https://www.dandwiki.com/w/api.php?action=feedcontributions&user=Calidore+Chase&feedformat=atomD&D Wiki - User contributions [en]2024-03-29T08:54:57ZUser contributionsMediaWiki 1.35.8https://www.dandwiki.com/w/index.php?title=Cloak_of_Blinding_Ash_(3.5e_Equipment)&diff=1807215Cloak of Blinding Ash (3.5e Equipment)2024-02-09T09:06:22Z<p>Calidore Chase: </p>
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<div>{{3.5e Magic Item<br />
| name=Cloak of Blinding Ash<br />
| school=[[SRD:Conjuration School|conjuration]]<br />
| aura=Faint<br />
| cl=5th<br />
| price=27,000 gp<br />
| cost=13,500 gp, 540 XP, 27 Days<br />
| prerequisites=[[SRD:Craft Wondrous Item|Craft Wondrous Item]]: ''[[SRD:Pyrotechnics|Pyrotechnics]], [[SRD:Obscuring Mist|Obscuring Mist]]''<br />
| bslot=Shoulders<br />
| act=Standard<br />
| wght= 1 lb.<br />
| description=This pitch black cloak is made from the carefully harvested fur of dozens of ash rats. On command, 3/day, this cloak emits a cloud of warm ash and smoke that spreads to cover a 30 ft. radius area. The cloud obscures all vision, including [[SRD:Darkvision|darkvision]], beyond 5 ft. All creatures in the cloud are granted [[SRD:Concealment|concealment]] (20% chance to miss) when within 5 ft. of each other or total concealment if farther than 5ft. Each creature within the cloud must make a [[SRD:Saving Throw|Fortitude save]] (DC 15, +1 per previous check made) every round or become dazed for one round ([[SRD:Environment#Smoke|coughing and choking]]). A creature that chokes for two consecutive rounds takes 1d6 points of [[SRD:Nonlethal Damage|nonlethal damage]]. The wearer of the cloak is immune to the choking and can see through the ash and smoke with no penalties. A fringe benefit of the cloak is that it can help protect from regular (non-magical) cold environments while the cloud is active.<br />
}}<br />
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{{3.5e Magical Wondrous Items Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
[[Category:Shoulder Slot]]<br />
[[Category:Protection]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=River_Gypsy_(3.5e_Prestige_Class)&diff=1727080River Gypsy (3.5e Prestige Class)2023-05-05T09:58:35Z<p>Calidore Chase: Fixed unlimited healing issue.</p>
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<div>{{DnD Prestige Class Infobox<br />
|img=<br />
|imgloc=<br />
|imgsize=<br />
|imgcaption=<br />
|rating_power=<br />
|raters_power=<br />
|rating_wording=<br />
|raters_wording=<br />
|rating_formatting=<br />
|raters_formatting=<br />
|rating_flavor=<br />
|raters_flavor=<br />
|status=Just beginning to write<br />
|editing=<br />
|type=Separate Spellcasting, Good Guy<br />
|desc=Wanderers of the Waterways<br />
|len=10<br />
|minlvl=5<br />
}}<br />
<br />
= River Gypsy =<br />
<br />
Masters of the rivers, canals and lakes upon which they live, River Gypsies are fun loving free spirits with a passion for sailing. They are friends with all the goodly races and wild animals that live near their adopted home. <br />
<br />
===Becoming a River Gypsy===<br />
<br />
{| class="d20 dragon monstats" cellspacing="0" cellpadding="0"<br />
|+ style="font-size: larger; white-space: nowrap;" | Entry Requirements<br />
! Race:<br />
| [[SRD:Halfling|Halfling]]<br />
|-<br />
! Skills:<br />
| [[SRD:Profession Skill|Profession]] (Sailor) 8 [[SRD:Skills Summary|ranks]]<br />
|-<br />
! Alignment:<br />
| Must be Good-aligned<br />
|} <br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|+ style="text-align: right;" | <div style="float: left;">Table: The River Gypsy</div> Hit Die: 6<br />
|-<br />
! rowspan="2" |Level|| rowspan="2" |Base Attack Bonus|| rowspan="2" |Fort Save|| rowspan="2" |Ref Save|| rowspan="2" |Will Save|| style="text-align: left;" rowspan="2" |Special!!colspan="4"|—'''Spells per Day—'''<br />
|-<br />
!1st!!2nd!!3rd!!4th<br />
|-<br />
| 1st || +0 || +2 || +0 || +2 || style="text-align: left;" | [[#Favored Enemy: Reptilian Humanoid|Favored Enemy: Humanoid Reptilian]], [[#River Speak|River Speak]], [[#Run the Boat|Run the Boat]] || style="text-align: left;" | 0 || - || - || -<br />
|- class="even"<br />
| 2nd || +1 || +3 || +0 || +3 || style="text-align: left;" | [[#Broken Breath|Broken Breath]], [[#Otter Friend|Otter Friend]] || style="text-align: left;" | 0 || - || - || -<br />
|-<br />
| 3rd || +2 || +3 || +1 || +3 || style="text-align: left;" | [[#Otter Shape|Otter Shape]] || style="text-align: left;" | 1 || 0 || - || -<br />
|- class="even"<br />
| 4th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Bonus Feat|Bonus Feat]] || style="text-align: left;" | 1 || 0 || - || -<br />
|-<br />
| 5th || +3 || +4 || +1 || +4 || style="text-align: left;" | [[#Sink the Boat|Sink the Boat]], [[#Spite|Spite]] || style="text-align: left;" | 2 || 1 || 0 || -<br />
|- class="even"<br />
| 6th || +4 || +5 || +2 || +5 || style="text-align: left;" | [[#Bonus Feat|Bonus Feat]] || style="text-align: left;" | 2 || 1 || 0 || -<br />
|-<br />
| 7th || +5 || +5 || +2 || +5 || style="text-align: left;" | [[#Remember the Hills|Remember the Hills]] || style="text-align: left;" | 3 || 2 || 1 || 0<br />
|- class="even"<br />
| 8th || +6 || +6 || +2 || +6 || style="text-align: left;" | [[#Bonus Feat|Bonus Feat]] || style="text-align: left;" | 3 || 2 || 1 || 0<br />
|-<br />
| 9th || +6 || +6 || +3 || +6 || style="text-align: left;" | [[#Fly the Boat|Fly the Boat]] || style="text-align: left;" | 4 || 3 || 2 || 1<br />
|- class="even"<br />
| 10th || +7 || +7 || +3 || +3 || style="text-align: left;" | [[#Recall Home|Recall Home]] || style="text-align: left;" | 4 || 3 || 2 || 1<br />
|-<br />
| colspan="10" style="text-align: left; border: none;" |'''Class Skills (4 + [[SRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[SRD:Concentration Skill|Concentration]] ([[SRD:Constitution|Con]]), [[SRD:Craft Skill|Craft]] ([[SRD:Intelligence|Int]]), [[SRD:Diplomacy Skill|Diplomacy]] ([[SRD:Charisma|Cha]]), [[SRD:Handle Animal Skill|Handle Animal]] ([[SRD:Charisma|Cha]]), [[SRD:Heal Skill|Heal]] ([[SRD:Wisdom|Wis]]), [[SRD:Jump Skill|Jump]] ([[SRD:Strength|Str]]), [[SRD:Knowledge Skill|Knowledge]] (Geography) ([[SRD:Intelligence|Int]]), [[SRD:Knowledge Skill|Knowledge]] (Nature) ([[SRD:Intelligence|Int]]), [[SRD:Listen Skill|Listen]] ([[SRD:Wisdom|Wis]]), [[SRD:Profession Skill|Profession]] ([[SRD:Wisdom|Wis]]), [[SRD:Ride Skill|Ride]] ([[SRD:Dexterity|Dex]]), [[SRD:Spellcraft Skill|Spellcraft]] ([[SRD:Intelligence|Int]]), [[SRD:Spot Skill|Spot]] ([[SRD:Wisdom|Wis]]), [[SRD:Survival Skill|Survival]] ([[SRD:Wisdom|Wis]]), [[SRD:Swim Skill|Swim]] ([[SRD:Strength|Str]]).<br />
|}<br />
<br />
==Class Features==<br />
<br />
All of the following are class features of the River Gypsy.<br />
<br />
'''Weapon and Armor Proficiency:''' A River Gypsy is proficient with all [[SRD:Simple Weapon Proficiency|simple]] and [[SRD:Martial Weapon Proficiency|martial weapons]], and with [[SRD:Armor Proficiency (Light)|light armor]] and [[SRD:Shield Proficiency|shields]] (except [[SRD:Tower Shield Proficiency|tower shields]]).<br />
<br />
'''{{#anc:Spells}}:''' A River Gypsy casts divine spells, which are drawn from the [[SRD:Druid Spell List|druid spell list]]. A River Gypsy must choose and prepare her spells in advance (see below).<br />
<br />
To prepare or cast a spell, the River Gypsy must have a [[SRD:Wisdom|Wisdom]] score equal to at least 10 + the [[SRD:Spell Level|spell level]]. The [[SRD:DC|Difficulty Class]] for a [[SRD:Saving Throw|saving throw]] against a River Gypsies spell is 10 + the [[SRD:Spell Level|spell level]] + the River Gypsies [[SRD:Wisdom|Wisdom]] modifier.<br />
<br />
Like other spellcasters, a River Gypsy can cast only a certain number of spells of each [[SRD:Spell Level|spell level]] per day. Her base daily spell allotment is given on the table above. In addition, she receives bonus spells per day if she has a high [[SRD:Wisdom|Wisdom]] score. She does not have access to any domain spells or granted [[SRD:Powers|powers]], as a [[SRD:Cleric|cleric]] does.<br />
<br />
A River Gypsy prepares and casts spells the way a [[SRD:Cleric|cleric]] does, though she cannot lose a prepared spell to cast a ''cure'' spell in its place. A River Gypsy may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.<br />
<br />
'''{{#anc:Favored Enemy: Reptilian Humanoid|Favored Enemy: Reptillian Humanoid:}}''' River Gypsies have had a profound hatred for all reptilian humanoids since the Yuan-ti destroyed their homeland. This ability works exactly like the [[SRD:Ranger#Favored Enemy|Ranger]] ability of the same name.<br />
<br />
'''{{#anc:River Speak|River Speak}} (Ex):''' River Gypsies have learned to speak to the mammals that make their homes in, on, or by the rivers and canals of the world. Communication is rudimentary, only simple concepts can be exchanged.<br />
<br />
'''{{#anc:Run the Boat|Run the Boat}} (Su):''' At 1st level a River Gypsy is taught the secret of animating a boat. They may animate a narrow-boat of 10ft + 10ft per level in the River Gypsy prestige class. They may also animate any object that is currently floating in water that is less than 1 ton per level in the River Gypsy prestige class. Whatever object is so animated will move forward, backward or side-to-side at a rate of about 10 miles per hour +1 mile per hour per character level. This lasts a number of hours per day equal to the River Gypsies character level to a maximum of 16 hours per day. A full eight hours of rest is required to recover this ability. The duration may be spread out amongst multiple objects, one object at a time.<br />
<br />
'''{{#anc:Broken Breath|Broken Breath}} (Ex):''' A River Gypsy fighting in the water can attempt to hit their opponent in such a way that they lose their breath. On a successful melee attack a River Gypsy causes the target to make an immediate Constitution check to continue holding their breath, the DC is equal to 10 + 1/2 the damage dealt to the target on this attack. Every round after this the target must continue making Constitution checks per the [[SRD:Environment#Drowning|rules on drowning]].<br />
<br />
'''{{#anc:Otter Friend|Otter Friend}} (Ex):''' A River Gypsy may make a bond with one of the otters that make their home on the river. The Otter is treated like a [[SRD:Druid#Animal Companion|Druid's]] animal companion.<br />
<br />
'''{{#anc:Otter Shape|Otter Shape}} (Su):''' Similar to the [[SRD:Druid#Wild Shape|wild shape]] ability of the [[SRD:Druid|Druid]], this ability allows the River Gypsy to take on the form of a normal river otter. They may switch back and forth an unlimited number of times per day and stay in otter form as long as they like. They do not regain lost hit points when they shapeshift. They do, however, automatically revert back to their normal [[SRD:Halfling|Halfling]] shape when they fall asleep or otherwise lose consciousness.<br />
<br />
'''{{#anc:Bonus Feat|Bonus Feat}} (Ex):''' The River Gypsy may select a bonus feat from the following feats: [[Tireless Pilot (3.5e Feat)|Tireless Pilot]], [[River Runner (3.5e Feat)|River Runner]], [[Sailing Large (3.5e Feat)|Sailing Large]], [[Remote Running (3.5e Feat)|Remote Running]], [[Siege Boat (3.5e Feat)|Siege Boat]], (more to come)<br />
<br />
