking aura, he may make a Spellcraft check (DC 35) to do so, but the difference between his own level and that of the caster of the masking aura is used as either a positive or negative modifier to this check.
This spell masks any magical auras upon the creature, not just those in effect at the time of its casting.
Masking aura prevents spells such as magical backlash, greater magical backlash, reciprocal gyre, etc. from functioning while it is active.
GM Note
This spell is commonly known as Nystul's masking aura in the World of Greyhawk campaign setting.
Tuesday, June 21, 2016
Spell: Mystic Shield
Mystic Shield
AbjurationLevel: Sorcerer 8, Wizard 8
BoXM: Wizard 15
Components: V, S, M (a stone, a drop of blood, a tear from the caster’s eye,
and a clear gem stone worth at least 400 gp.)
Casting Time: 1 round
Range: Touch
Target: Creature touched
Duration: 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Source: Anauroch, the Empire of Shade, pg. 141
With the casting of your spell, you feel a presence about you, warding off the spells of other casters.
This spell creates an invisible aura around the recipient that moves with that individual. It prevents all spells and spell-like abilities of 6th level or lower from affecting the recipient. The protected individual can cast spells normally, even on himself. Magic items and spells that summon items to the caster such as secret chest and instant summons likewise function normally.
A mystic shield also negates the enhancement bonuses and special properties of magic weapons used against the target.