'''{{#anc:Sink the Boat|Sink the Boat}} (Su):''' At 5th level a River Gypsy may command his boat to submerge itself. The boat magically maintains an enclosure of breathable air that replenishes itself quickly enough to support as many people as can fit on the boat. This ability is only useful in areas where the water is deep enough to completely submerge the boat. It takes 5 rounds to completely submerge most river vessels, larger vessels may take longer. Movement underwater is at 1/4 the River Gypsies 'on water' rate.<br />
<br />
'''{{#anc:Spite|Spite}} (Ex):''' Once per day, a River Gypsy may attempt to mark an opponent as part of a normal melee attack. She adds her River Gypsy level to her attack roll and, if the attack connects deals 1 extra point of damage per River Gypsy level and the opponent is mystically marked. All [[Halfling]]s can sense this mark and react with hostility automatically upon meeting a marked individual. All Halflings get an additional +1 bonus to their attack rolls against a creature that has been spited.<br />
<br />
'''{{#anc:Remember the Hills|Remember the Hills}} (Su):''' Similar to [[SRD:Hallucinatory Terrain|Hallucinatory Terrain]], Remember the Hills allows the River Gypsy to call up an illusion of their homeland that completely obscures the real terrain. Typically this ability is used to confuse and deter attackers by hiding the River Gypsies boat and usually even the river itself. Examples of techniques using this ability are securing the boat to the side of the river and then simply extending the riverbank to cover the boat and hide it from view or to cause the river to appear to be ten or twenty feet further away from where it actually is and cause people on shore to fall in to the river unexpectedly or boat pilots to run their ship aground when they try to follow the illusionary course of the river. This illusion lasts for two hours per River Gypsy level or until it is disbelieved and covers an area of up to a 30 foot cube per River Gypsy level.<br />
<br />
'''{{#anc:Fly the Boat|Fly the Boat}} (Su):''' A River Gypsy that has reached this level of mastery of their boat can actually cause any boat that they can normally animate to fly for a period of time and a rate of speed equal to their Run the Boat ability. They may extend their distance by cooperating with another River Gypsy, effectively using the other River Gypsy as a back up battery to keep them powered for a period of time equal to the assisting River Gypsies Run the Boat ability. I.e. A 9th level River Gyspsy with 16 character levels can keep the boat in the air for 15 hours, he is assisted by a 2nd level River Gypsy with 7 character levels can keep the boat in the air an additional 7 hours. Of course this is very tiring, and anything over the 16 hour limit from the Run the Boat ability incurs a [[Will]] Save with a 20 DC and increasing by 1 point every additional hour the boat is kept in the air. Failing the save causes the boat to float to the ground and the River Gypsy and any assistants to pass out as their mental reserves are completely exhausted from the effort of keeping the boat in the sky.<br />
<br />
'''{{#anc:Recall Home|Recall Home}} (Su):''' A River Gypsy can teleport their ship back to their home way station. A River Gypsy can change which way station they identify as home by spending one uninterrupted week in the way station. <br />
<br />
<br />
===Campaign Information===<br />
<br />
====Playing a River Gypsy====<br />
<br />
'''Combat:''' River Gyspsies typically use their knowledge of the river, their friendship with the animals and creatures around the river, and their abilities to avoid combat. If combat is inevitable, they use their abilities to keep their opponents off balance.<br />
<br />
'''Advancement:''' River Gypsies who are masters of their own ship tend to stay in this class as long as possible, occasionally cross-classing with the [[Druid]] or [[Ranger]] classes.<br />
<br />
'''Resources:''' River Gyspies belong to a close knit familial network that helps and supports each other as much as possible, as such they have a tendency to be able to get a hold of pretty much anything they need.<br />
<br />
====River Gypsies in the World====<br />
<br />
{{quote|I've travelled every waterway, lake, swamp, and canal on this continent. Where were you trying to find? |orig=Dab Coldridge, Halfling Narrowboat Captain and River Gypsy}}<br />
<br />
River Gypsies are nearly always found on the waterways. Occasionally they can be found off procuring something that the community needs or raiding into Yuan-ti controlled areas.<br />
<br />
'''NPC Reactions:''' Most NPC's will react to a River Gypsy favorably as they are known for their goodly ways and (fairly) honorable nature. In areas of the world where Yuan-ti control is the norm, River Gypsies may be viewed either as criminals for their untiring hatred of the Yuan-ti people or as saviors by those held under the scale of their Yuan-ti masters.<br />
<br />
====River Gypsy Lore====<br />
<br />
Characters with ranks in [[SRD:Knowledge Skill|Knowledge]] Local, History, or geography can research river gypsies to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.<br />
<br />
{| class="d20" {{#vardefine: odd | 0}}<br />
|+ Knowledge (arcana)<br />
! DC || class="left" | Result<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 11 || class="left" | River Gypsies are halflings who run boats up and down the waterways of the world. They also Hate Yuan-ti and most Lizard Folk<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 16 || class="left" | River Gyspsies control their narrowboats with magic and can even make them fly!.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 21 || class="left" | River Gypsies can obtain practically any good in the known world. There is a place called the Lost Way Station that links with other way stations through a network of magic portals.<br />
|- class="{{Odd-Even|{{#var:odd}}}}"<br />
| 26 || class="left" | River Gypsies are planning something big, something that could spell the end of all scaly folk.<br />
|}<br />
<br />
====River Gypsies in the Game====<br />
<br />
River Gypsies slip handily into any adventuring party that is wandering the waterways of the world..<br />
<br />
'''Adaptation:''' River Gypsies need no real adaptation to fit into a campaign world, the world may need to have canals added to make it more friendly for River Folk.<br />
<br />
'''Sample Encounter:''' A need to get up the river fast may initiate an encounter with a River Gypsy and her crew.<br />
<br />
''EL 8:'' Star Otterfriend, a River Gypsy pilot that has been running the rivers of the world since she was knee high to an otter.<br />
<br />
{{:Star Otterfriend (3.5e NPC)}}<br />
<br />
<br />
<br />
----<br />
{{3.5e Prestige Classes Breadcrumb}}<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Prestige Class]]<br />
[[Category:Good Guy]]<br />
[[Category:Separate Spellcasting]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=User:Calidore_Chase/campaign&diff=1722352User:Calidore Chase/campaign2023-04-22T04:48:07Z<p>Calidore Chase: </p>
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<div>{| class="d20" style="text-align: center;"<br />
|-<br />
! style="background-color:#999"| '''Rule Variants'''<br />
|-style="background-color:#eee"<br />
| [[Zombie Mass (3.5e Variant Rule)|Zombie Mass]]<br />
|-<br />
! style="background-color:#999"| '''Adventure Locations'''<br />
|-style="background-color:#eee"<br />
| [[Axe of Clanggeddin (Hope Supplement)|Axe of Clanggeddin]]<br />
|-style="background-color:#CCC"<br />
| [[Dwarven Seaside Outpost (Hope Supplement)|Dwarven Seaside Outpost]]<br />
|-<br />
! style="background-color:#999"| '''Organizations'''<br />
|-style="background-color:#CCC"<br />
| [[Darkfire Thieves Guild (Hope Supplement)|Darkfire Thieves Guild]]<br />
|-<br />
! style="background-color:#999"| '''Spells'''<br />
|-style="background-color:#CCC"<br />
| [[Gloves (3.5e Spell)|Gloves]]<br />
|-style="background-color:#eee"<br />
| [[Force Skin (3.5e Spell)|Force Skin]]<br />
|-style="background-color:#CCC"<br />
| [[Greater Summon Instrument (3.5e Spell)|Greater Summon Instrument]]<br />
|-style="background-color:#eee"<br />
| [[Summon Cigar (3.5e Spell)|Summon Cigar]]<br />
|-<br />
! style="background-color:#999"| '''Cursed Items'''<br />
|- style="background-color:#CCC"<br />
| [[Bloodstone (3.5e Curse)|Bloodstone]]<br />
|-style="background-color:#eee"<br />
| [[Gloves of Hideous Laughter (3.5e Equipment)|Gloves of Hideous Laughter]]<br />
|- style="background-color:#CCC"<br />
| [[Hat of Compliments (3.5e Equipment)|Hat of Compliments]]<br />
|-style="background-color:#eee"<br />
| [[Mephit Mulch (3.5e Curse)|Mephit Mulch]]<br />
|-style="background-color:#CCC"<br />
| [[Vest of Fiery Pain (3.5e Equipment)|Vest of Fiery Pain]]<br />
|-<br />
! style="background-color:#999"| '''Books and Spellbooks'''<br />
|-style="background-color:#eee"<br />
| [[Ethereal Spellbook (3.5e Equipment)|Ethereal Spellbook]]<br />
|-style="background-color:#CCC"<br />
| [[Third-Eye Spellbook (3.5e Equipment)|Third-Eye Spellbook]]<br />
|-<br />
! style="background-color:#999"| '''Food and Drink'''<br />
|-style="background-color:#CCC"<br />
| [[Dumathoins Draught (3.5e Equipment)|Dumathoins Draught]]<br />
|- style="background-color:#eee"<br />
| [[Manticore Snacks (3.5e Equipment)|Manticore Snacks]]<br />
|-<br />
|}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Hat_of_Compliments_(3.5e_Equipment)&diff=1722351Hat of Compliments (3.5e Equipment)2023-04-22T04:47:08Z<p>Calidore Chase: </p>
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<div><br />
Hat of Compliments - cursed object<br />
<br />
This audaciously bold hat attracts attention like nothing else. In fact, the wearer finds it impossible to hide from anyone. When the hat is worn the wearer is automatically detected by every living sentient being within 60 feet. These creatures feel absolutely compelled to approach the wearer and tell them "Nice Hat!" The wearer can only remove the hat by making a successful [[Will]] Save against a DC 20. Of course, the wearer feels as if they own the best hat in the world and are loathe to remove it - even to sleep!<br />
<br />
''[[SRD:Detect Magic|Detect magic]]'' shows the hat as having some form of charismatic touch.<br />
----<br />
{{3.5e Magical Cursed Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Cursed]]<br />
[[Category:Head Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Hat_of_Compliments_(3.5e_Equipment)&diff=1722349Hat of Compliments (3.5e Equipment)2023-04-22T04:46:29Z<p>Calidore Chase: </p>
<hr />
<div><br />
|name=Hat of Compliments<br />
|aura=weak<br />
|school=enchantment<br />
|marketprice= none - cursed item<br />
|weight= 1/20 lb<br />
|description=This audaciously bold hat attracts attention like nothing else. In fact, the wearer finds it impossible to hide from anyone. When the hat is worn the wearer is automatically detected by every living sentient being within 60 feet. These creatures feel absolutely compelled to approach the wearer and tell them "Nice Hat!" The wearer can only remove the hat by making a successful [[Will]] Save against a DC 20. Of course, the wearer feels as if they own the best hat in the world and are loathe to remove it - even to sleep!<br />
<br />
''[[SRD:Detect Magic|Detect magic]]'' shows the hat as having some form of charismatic touch.<br />
----<br />
{{3.5e Magical Cursed Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Cursed]]<br />
[[Category:Head Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Hat_of_Compliments_(3.5e_Equipment)&diff=1722348Hat of Compliments (3.5e Equipment)2023-04-22T04:46:13Z<p>Calidore Chase: </p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Hat of Compliments<br />
|aura=weak<br />
|school=enchantment<br />
|marketprice= none - cursed item<br />
|weight= 1/20 lb<br />
|description=This audaciously bold hat attracts attention like nothing else. In fact, the wearer finds it impossible to hide from anyone. When the hat is worn the wearer is automatically detected by every living sentient being within 60 feet. These creatures feel absolutely compelled to approach the wearer and tell them "Nice Hat!" The wearer can only remove the hat by making a successful [[Will]] Save against a DC 20. Of course, the wearer feels as if they own the best hat in the world and are loathe to remove it - even to sleep!<br />
<br />
''[[SRD:Detect Magic|Detect magic]]'' shows the hat as having some form of charismatic touch.<br />
}}<br />
----<br />
{{3.5e Magical Cursed Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Cursed]]<br />
[[Category:Head Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=PFSRD:Sorcerer&diff=1666620PFSRD:Sorcerer2023-01-13T08:57:13Z<p>Calidore Chase: /* Sorcerer */</p>
<hr />
<div>{{OGL Top}}<br />
==Sorcerer==<br />
<br />
Scions of innately magical bloodlines, the chosen of deities, the spawn of monsters, pawns of fate and destiny, or simply flukes of fickle magic, sorcerers look within themselves for arcane prowess and draw forth might few mortals can imagine. Emboldened by lives ever threatening to be consumed by their innate powers, these magic-touched souls endlessly indulge in and refine their mysterious abilities, gradually learning how to harness their birthright and coax forth ever greater arcane feats. Just as varied as these innately powerful spellcasters' abilities and inspirations are the ways in which they choose to utilize their gifts. While some seek to control their abilities through meditation and discipline, becoming masters of their fantastic birthright, others give in to their magic, letting it rule their lives with often explosive results. Regardless, sorcerers live and breathe that which other spellcasters devote their lives to mastering, and for them magic is more than a boon or a field of study; it is life itself.<br />
<br />
'''Role:''' Sorcerers excel at casting a selection of favored spells frequently, making them powerful battle mages. As they become familiar with a specific and ever-widening set of spells, sorcerers often discover new and versatile ways of making use of magics other spellcasters might overlook. Their bloodlines also grant them additional abilities, assuring that no two sorcerers are ever quite alike.<br />
<br />
'''Alignment:''' Any.<br />
<br />
'''Hit Die:''' d6<br />
<br />
{| class="pathfinder"<br />
|+<br />
<div>{{#anc:Table: Sorcerer}}</div><br />
|-<br />
! rowspan="2" | Level<br />
! rowspan="2" | [[BAB|Base<br/>Attack Bonus]]<br />
! rowspan="2" | [[PFSRD:Saving Throw#Fortitude|Fort Save]]<br />
! rowspan="2" | [[PFSRD:Saving Throw#Reflex|Ref Save]]<br />
! rowspan="2" | [[PFSRD:Saving Throw#Will|Will Save]]<br />
! rowspan="2" | Special<br />
! colspan="9" | [[#Spells|Spells per Day]]<br />
|- class="left"{{#vardefine:odd|0}}<br />
! 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|- class="left"<br />
|1st|| | +0 || +0 || +0 || +2<br />
| | Bloodline power, cantrips, eschew materials<br />
|3||—||—||—||—||—||—||—||—<br />
|- class="left"<br />
|2nd|| | +1 || +0 || +0 || +3<br />
| |<br />
|4||—||—||—||—||—||—||—||—<br />
|- class="left"<br />
|3rd|| | +1 || +1 || +1 || +3<br />
| | Bloodline power, bloodline spell<br />
|5||—||—||—||—||—||—||—||—<br />
|- class="left"<br />
|4th|| | +2 || +1 || +1 || +4<br />
| |<br />
|6||3||—||—||—||—||—||—||—<br />
|- class="left"<br />
|5th|| | +2 || +1 || +1 || +4<br />
| | Bloodline spell<br />
|6||4||—||—||—||—||—||—||—<br />
|- class="left"<br />
|6th|| | +3 || +2 || +2 || +5<br />
| |<br />
|6||5||3||—||—||—||—||—||—<br />
|- class="left"<br />
|7th|| | +3 || +2 || +2 || +5<br />
| | Bloodline feat, bloodline spell<br />
|6||6||4||—||—||—||—||—||—<br />
|- class="left"<br />
|8th|| | +4 || +2 || +2 || +6<br />
| |<br />
|6||6||5||3||—||—||—||—||—<br />
|- class="left"<br />
|9th|| | +4 || +3 || +3 || +6<br />
| | Bloodline power, bloodline spell<br />
|6||6||6||4||—||—||—||—||—<br />
|- class="left"<br />
|10th|| | +5 || +3 || +3 || +7<br />
| |<br />
|6||6||6||5||3||—||—||—||—<br />
|- class="left"<br />
|11th|| | +5 || +3 || +3 || +7<br />
| | Bloodline spell<br />
|6||6||6||6||4||—||—||—||—<br />
|- class="left"<br />
|12th|| | +6/+1 || +4 || +4 || +8<br />
| |<br />
|6||6||6||6||5||3||—||—||—<br />
|- class="left"<br />
|13th|| | +6/+1 || +4 || +4 || +8<br />
| | Bloodline feat, bloodline spell<br />
|6||6||6||6||6||4||—||—||—<br />
|- class="left"<br />
|14th|| | +7/+2 || +4 || +4 || +9<br />
| |<br />
|6||6||6||6||6||5||3||—||—<br />
|- class="left"<br />
|15th|| | +7/+2 || +5 || +5 || +9<br />
| | Bloodline power, bloodline spell<br />
|6||6||6||6||6||6||4||—||—<br />
|- class="left"<br />
|16th|| | +8/+3 || +5 || +5 || +10<br />
| |<br />
|6||6||6||6||6||6||5||3||—<br />
|- class="left"<br />
|17th|| | +8/+3 || +5 || +5 || +10<br />
| | Bloodline spell<br />
|6||6||6||6||6||6||6||4||—<br />
|- class="left"<br />
|18th|| | +9/+4 || +6 || +6 || +11<br />
| |<br />
|6||6||6||6||6||6||6||5||3<br />
|- class="left"<br />
|19th|| | +9/+4 || +6 || +6 || +11<br />
| | Bloodline feat, bloodline spell<br />
|6||6||6||6||6||6||6||6||4<br />
|- class="left"<br />
|20th|| | +10/+5 || +6 || +6 || +12<br />
| | Bloodline power<br />
|6||6||6||6||6||6||6||6||6<br />
|-<br />
| colspan="42" "skill" |<br />
'''Class Skills (2 + [[PFSRD:Intelligence|Int]] modifier per level, &times;4 at 1st level)'''<br/><br />
[[PFSRD:Bluff|Bluff]] ([[PFSRD:Charisma|Cha]]), [[PFSRD:Concentration|Concentration]] ([[PFSRD:Constitution|Con]]), [[PFSRD:Craft|Craft]] ([[PFSRD:Intelligence|Int]]), [[PFSRD:Knowledge (arcana)|Knowledge]] (arcana) ([[PFSRD:Intelligence|Int]]), [[PFSRD:Profession|Profession]] ([[PFSRD:Wisdom|Wis]]), [[PFSRD:Spellcraft|Spellcraft]] ([[PFSRD:Intelligence|Int]]).<br />
|}<br />
<br />
{| class="pathfinder"<br />
|+ {{#anc:Table: Sorcerer Spells Known}}<br />
|-<br />
! rowspan="2" | Level || colspan="10" | Spells Known<br />
|- {{#vardefine:odd|0}}<br />
! 0 || 1<sup>st</sup> || 2<sup>nd</sup> || 3<sup>rd</sup> || 4<sup>th</sup> || 5<sup>th</sup> || 6<sup>th</sup> || 7<sup>th</sup> || 8<sup>th</sup> || 9<sup>th</sup><br />
|-<br />
|1st||4||2||—||—||—||—||—||—||—||—<br />
|-<br />
|2nd||5||2||—||—||—||—||—||—||—||—<br />
|-<br />
|3rd||5||3||—||—||—||—||—||—||—||—<br />
|-<br />
|4th||6||3||1||—||—||—||—||—||—||—<br />
|-<br />
|5th||6||4||2||—||—||—||—||—||—||—<br />
|-<br />
|6th||7||4||2||1||—||—||—||—||—||—<br />
|-<br />
|7th||7||5||3||2||—||—||—||—||—||—<br />
|-<br />
|8th||8||5||3||2||1||—||—||—||—||—<br />
|-<br />
|9th||8||5||4||3||2||—||—||—||—||—<br />
|-<br />
|10th||9||5||4||3||2||1||—||—||—||—<br />
|-<br />
|11th||9||5||5||4||3||2||—||—||—||—<br />
|-<br />
|12th||9||5||5||4||3||2||1||—||—||—<br />
|-<br />
|13th||9||5||5||4||4||3||2||—||—||—<br />
|-<br />
|14th||9||5||5||4||4||3||2||1||—||—<br />
|-<br />
|15th||9||5||5||4||4||4||3||2||—||—<br />
|-<br />
|16th||9||5||5||4||4||4||3||2||1||—<br />
|-<br />
|17th||9||5||5||4||4||4||3||3||2||—<br />
|-<br />
|18th||9||5||5||4||4||4||3||3||2||1<br />
|-<br />
|19th||9||5||5||4||4||4||3||3||3||2<br />
|-<br />
|20th||9||5||5||4||4||4||3||3||3||3<br />
|}<br />
<br />
====Class Features====<br />
<br />
All of the following are class features of the sorcerer.<br />
<br />
'''Weapon and Armor Proficiency:''' Sorcerers are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor interferes with a sorcerer's gestures, which can cause her spells with somatic components to fail (see Arcane Spells and Armor).<br />
<br />
'''{{#anc:Spells}}:''' A sorcerer casts arcane spells drawn primarily from the sorcerer/wizard spell list presented in Spell Lists. She can cast any spell she knows without preparing it ahead of time. To learn or cast a spell, a sorcerer must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a sorcerer's spell is 10 + the spell level + the sorcerer's Charisma modifier.<br />
<br />
Like other spellcasters, a sorcerer can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Sorcerer. In addition, she receives bonus spells per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Spells).<br />
<br />
A sorcerer's selection of spells is extremely limited. A sorcerer begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new sorcerer level, she gains one or more new spells, as indicated on Table: Sorcerer Spells Known. (Unlike spells per day, the number of spells a sorcerer knows is not affected by her Charisma score; the numbers on Table: Sorcerer Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of through study.<br />
<br />
Upon reaching 4th level, and at every even-numbered sorcerer level after that (6th, 8th, and so on), a sorcerer can choose to learn a new spell in place of one she already knows. In effect, the sorcerer loses the old spell in exchange for the new one. The new spell's level must be the same as that of the spell being exchanged. A sorcerer may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.<br />
<br />
Unlike a wizard or a cleric, a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.<br />
<br />
'''Bloodline:''' Each sorcerer has a source of magic somewhere in her heritage that grants her spells, bonus feats, an additional class skill, and other special abilities. This source can represent a blood relation or an extreme event involving a creature somewhere in the family's past. For example, a sorcerer might have a dragon as a distant relative or her grandfather might have signed a terrible contract with a devil. Regardless of the source, this influence manifests in a number of ways as the sorcerer gains levels. A sorcerer must pick one bloodline upon taking her first level of sorcerer. Once made, this choice cannot be changed.<br />
<br />
At 3rd level, and every two levels thereafter, a sorcerer learns an additional spell, derived from her bloodline. These spells are in addition to the number of spells given on Table: Sorcerer Spells Known. These spells cannot be exchanged for different spells at higher levels.<br />
<br />
At 7th level, and every six levels thereafter, a sorcerer receives one bonus feat, chosen from a list specific to each bloodline. The sorcerer must meet the prerequisites for these bonus feats. <br />
<br />
'''Cantrips:''' Sorcerers learn a number of cantrips, or 0-level spells, as noted on Table: Sorcerer Spells Known under “Spells Known.” These spells are cast like any other spell, but they do not consume any slots and may be used again.<br />
<br />
'''Eschew Materials:''' A sorcerer gains Eschew Materials as a bonus feat at 1st level.<br />
<br />
====Sorcerer Bloodlines====<br />
<br />
The following bloodlines represent only some of the possible sources of power that a sorcerer can draw upon. Unless otherwise noted, most sorcerers are assumed to have the arcane bloodline.<br />
<br />
=====Aberrant=====<br />
<br />
There is a taint in your blood, one that is alien and bizarre. You tend to think in odd ways, approaching problems from an angle that most would not expect. Over time, this taint manifests itself in your physical form.<br />
<br />
'''Class Skill:''' Knowledge (dungeoneering).<br />
<br />
'''Bonus Spells:''' enlarge person (3rd), see invisibility (5th), tongues (7th), black tentacles (9th), feeblemind (11th), veil (13th), plane shift (15th), mind blank (17th), shapechange (19th).<br />
<br />
'''Bonus Feats:''' Combat Casting, Improved Disarm, Improved Grapple, Improved Initiative, Improved Unarmed Strike, Iron Will, Silent Spell, Skill Focus (Knowledge [dungeoneering]).<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell of the polymorph subschool, increase the duration of the spell by 50% (minimum 1 round). This bonus does not stack with the increase granted by the Extend Spell feat.<br />
<br />
'''Bloodline Powers:''' Aberrant sorcerers show increasing signs of their tainted heritage as they increase in level, although they are only visible when used.<br />
<br />
''Acidic Ray (Sp):'' Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Long Limbs (Ex):'' At 3rd level, your reach increases by 5 feet whenever you are making a melee touch attack. This ability does not otherwise increase your threatened area. At 11th level, this bonus to your reach increases to 10 feet. At 17th level, this bonus to your reach increases to 15 feet.<br />
<br />
''Unusual Anatomy (Ex):'' At 9th level, your anatomy changes, giving you a 25% chance to ignore any critical hit or sneak attack scored against you. This chance increases to 50% at 13th level.<br />
<br />
''Alien Resistance (Su):'' At 15th level, you gain spell resistance equal to your sorcerer level + 10.<br />
<br />
''Aberrant Form (Ex):'' At 20th level, your body becomes truly unnatural. You are immune to critical hits and sneak attacks. In addition, you gain blindsight with a range of 60 feet and damage reduction 5/—.<br />
<br />
=====Abyssal=====<br />
<br />
Generations ago, a demon spread its filth into your heritage. While it does not manifest in all of your kin, for you it is particularly strong. You might sometimes have urges to chaos or evil, but your destiny (and alignment) is up to you.<br />
<br />
'''Class Skill:''' Knowledge (planes).<br />
<br />
'''Bonus Spells:''' cause fear (3rd), bull's strength (5th), rage (7th), stoneskin (9th), dismissal (11th), transformation (13th), greater teleport (15th), unholy aura (17th), summon monster IX (19th).<br />
<br />
'''Bonus Feats:''' Augment Summoning, Cleave, Empower Spell, Great Fortitude, Improved Bull Rush, Improved Sunder, Power Attack, Skill Focus (Knowledge [planes]).<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/good equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.<br />
<br />
'''Bloodline Powers:''' While some would say that you are possessed, you know better. The demonic influence in your blood grows as you gain power.<br />
<br />
''Claws (Su):'' At 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. These attacks deal 1d4 points of damage each (1d3 if you are Small) plus your Strength modifier. At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws become flaming weapons, each dealing an additional 1d6 points of fire damage on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.<br />
<br />
''Demon Resistances (Ex):'' At 3rd level, you gain resist electricity 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to electricity increases to 10 and your bonus on poison saving throws increases to +4.<br />
<br />
''Strength of the Abyss (Ex):'' At 9th level, you gain a +2 inherent bonus to your Strength. This bonus increases to +4 at 13th level, and to +6 at 17th level.<br />
<br />
''Added Summonings (Su):'' At 15th level, whenever you summon a creature with the demon subtype or the fiendish template using a summon monster spell, you summon one additional creature of the same kind.<br />
<br />
''Demonic Might (Su):'' At 20th level, the power of the Abyss flows through you. You gain immunity to electricity and poison. You also gain resistance to acid 10, cold 10, and fire 10, and gain telepathy with a range of 60 feet (allowing you to communicate with any creature that can speak a language).<br />
<br />
=====Arcane=====<br />
<br />
Your family has always been skilled in the eldritch art of magic. While many of your relatives were accomplished wizards, your powers developed without the need for study and practice.<br />
<br />
'''Class Skill:''' Knowledge (any one).<br />
<br />
'''Bonus Spells''' identify (3rd), invisibility (5th), dispel magic (7th), dimension door (9th), overland flight (11th), true seeing (13th), greater teleport (15th), power word stun (17th), wish (19th).<br />
<br />
'''Bonus Feats:''' Combat Casting, Improved Counterspell, Improved Initiative, Iron Will, Scribe Scroll, Skill Focus (Knowledge [arcana]), Spell Focus, Still Spell.<br />
<br />
'''Bloodline Arcana:''' Whenever you apply a metamagic feat to a spell that increases the slot used by at least one level, increase the spell's DC by +1. This bonus does not stack with itself and does not apply to spells modified by the Heighten Spell feat.<br />
<br />
'''Bloodline Powers:''' Magic comes naturally to you, but as you gain levels you must take care to prevent the power from overwhelming you.<br />
<br />
''Arcane Bond (Su):'' At 1st level, you gain an arcane bond, as a wizard equal to your sorcerer level. Your sorcerer levels stack with any wizard levels you possess when determining the powers of your familiar or bonded object. This ability does not allow you to have both a familiar and a bonded item. Once per day, your bond item allows you to cast any one of our spells known (unlike a wizard's bonded item, which allows him to cast any one spell in his spellbook).<br />
<br />
''Metamagic Adept (Ex):'' At 3rd level, you can apply any one metamagic feat you know to a spell you are about to cast without increasing the casting time. You must still expend a higher-level spell slot to cast this spell. You can use this ability once per day at 3rd level and one additional time per day for every four sorcerer levels you possess beyond 3rd, up to five times per day at 19th level. At 20th level, this ability is replaced by arcane apotheosis.<br />
<br />
''New Arcana (Ex):'' At 9th level, you can add any one spell from the sorcerer/wizard spell list to your list of spells known. This spell must be of a level that you are capable of casting. You can also add one additional spell at 13th level and 17th level.<br />
<br />
''School Power (Ex):'' At 15th level, pick one school of magic. The DC for any spells you cast from that school increases by +2. This bonus stacks with the bonus granted by Spell Focus.<br />
<br />
''Arcane Apotheosis (Ex):'' At 20th level, your body surges with arcane power. You can add any metamagic feats that you know to your spells without increasing their casting time, although you must still expend higher-level spell slots. Whenever you use magic items that require charges, you can instead expend spell slots to power the item. For every three levels of spell slots that you expend, you consume one less charge when using a magic item that expends charges.<br />
<br />
=====Celestial=====<br />
<br />
Your bloodline is blessed by a celestial power, either from a celestial ancestor or through divine intervention. Although this power drives you along the path of good, your fate (and alignment) is your own to determine.<br />
<br />
'''Class Skill:''' Heal.<br />
<br />
'''Bonus Spells''' bless (3rd), resist energy (5th), magic circle against evil (7th), remove curse (9th), flame strike (11th), greater dispel magic (13th), banishment (15th), sunburst (17th), gate (19th).<br />
<br />
'''Bonus Feats:''' Dodge, Extend Spell, Iron Will, Mobility, Mounted Combat, Ride-By Attack, Skill Focus (Knowledge [religion]), Weapon Finesse.<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell of the summoning subschool, the creatures summoned gain DR/evil equal to 1/2 your sorcerer level (minimum 1). This does not stack with any DR the creature might have.<br />
<br />
'''Bloodline Powers:''' Your celestial heritage grants you a great many powers, but they come at a price. The lords of the higher planes are watching you and your actions closely.<br />
<br />
''Heavenly Fire (Sp):'' Starting at 1st level, you can unleash a ray of heavenly fire as a standard action, targeting any foe within 30 feet as a ranged touch attack. Against evil creatures, this ray deals 1d4 points of damage + 1 for every two sorcerer levels you possess. This damage is divine and not subject to energy resistance or immunity. This ray heals good creatures of 1d4 points of damage + 1 for every two sorcerer levels you possess. A good creature cannot benefit from your heavenly fire more than once per day. Neutral creatures are neither harmed nor healed by this effect. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Celestial Resistances (Ex):'' At 3rd level, you gain resist acid 5 and resist cold 5. At 9th level, your resistances increase to 10.<br />
<br />
''Wings of Heaven (Su):'' At 9th level, you can sprout feathery wings and fly for a number of minutes per day equal to your sorcerer level, with a speed of 60 feet and good maneuverability. This duration does not need to be consecutive, but it must be used in 1 minute increments.<br />
<br />
''Conviction (Su):'' At 15th level, you can reroll any one ability check, attack roll, skill check, or saving throw you just made. You must decide to use this ability after the die is rolled, but before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability once per day.<br />
<br />
''Ascension (Su):'' At 20th level, you become infused with the power of the heavens. You gain immunity to acid, cold, and petrification. You also gain resist electricity 10, resist fire 10, and a +4 racial bonus on saves against poison. Finally, you gain unlimited use of the wings of heaven ability. Finally, you gain the ability to speak with any creature that has a language (as per the tongues spell).<br />
<br />
=====Destined=====<br />
<br />
Your family is destined for greatness in some way. Your birth could have been foretold in prophecy, or perhaps it occurred during an especially auspicious event, such as a solar eclipse. Regardless of your bloodline's origin, you have a great future ahead.<br />
<br />
'''Class Skill:''' Knowledge (history).<br />
<br />
'''Bonus Spells''' alarm (3rd), blur (5th), protection from energy (7th), freedom of movement (9th), break enchantment (11th), mislead (13th), spell turning (15th), moment of prescience (17th), foresight (19th).<br />
<br />
'''Bonus Feats:''' Arcane Strike, Diehard, Endurance, Leadership, Lightning Reflexes, Maximize Spell, Skill Focus (Knowledge [history]), Weapon Focus.<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell with a range of “personal,” you gain a luck bonus equal to the spell's level on all your saving throws for 1 round.<br />
<br />
'''Bloodline Powers:''' You are destined for great things, and the powers that you gain serve to protect you.<br />
<br />
''Touch of Destiny (Sp):'' At 1st level, you can touch a creature as a standard action, giving it an insight bonus on attack rolls, skill checks, ability checks, and saving throws equal to 1/2 your sorcerer level (minimum 1) for 1 round. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Fated (Su):'' Starting at 3rd level, you gain a +1 luck bonus on all of your saving throws and to your AC during surprise rounds (see Combat) and when you are otherwise unaware of an attack. At 7th level and every four levels thereafter, this bonus increases by +1, to a maximum of +5 at 19th level.<br />
<br />
''It Was Meant To Be (Su):'' At 9th level, you may reroll any one attack roll, critical hit confirmation roll, or level check made to overcome spell resistance. You must decide to use this ability after the first roll is made but before the results are revealed by the GM. You must take the second result, even if it is worse. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day.<br />
<br />
''Within Reach (Su):'' At 15th level, your ultimate destiny is drawing near. Once per day, when an attack or spell that causes damage would result in your death, you may attempt a DC 20 Will save. If successful, you are instead reduced to –1 hit points and are automatically stabilized. The bonus from your fated ability applies to this save.<br />
<br />
''Destiny Realized (Su):'' At 20th level, your moment of destiny is at hand. Any critical threats made against you only confirm if the second roll results in a natural 20 on the die. Any critical threats you score with a spell are automatically confirmed. Once per day, you can automatically succeed at one caster level check made to overcome spell resistance. You must use this ability before making the roll.<br />
<br />
=====Draconic=====<br />
<br />
At some point in your family's history, a dragon interbred with your bloodline, and now its ancient power flows through your veins.<br />
<br />
'''Class Skill:''' Perception.<br />
<br />
'''Bonus Spells''' mage armor (3rd), resist energy (5th), fly (7th), fear (9th), spell resistance (11th), form of the dragon I (13th), form of the dragon II (15th), form of the dragon III (17th), wish (19th).<br />
<br />
'''Bonus Feats:''' Blind-Fight, Great Fortitude, Improved Initiative, Power Attack, Quicken Spell, Skill Focus (Fly), Skill Focus (Knowledge [arcana]), Toughness.<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell with an energy descriptor that matches your draconic bloodline's energy type, that spell deals +1 point of damage per die rolled.<br />
<br />
'''Bloodline Powers:''' The power of dragons flows through you and manifests in a number of ways. At 1st level, you must select one of the chromatic or metallic dragon types. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your dragon type, as noted on the following table.<br />
<br />
{| class="pathfinder"<br />
! rowspan="1" | Dragon Type<br />
! rowspan="1" | Energy Type<br />
! rowspan="1" | Breath Shape<br />
|-<br />
| Black || Acid || 60-foot line<br />
|-<br />
| Blue || Electricity || 60-foot line<br />
|-<br />
| Green || Acid || 30-foot cone<br />
|-<br />
| Red || Fire || 30-foot cone<br />
|-<br />
| White || Cold || 30-foot cone<br />
|-<br />
| Brass || Fire || 60-foot line<br />
|-<br />
| Bronze || Electricity || 60-foot line<br />
|-<br />
| Copper || Acid || 60-foot line<br />
|-<br />
| Gold || Fire || 30-foot cone<br />
|-<br />
| Silver || Cold || 30-foot cone<br />
|}<br />
<br />
''Claws (Su):'' Starting at 1st level, you can grow claws as a free action. These claws are treated as natural weapons, allowing you to make two claw attacks as a full attack action using your full base attack bonus. Each of these attacks deals 1d4 points of damage plus your Strength modifier (1d3 if you are Small). At 5th level, these claws are considered magic weapons for the purpose of overcoming DR. At 7th level, the damage increases by one step to 1d6 points of damage (1d4 if you are Small). At 11th level, these claws deal an additional 1d6 points of damage of your energy type on a successful hit. You can use your claws for a number of rounds per day equal to 3 + your Charisma modifier. These rounds do not need to be consecutive.<br />
<br />
''Dragon Resistances (Ex):'' At 3rd level, you gain resist 5 against your energy type and a +1 natural armor bonus. At 9th level, your energy resistance increases to 10 and natural armor bonus increases to +2. At 15th level, your natural armor bonus increases to +4.<br />
<br />
''Breath Weapon (Su):'' At 9th level, you gain a breath weapon. This breath weapon deals 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of the breath receive a Reflex save for half damage. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The shape of the breath weapon depends on your dragon type (as indicated on the above chart). At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day.<br />
<br />
''Wings (Su):'' At 15th level, leathery dragon wings grow from your back as a standard action, giving you a fly speed of 60 feet with average maneuverability. You can dismiss the wings as a free action.<br />
<br />
''Power of Wyrms (Su):'' At 20th level, your draconic heritage becomes manifest. You gain immunity to paralysis, sleep, and damage of your energy type. You also gain blindsense 60 feet.<br />
<br />
=====Elemental=====<br />
<br />
The power of the elements resides in you, and at times you can hardly control its fury. This influence comes from an elemental outsider in your family history or a time when you or your relatives were exposed to a powerful elemental force.<br />
<br />
'''Class Skill:''' Knowledge (planes).<br />
<br />
'''Bonus Spells''' burning hands* (3rd), scorching ray* (5th), protection from energy (7th), elemental body I (9th), elemental body II (11th), elemental body III (13th), elemental body IV (15th), summon monster VIII (elementals only) (17th), elemental swarm (19th).<br />
<br />
*These spells always deal a type of damage determined by your element. In addition, the subtype of these spells changes to match the energy type of your element.<br />
<br />
'''Bonus Feats:''' Dodge, Empower Spell, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Skill Focus (Knowledge [planes]), Weapon Finesse.<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell that deals energy damage, you can change the type of damage to match the type of your bloodline. This also changes the spell's type to match the type of your bloodline.<br />
<br />
'''Bloodline Powers:''' One of the four elements infuses your being, and you can draw upon its power in times of need. At first level, you must select one of the four elements: air, earth, fire, or water. This choice cannot be changed. A number of your abilities grant resistances and deal damage based on your element, as noted below.<br />
<br />
{| class="pathfinder"<br />
! rowspan="1" | Element<br />
! rowspan="1" | Energy Type<br />
! rowspan="1" | Elemental Movement<br />
|-<br />
| Air || Electricity || Fly 60 feet (average)<br />
|-<br />
| Earth || Acid || Burrow 30 feet<br />
|-<br />
| Fire || Fire || +30 feet base speed<br />
|-<br />
| Water || Cold || Swim 60 feet<br />
|}<br />
<br />
''Elemental Ray (Sp):'' Starting at 1st level, you can unleash an elemental ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. This ray deals 1d6 points of damage of your energy type + 1 for every two sorcerer levels you possess. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Elemental Resistance (Ex):'' At 3rd level, you gain energy resistance 10 against your energy type. At 9th level, your energy resistance increases to 20.<br />
<br />
''Elemental Blast (Sp):'' At 9th level, you can unleash a blast of elemental power once per day. This 20-foot-radius burst does 1d6 points of damage of your energy type per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Creatures that fail their saves gain vulnerability to your energy type until the end of your next turn. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.<br />
<br />
''Elemental Movement (Su):'' At 15th level, you gain a special movement type or bonus. This ability is based on your chosen element, as indicated on the above chart.<br />
<br />
''Elemental Body (Su):'' At 20th level, elemental power surges through your body. You gain immunity to sneak attacks, critical hits, and damage from your energy type.<br />
<br />
=====Fey=====<br />
<br />
The capricious nature of the fey runs in your family due to some intermingling of fey blood or magic. You are more emotional than most, prone to bouts of joy and rage.<br />
<br />
'''Class Skill:''' Knowledge (nature).<br />
<br />
'''Bonus Spells''' entangle (3rd), hideous laughter (5th), deep slumber (7th), poison (9th), tree stride (11th), mislead (13th), phase door (15th), irresistible dance (17th), shapechange (19th).<br />
<br />
'''Bonus Feats:''' Dodge, Improved Initiative, Lightning Reflexes, Mobility, Point Blank Shot, Precise Shot, Quicken Spell, Skill Focus (Knowledge [nature]).<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell of the compulsion subschool, increase the spell's DC by +2.<br />
<br />
'''Bloodline Powers:''' You have always had a tie to the natural world, and as your power increases, so does the influence of the fey over your magic.<br />
<br />
''Laughing Touch (Sp):'' At 1st level, you can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action but can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 24 hours. You can use this ability a number of times per day equal to 3 + your Charisma modifier. This is a mind-affecting effect.<br />
<br />
''Woodland Stride (Ex):'' At 3rd level, you can move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at your normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect you.<br />
<br />
''Fleeting Glance (Sp):'' At 9th level, you can turn invisible for a number of rounds per day equal to your sorcerer level. This ability functions as greater invisibility. These rounds need not be consecutive.<br />
<br />
''Fey Magic (Su):'' At 15th level, you may reroll any caster level check made to overcome spell resistance. You must decide to use this ability before the results are revealed by the GM. You must take the second result, even if it is worse. You can use this ability at will.<br />
<br />
''Soul of the Fey (Su):'' At 20th level, your soul becomes one with the world of the fey. You gain immunity to poison and DR 10/cold iron. Creatures of the animal type do not attack you unless compelled to do so through magic. Once per day, you can cast shadow walk as a spell-like ability using your sorcerer level as your caster level.<br />
<br />
=====Infernal=====<br />
<br />
Somewhere in your family's history, a relative made a deal with a devil, and that pact has influenced your family line ever since. In you, it manifests in direct and obvious ways, granting you powers and abilities. While your fate is still your own, you can't help but wonder if your ultimate reward is bound to the Pit.<br />
<br />
'''Class Skill:''' Diplomacy.<br />
<br />
'''Bonus Spells''' protection from good (3rd), scorching ray (5th), suggestion (7th), charm monster (9th), dominate person (11th), planar binding (devils and creatures with the fiendish template only) (13th), greater teleport (15th), power word stun (17th), meteor swarm (19th).<br />
<br />
'''Bonus Feats:''' Blind-Fight, Combat Expertise, Deceitful, Extend Spell, Improved Disarm, Iron Will, Skill Focus (Knowledge [planes]), Spell Penetration.<br />
<br />
'''Bloodline Arcana:''' Whenever you cast a spell of the charm subschool, increase the spell's DC by +2.<br />
<br />
'''Bloodline Powers:''' You can draw upon the power of Hell, although you must be wary of its corrupting influence. Such power does not come without a price.<br />
<br />
''Corrupting Touch (Sp):'' At 1st level, you can cause a creature to become shaken as a melee touch attack. This effect persists for a number of rounds equal to 1/2 your sorcerer level (minimum 1). Creatures shaken by this ability radiate an aura of evil, as if they were an evil outsider (see detect evil). Multiple touches do not stack, but they do add to the duration. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Infernal Resistances (Ex):'' At 3rd level, you gain resist fire 5 and a +2 bonus on saving throws made against poison. At 9th level, your resistance to fire increases to 10 and your bonus on poison saving throws increases to +4.<br />
<br />
''Hellfire (Sp):'' At 9th level, you can call down a column of hellfire. This 10-foot-radius burst does 1d6 points of fire damage per sorcerer level. Those caught in the area of your blast receive a Reflex save for half damage. Good creatures that fail their saves are shaken for a number of rounds equal to your sorcerer level. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.<br />
<br />
''On Dark Wings (Su):'' At 15th level, you can grow fearsome bat wings as a standard action, giving you a fly speed of 60 feet with average maneuverability. The wings can be dismissed as a free action.<br />
<br />
''Power of the Pit (Su):'' At 20th level, your form becomes infused with vile power. You gain immunity to fire and poison. You also gain resistance to acid 10 and cold 10, and the ability to see perfectly in darkness of any kind to a range of 60 feet.<br />
<br />
=====Undead=====<br />
<br />
The taint of the grave runs through your family. Perhaps one of your ancestors became a powerful lich or vampire, or maybe you were born dead before suddenly returning to life. Either way, the forces of death move through you and touch your every action.<br />
<br />
'''Class Skill:''' Knowledge (religion).<br />
<br />
'''Bonus Spells''' chill touch (3rd), false life (5th), vampiric touch (7th), animate dead (9th), waves of fatigue (11th), undeath to death (13th), finger of death (15th), horrid wilting (17th), energy drain (19th).<br />
<br />
'''Bonus Feats:''' Combat Casting, Diehard, Endurance, Iron Will, Skill Focus (Knowledge [religion]), Spell Focus, Still Spell, Toughness.<br />
<br />
'''Bloodline Arcana:''' Some undead are susceptible to your mind-affecting spells. Corporeal undead that were once humanoids are treated as humanoids for the purposes of determining which spells affect them.<br />
<br />
'''Bloodline Powers:''' You can call upon the foul powers of the afterlife. Unfortunately, the more you draw upon them, the closer you come to joining them.<br />
<br />
''Grave Touch (Sp):'' Starting at 1st level, you can make a melee touch attack as a standard action that causes a living creature to become shaken for a number of rounds equal to 1/2 your sorcerer level (minimum 1). If you touch a shaken creature with this ability, it becomes frightened for 1 round if it has fewer Hit Dice than your sorcerer level. You can use this ability a number of times per day equal to 3 + your Charisma modifier.<br />
<br />
''Death's Gift (Su):'' At 3rd level, you gain resist cold 5 and DR 5/— against nonlethal damage. At 9th level, your resistance to cold increases to 10 and your DR increases to 10/— against nonlethal damage.<br />
<br />
''Grasp of the Dead (Sp):'' At 9th level, you can cause a swarm of skeletal arms to burst from the ground to rip and tear at your foes. The skeletal arms erupt from the ground in a 20-foot-radius burst. Anyone in this area takes 1d6 points of slashing damage per sorcerer level. Those caught in the area receive a Reflex save for half damage. Those who fail the save are unable to move for 1 round. The DC of this save is equal to 10 + 1/2 your sorcerer level + your Charisma modifier. The skeletal arms disappear after 1 round. The arms must burst up from a solid surface. At 9th level, you can use this ability once per day. At 17th level, you can use this ability twice per day. At 20th level, you can use this ability three times per day. This power has a range of 60 feet.<br />
<br />
''Incorporeal Form (Sp):'' At 15th level, you can become incorporeal for 1 round per sorcerer level. While in this form, you gain the incorporeal subtype. You only take half damage from corporeal sources as long as they are magic (you take no damage from non-magic weapons and objects). Likewise, your spells deal only half damage to corporeal creatures. Spells and other effects that do not deal damage function normally. You can use this ability once per day.<br />
<br />
''One of Us (Ex):'' At 20th level, your form begins to rot (the appearance of this decay is up to you) and undead see you as one of them. You gain immunity to cold, nonlethal damage, paralysis, and sleep. You also gain DR 5/—. Unintelligent undead do not notice you unless you attack them. You receive a +4 morale bonus on saving throws made against spells and spell-like abilities cast by undead.<br />
<br />
{{PFSRD Class Footer}}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Throwing_Discs_(5e_Equipment)&diff=1628038Throwing Discs (5e Equipment)2022-08-30T18:43:54Z<p>Calidore Chase: </p>
<hr />
<div><br />
<!--Field entries below are given as an example. Please replace values as appropriate. --><br />
{|<br />
|style="width:75%"|<br />
{{5e Weapon<br />
|category=Simple Melee Weapon<br />
|weapon=Throwing Disc<br />
|damage=1d6 slashing<br />
|cost=1 gp<br />
|weight=1/2 lb.<br />
|properties=Thrown (50/150), Special<br />
|description=A favored weapon for elite assassins, a silent throwing disc in the hands of a well-trained rogue is a force to reckon with.<br />
'''''Special.''''' Although it can be used as a melee weapon, a throwing Disc can only be used with dexterity. Additionally, if you are not proficient in throwing discs, the damage die is a d4.<br />
}}<br />
|<br />
<div class="externalimage-holder" style="width:100%;float:right;">{{5e Image|flex:none|<!--link to an image-->|<!--Caption, art credit, link to source-->}}</div><br />
|}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Talk:Fencing_Cloak_(5e_Equipment)&diff=1623026Talk:Fencing Cloak (5e Equipment)2022-08-14T02:04:45Z<p>Calidore Chase: /* Quality Article Nomination */</p>
<hr />
<div>I love this kind of thing. It's kind of on the exotic side and it really allows for variety in character flavor. This isn't the most impressive stat-wise but it's the most impressive thing i have seen in a long time just through pure flavor and personality. :) - a HEMA enthusiast.<br />
:Wow, thanks! [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 17:25, 23 August 2015 (MDT)<br />
<br />
== +1 against piercing ONLY ==<br />
<br />
this is only used against any piercing attacks; it's vulnerable against Slashing and useless at Bludgeoning attacks.--[[Special:Contributions/116.233.107.177|116.233.107.177]] 10:06, 16 June 2016 (MDT)<br />
:There are treatsies that say a cloak was effective against broadsword cuts if the whole cloak was wrapped around the arm. The AC bonus also represents using the cloak in a distractive way. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 10:32, 16 June 2016 (MDT)<br />
<br />
== Quality Article Nomination ==<br />
{{Quality Article Nominee|09:28, 9 March 2020 (MDT)}}<br />
<br />
Historical item useful for vanilla campaigns, stable and balanced. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 09:28, 9 March 2020 (MDT)<br />
<br />
* '''Support''' — A more interesting and thematic way of acquiring a shield substitute than just making a +1 shield. Whether that is enough to make this a quality article may be up to some debate, but for me it is enough. --[[User:Blobby383b|Blobby383b]] ([[User talk:Blobby383b|talk]]) 21:19, 26 November 2021 (MST)<br />
<br />
* '''Support''' — This is a very cool take on +1 shield, and I love the interactions implied by the fencing instruction rules. --[[User:Malachai|Malachai]] ([[User talk:Malachai|talk]]) 19:54, 13 August 2022 (MDT)<br />
<br />
* '''Support''' - As an occasional fencer in real-life, I have actually used a fencing cloak in bouts. Its a lovely addition to someone's game. --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 20:04, 13 August 2022 (MDT)</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Robe_of_Shadows_(5e_Equipment)&diff=1623025Robe of Shadows (5e Equipment)2022-08-14T01:54:47Z<p>Calidore Chase: Spelling correction</p>
<hr />
<div>{|<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}</div><br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Robe of Shadows<br />
|type=Armor<br />
|subtype=robe<br />
|rarity=artifact<br />
|attunement=requires attunement by a rogue<br />
|description=When Vorinthar was chosen as the first Reaper, he crafted himself a special pair of robes to impersonate Death itself. The robes are black without a hood, and made of pure shadow.<br />
<br />
'''''Death's Blessing:''''' If you die while wearing the Robe of Shadows, the robes vanish and you regain 10 hit points.<br />
<br />
'''''Magical Defense:''''' When hit by magical damage of any kind, Robe of Shadows has an armor class of 18. Otherwise they are 100% translucent and have an armor class of 0. <br />
<br />
'''''Shadow Cast:''''' Once per day you may choose to activate a 1d6 random magical effect from the list below, recharging each day at dawn.<br />
'''''1:''''' You turn completely invisible for the next 2d4 hours. The spell ends early if you use it just before dawn. <br />
'''''2:''''' A Fey creature of your choice, up to a challenge rating of 1, is summoned to obey your will for the next hour. Afterward the Fey vanishes. <br />
'''''3:''''' The robes release a wave of magical power, dealing 1d8 necrotic damage to anyone within 5 feet of you. You restore half the damage you gave, rounding up.<br />
'''''4:''''' You turn 75% transparent for the next 2d4 hours. The spell ends early if you use it just before dawn.<br />
'''''5:''''' The robes cast Disguise Self, making yourself -including your clothing, armor, weapons, and other belongings - look different for the next hour. <br />
'''''Destroying The Robe of Shadows:''''' The Robe of Shadows can only be destroyed by Vorinthar himself. If anyone else tries to attempt this feat, the robes vanish.<br />
<!--Repeat as necessary--><br />
<br />
}}<br />
|}<br />
<br />
----<br />
{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Fighter,_Switched_Variant_(5e_Class)&diff=1623023Fighter, Switched Variant (5e Class)2022-08-14T01:54:07Z<p>Calidore Chase: Corrected 'rouge' misspelling</p>
<hr />
<div><br />
===Switched Universe===<br />
Welcome to the universe where every class is switched. Each class has switched its theme and subclass but keep its features (mostly). Warlocks are divine spell casters granted by Gods. Clerics are eldritch spell casters created from deals with higher powers. Barbarians are calm and strike at perfect type. Monks are brutes that charge into battle. Wizards study the powerful meta magic while sorcerers specialize in a school of magic. Fighters are dirty fighters and rogues are master of the blade. Druids are charming meanwhile Bards are protector of nature. Artificers uncover the mysteries of nature and rangers study technology to improve themselves. Paladins learn the art of blood letting. Blood hunters gain divine powers. <br />
<br />
===Dirty Fighters===<br />
Fighters from the Switched universe are very similar to rogue with fighter features. These fighters learn to practice their chosen weapon to survive the harsh life of the slums. They are hardy and determined to survive the next day.<br />
<br />
===Creating a Fighter, Switched Variant===<br />
As you create your rogue character, consider the character’s relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves’ guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?<br />
<br />
What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.<br />
<br />
;quick build<br />
You can make a Fighter, Switched Variant quickly by following these suggestions. First, Dexterity should be your highest ability score, followed by Constitution. Second, choose the Criminal background. Third, choose <!-elaborate on equipment choices-> <br />
<br />
== Fighter, Switched Variant==<br />
<br />
{{5e Class Features<br />
|name=fighter, Switched Variant<br />
|summary=fighters switched with rogues<br />
|hd=10<br />
|spellcasting=<!--full (e.g. wizard), half (e.g. ranger), third (e.g. eldritch knight), or leave blank--><br />
|armor=Light armor<br />
|weapons=Simple weapons, martial weapons<br />
|tools={{5e|Tools#Thieves' Tools|Thieves' tools}}<br />
|saves={{5a|dex}}, {{5a|int}}<br />
|skills=Choose four from {{5s|Acrobatics}}, {{5s|Athletics}}, {{5s|Deception}}, {{5s|Insight}}, {{5s|Intimidation}}, {{5s|Investigation}}, {{5s|Perception}}, {{5s|Performance}}, {{5s|Persuasion}}, {{5s|Sleight of Hand}}, and {{5s|Stealth}}<br />
|item1a=a {{5e|Rapier}}<br />
|item1b=a {{5e|Shortsword}}<br />
|item2a=a {{5e|Shortbow}} and {{5e|Quiver}} of {{5e|Arrows (20)|20 arrows}}<br />
|item2b=a {{5e|Shortsword}}<br />
|item3a=a [[5e SRD:Equipment Packs#Burglar's Pack|burglar's pack]]<br />
|item3b=a [[5e SRD:Equipment Packs#Dungeoneer's Pack|dungeoneer's pack]]<br />
|item3c=an [[5e SRD:Equipment Packs#Explorer's Pack|explorer's pack]]<br />
|item4a={{5e|Leather (Armor)|Leather armor}}, two {{5e|Dagger|daggers}}, and {{5e|Tools#Thieves' Tools|thieves' tools}}<br />
|item4b=<br />
|classfeatures1=[[#Fighting Style|Fighting Style]], [[#Sneak Attack|Sneak Attack]], [[#Thieves' Cant|Thieves' Cant]]<br />
|classfeatures2=[[#Action Surge|Action Surge (one use)]]<br />
|classfeatures3=[[#Roguish Archetype|Roguish Archetype]]<br />
|classfeatures4=<br />
|classfeatures5=[[#Extra Attack|Extra Attack]]<br />
|classfeatures6=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures7=[[#Expertise|Expertise]]<br />
|classfeatures8=<br />
|classfeatures9=[[#Indomitable|Indomitable (one use)]]<br />
|classfeatures10=[[#Roguish Archetypes|Roguish Archetype feature]]<br />
|classfeatures11=[[#Extra Attack|Extra Attack (2)]]<br />
|classfeatures12=<br />
|classfeatures13=[[#Indomitable|Indomitable (two uses)]]<br />
|classfeatures14=[[#Ability Score Improvement|Ability Score Improvement]]<br />
|classfeatures15=[[#Roguish Archetypes|Roguish Archetype feature]]<br />
|classfeatures16=<br />
|classfeatures17=[[#Action Surge|Action Surge (two uses)]], [[#Indomitable|Indomitable (three uses)]]<br />
|classfeatures18=[[#Roguish Archetypes|Roguish Archetype feature]]<br />
|classfeatures19=<br />
|classfeatures20=[[#Extra Attack|Extra Attack (3)]]<br />
}}<br />
<br />
==== Fighting Style ====<br />
<br />
At 1st level, you adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again.<br />
<br />
;Archery<br />
You gain a +2 bonus to attack rolls you make with ranged weapons.<br />
<br />
;Defense<br />
While you are wearing armor, you gain a +1 bonus to AC.<br />
<br />
;Dueling<br />
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br />
<br />
;Great Weapon Fighting<br />
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.<br />
<br />
;Protection<br />
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose {{5e|Disadvantage}} on the attack roll. You must be wielding a {{5e|Shield (Armor)|shield}}.<br />
<br />
;Two-Weapon Fighting<br />
When you engage in {{5e|Melee Attacks#Two-Weapon Fighting|two-weapon fighting}}, you can add your ability modifier to the damage of the second attack.<br />
<br />
==== Sneak Attack ====<br />
<br />
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have {{5e|Advantage}} on the attack roll. The attack must use a finesse or a ranged weapon.<br />
<br />
You don't need {{5e|Advantage}} on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't {{5c|Incapacitated}}, and you don't have {{5e|Disadvantage}} on the attack roll.<br />
<br />
==== Thieves' Cant ====<br />
<br />
During your fighter, Switched variant training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.<br />
<br />
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.<br />
<br />
==== Action Surge ====<br />
<br />
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action.<br />
<br />
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.<br />
<br />
==== Roguish Archetype ====<br />
<br />
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities, such as Thief. Your archetype choice grants you features at 3rd level and then again at 10th, 15th, and 18th level.<br />
<br />
[[#Roguish Archetypes|Roguish Archetype features]]<br />
<br />
==== Ability Score Improvement ====<br />
<br />
When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.<br />
<br />
==== Extra Attack ====<br />
<br />
Beginning at 5th level, you can attack twice, instead of once, whenever you take the {{5e|Attack Action|Attack}} action on your turn.<br />
<br />
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.<br />
<br />
==== Expertise ====<br />
<br />
At 7th level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with {{5e|Tools#Thieves' Tools|thieves' tools}}. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.<br />
<br />
==== Indomitable ====<br />
<br />
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.<br />
<br />
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.<br />
<br />
=== Roguish Archetype ===<br />
Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.<br />
<br />
;Rogue Subclasses<br />
Fighter, Switched Variant's subclasses are exactly the same as normal Rogue subclasses except the following;<br />
<br />
Rogue's subclass 9th level ability is moved up to 10th level ability.<br />
Rogue's subclass 13th level ability is moved up to 15th level ability.<br />
Rogue's subclass 17th level ability is moved up to 18th level ability.<br />
<br />
=== Multiclassing ===<br />
You cannot multiclass into or out to a class with Roguish Archetype (like rogue)<br />
<br />
'''Prerequisites.''' To qualify for multiclassing into the Fighter, Switched Variant class, you must meet these prerequisites: {{5a|dex}} 13<br />
<br />
'''Proficiencies.''' When you multiclass into the Fighter, Switched Variant class, you gain the following proficiencies: light armor, simple weapon, marshal weapon, one skill from the class's skill list, and thieves' tools.<br />
----<br />
{{5e Classes Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Class]]<br />
[[Category:Fighter Tag]]<br />
[[Category:Rogue Tag]]<br />
[[Category:5e Class Variant]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=The_Great_Book_of_3.5th_Edition_(5e_Sourcebook)/Subclasses&diff=1623022The Great Book of 3.5th Edition (5e Sourcebook)/Subclasses2022-08-14T01:53:07Z<p>Calidore Chase: /* Rouge */</p>
<hr />
<div>=Subclasses=<br />
<br />
==Barbarian==<br />
:[[Path of the Dragon Shaman (5e Subclass)]] ''Player's Handbook II''<br />
:[[Path of the Rage Mage (5e Subclass)]] ''Complete Warrior''<br />
<br />
==Bard==<br />
:[[College of Divinity (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
==Cleric==<br />
:[[Atheism Domain (Ur-Priest) (5e Subclass)]] ''Complete Divine''<br />
:[[Chaos Domain (5e Subclass)]] ''Player's Handbook''<br />
:[[Love Domain (5e Subclass)]] ''Player's Handbook''<br />
:[[Strength Domain (5e Subclass)]] ''Player's Handbook''<br />
:[[Undeath Domain (5e Subclass)]] ''Forgotten Realms Campaign Setting''<br />
<br />
==Druid==<br />
:[[Circle of Animal Companionship (5e Subclass)]] ''Player's Handbook''<br />
:[[Circle of the Hunt (5e Subclass)]] ''Unearthed Arcana''<br />
:[[Circle of Vengeance (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
==Fighter==<br />
:[[Psychic Warrior (5e Subclass)]] ''Expanded Psionics Handbook''<br />
:[[Thug (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
==Monk==<br />
:[[Way of the Wu Jen (5e Subclass)]] ''Complete Arcane''<br />
<br />
==Paladin==<br />
:[[Oath of the Crusader (5e Subclass)]] ''Tome of Battle: The Book of Nine Swords''<br />
<br />
==Ranger==<br />
:[[Beastshifter (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
==Rogue==<br />
:[[Pirate (5e Subclass)]] ''Complete Adventurer''<br />
:[[Shadowdancer (5e Subclass)]] ''Dungeon Master's Guide''<br />
:[[Thug (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
==Sorcerer==<br />
:[[Battle Sorcerer (5e Subclass)]] ''Unearthed Arcana''<br />
:[[Divine Bloodline, Variant (5e Subclass)]] ''Complete Divine''<br />
<br />
==Wizard==<br />
:[[Alienist (5e Subclass)]] ''Complete Arcane''<br />
:[[Archivist Tradition (5e Subclass)]]''Heroes of Horror''<br />
:[[Battle Wizard (5e Subclass)]] ''Unearthed Arcana''<br />
<br />
----<br />
{{5e Sourcebooks Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Sourcebook]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=User:Calidore_Chase/creationstable&diff=1623021User:Calidore Chase/creationstable2022-08-14T01:50:49Z<p>Calidore Chase: /* These are the things I have created */</p>
<hr />
<div>{|style="background-color:silver"<br />
|<br />
==These are the things I have created==<br />
{|style="background-color:silver"<br />
|<br />
|style="vertical-align:top;"|{{User:Calidore Chase/items}}<br />
|style="vertical-align:top;"|{{User:Calidore Chase/feats}}<br />
|style="vertical-align:top;"|{{User:Calidore Chase/prc}}<br />
|style="vertical-align:top;"|{{User:Calidore Chase/campaign}}<br />
|}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Entry_Elevator_(Hope_Supplement)&diff=1554985Entry Elevator (Hope Supplement)2022-01-08T09:51:50Z<p>Calidore Chase: /* Entering from Topside */</p>
<hr />
<div>==Entry Elevator==<br />
===Entering from Topside===<br />
A short passage extends beyond the secret door that leads topside. It opens into a small circular room. In the center of the room is a strange round table with a central column reaching to the ceiling and 4 ancient wooden spars evenly spaced around the outer edge making it resemble a sailing ships capstan. A simple search of the room reveals that the floor is not touching the walls with a very slight gap separating the two. If the central capstan is examined it will be discovered that it can be turned. Counter-clockwise makes the floor go up, but only a few inches before stopping. Clockwise lowers the floor at a rate of about 1/2 foot a round making it take approximately 100 rounds (about 10 minutes).<br />
<br />
As the floor lowers it passes by a number of cracks and crevices leading out to the drop-off into the sea. Some of the crevices are quite large, in fact one is large enough for a Carrion Crawler to slip through, which is precisely what happens when the floor is about 25 feet down. Attracted by the noise the Carrion Crawler has come in search of food and immediately attacks.<br />
<br />
*Tactics: The Carrion Crawler stays on the walls avoiding the floor (DM's: try not to make it too obvious). It tries to paralyze everyone it can and make off with one of the victims to its lair for consumption. If the Crawler ends up on the ground (whether from being knocked off the wall or killed) the floor is over burdened and shatters, dropping everyone the remaining distance to the bottom of the shaft. Normal falling damage applies.<br />
<br />
===Entering from Underground===<br />
<br />
Sunlight illuminates this 20 foot diameter shaft through the myriad crack and crevices that lead out to the seaside cliff. From the corridor to the bottom of the shaft is a 3 foot drop. In the center of the room is column that extends all the way to the ceiling. Climbing up the wall is fairly easy due to the cracks, a particularly large crack about 35 feet up offers easy access to the outside. Any undue noise, either in the shaft or while climbing on the outside, attracts the attention of a Carrion Crawler which immediately attacks.<br />
<br />
==Carrion Crawler Lair==<br />
<br />
The carrion crawler makes its lair in the side of the sea cliff and emerges to hunt the birds and small animals that live on the cliff and in the forest above. Typically paralyzing its prey and bringing it back to the lair, the crawler has made itself quite a nest from the multitude of bones and other objects that have accompanied its kills. <br />
<br />
not done yet<br />
<br />
[[Image:EntryElevator.jpg]]<br />
<br />
<br />
----<br />
{{Campaign Seeds Breadcrumb}} &rarr; [[Hope (Campaign Seed)|Hope]] &rarr; [[Dwarven Seaside Outpost (Hope Supplement)|Dwarven Seaside Outpost]].<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Hope Setting]]<br />
[[Category:Seaside Outpost]]<br />
[[Category:Supplement]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Gloves_of_Hideous_Laughter_(3.5e_Equipment)&diff=1554402Gloves of Hideous Laughter (3.5e Equipment)2022-01-06T11:03:03Z<p>Calidore Chase: Not abandoned and since it is cursed it does not require a lot of that info....</p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Gloves of Hideous Laughter<br />
|cl=<!-Caster level for creation--><br />
|prerequisites=<!--Feats and spells required for creation; wikilink if you can--><br />
|cost=<!--Creation costs--><br />
|aura=<!--Weak, Moderate or Strong--><br />
|school=<!--abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation--><br />
|marketprice=<br />
|weight=<br />
|description=These black leather gloves have impressions of feathers covering its entire surface. When these gloves are donned the wearer immediately, and uncontrollably, begins to mercilessly tickle themselves. The afflicted victim is under the effects of the ''[[SRD:Hideous Laughter|hideous laughter]]'' spell until the gloves are removed. A [[SRD:Saving Throw|Will save]] (DC 20) allows the victim to surpress the urge for 1 round - just long enough to remove the gloves. A friend can tackle the victim and help remove the gloves or wait until the victim passes out from exhaustion to remove the gloves.<br />
<br />
''[[SRD:Detect Magic|Detect magic]]'' shows the gloves as having some form of telekinetic ability.<br />
}}<br />
----<br />
{{3.5e Magical Cursed Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Cursed]]<br />
[[Category:Hand Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Toymaker_(3.5e_Feat)&diff=1554137Toymaker (3.5e Feat)2022-01-05T13:04:30Z<p>Calidore Chase: </p>
<hr />
<div>{{3.5e Feat<br />
|name=Toymaker<br />
|types=Item Creation<br />
|summary=You are adept at creating minor wondrous items<br />
|prereqs=[[SRD:Intelligence|Int]] 13+, Ability to cast ''[[SRD:Prestidigitation|prestidigitation]]''<br />
|benefit=You may imbue a nonmagical item weighing no more than 1 pound with a ''[[SRD:Prestidigitation|prestidigitation]]'' effect. This takes 20 minutes and costs 20 XP in addition to the gold piece cost of the item. The base item need not be of masterwork quality: a plain mundane tool, toy or accessory would suffice. Items made with this feat are not capable of inflicting damage and cannot grant bonuses of any type. No magical backlash occurs if one of these items are broken. On high-magic worlds these minor items might be ubiquitous, being used as toys or useful household articles. Items created by this feat are scarcer on low-magic worlds. The market price of a minor wondrous item is left to the DMs discretion, but will typically be between 10 and 100 gp, or ten times the cost of the base item.<br />
|special=Wizards may select this feat instead of [[SRD:Scribe Scroll|Scribe Scroll]] at 1st level.<br />
}}<br />
<br />
===Sample Items===<br />
<br />
Here are some examples of common items:<br />
<br />
:'''Apprentice's candle''': The flame of this small candle burns perfectly, unaffected by air movement or wind and can only be moved or snuffed out by magic or a specific command word. The candle flame can not only be moved around by applying magic, but the color of the flame changes in relation to the school of magic used to do so making the candle a perfect tool to train young magic user's in the basic control needed to use cantrips.<br />
<br />
:'''Automatic Whetstone''': This small whetstone, when touched to a dull edge and let go, starts sharpening it automatically.<br />
<br />
:'''Beauty Soap''': This bar of high quality soap is enchanted to remove all body hair below the neck, clean the pores of the skin, and make the skin feel smooth and soft. Used over an extended period this soap can make scars seem to disappear by slowly repairing the skin though the effect does not extend to removing scar tissue in the muscles.<br />
<br />
:'''Box of Tin Soldiers (Attacker)''': These small tin soldiers stand about four inches tall and are painted with a blue coat. They come in boxes of five soldiers. On command, they can be set to march forward. If one is knocked over, it will cease to function until commanded again. Whenever a red-coated Tin Soldier is within 1 foot of them, they will fire small lead pellets at it to knock it over.<br />
<br />
:'''Box of Tin Soldiers (Defender)''': These small tin soldiers stand about four inches tall and are painted with a red coat. They come in boxes of five soldiers. On command, they can be set to patrol an area up to 1 foot square (such as the perimeter of a toy fort). If one is knocked over, it will cease to function until commanded again. Whenever a blue-coated Tin Soldier is within 1 foot of their patrolled area, they will fire small lead pellets at it to knock it over. <br />
<br />
:'''Cleaning Rag''': This small patch of rag has been imbued with the power to clean surfaces of dust and light debris on its own. The owner simply says “Clean” and then the name of the object and the rag starts to clean until the item is free of dust and debris.<br />
<br />
:'''Comb of Style:''' When brushed through the users hair it automatically arranges the hair into a hairstyle designated at the time of the comb's creation.<br />
<br />
:'''Cooling Glass''': This glass cools a liquid placed in it a bit below room temperature, and keeps chilled liquids placed in it cooler longer.<br />
<br />
:'''Creepy Doll''': This doll's eyes appear to gather the light towards them giving them a disturbing appearance, and when the room is darkened the head will turn to face the nearest living creature within 20 ft that has line of sight to the doll. If the doll is put away inside a box or a bag the doll may move just enough to get out and sit upright in plain sight, but it will only do so if it is not being watched.<br />
<br />
:'''Diadem Light''': This simple wooden crown emits light equivalent to that created by ''[[Prestidigitation|prestidigitation]]'', with an illumination range of ten feet. Embellished variations can be made of precious metals and decorated with gems and carvings. The light intensity and working depends on the level of the caster and their mastery of ''prestidigitation''.<br />
<br />
:'''Flirtatious Mirror''': When a creature looks at their reflection in this mirror, the reflection will move on it's own and act in a flirtatious manner: fluttering it's eyelashes, winking, and blowing kisses.<br />
<br />
:'''Golden Spindle''': This simple wooden spindle takes normal straw and turns it into gold colored yarn.<br />
<br />
:'''Hairpin of the Majestic Stance''': When affixed appropriately, the wearer of this hairpin can will their hair to wave as if blown in a breeze.<br />
<br />
:'''Hairpin of Perfection''': When affixed appropriately, the hair of the wearer cannot be soiled or sullied, the hairstyle withstanding even hail and storms.<br />
<br />
:'''House Helper''': These statuettes, which are no larger than the average nutcracker can be commanded to do one complex domestic task (such as "Rearrange this bookshelf alphabetically", or up to three simple domestic tasks (such as "Put away the dishes"). Created in sets of three, they will work on their tasks until broken or ordered otherwise. If more than one has been delegated with the same task, they will cooperate to complete it.<br />
<br />
:'''Indecisive Coin:''' When thrown, this coin always lands on the edge.<br />
<br />
:'''Insect Hunter:''' This small metal casting of a wasp will, on command, starting hunting any normal insects that are within the bounds of a single building. This item is incapable of hurting anything other than the bugs it is hunting.<br />
<br />
:'''Kamasutra Dolls:''' This set of a male and female doll show certain positions on command, none of them safe to be seen by minors.<br />
<br />
:'''Lighter:''' A fire-producing item that takes the form of a slender item like a wand or staff, engraved with an emblem indicating the direction of the flame. It can be activated with a command word, or have a physical trigger. The flame can ignite combustibles but does not cause damage itself.<br />
<br />
:'''Magic Ink Pen''': A wooden or metal pen that can be refilled simply by shaking it. The ink will vanish after 1 hour. The ink may be of any color, and a single pen might include a variety of colors.<br />
<br />
:'''Magic Mortar and Pestle''': This animated mortar and pestle set will automatically grind any mineral or vegetable matter to a powder. It can only grind substances of Hardness 2 or less.<br />
<br />
:'''Magic Spice Granting (MSG) Frying Pan''': This frying pan will bestow delicious tastes on any food cooked with lots of oil at a high heat in it. Rarely, some people are allergic to the magic spice it generates, causing headaches or sneezes.<br />
<br />
:'''Massage Stone''': This river smoothed, black oblong rock is roughly 3 inches long. When commanded, the stone will begin a relaxing full body massage. The person being massaged can mentally control whether the massage is deep tissue or gentle. The stone can also be mentally ordered to warm to increase the efficacy of the massage.<br />
<br />
:'''Clean Feet Mat''': This simple square carpet instantly cleans the feet, shoes, and lower legs of anyone who steps on it.<br />
<br />
:'''Music Box''': This small simple looking box can be used to contain keepsakes. When exposed to nonmagical music the box can be commanded to record the song. The box can only hold one song and can replay the song whenever commanded. <br />
<br />
:'''Scribe's Kit''': This small box contains several minor items related to scribing: Bottle of ever-full Gesso, automatic quill cutting knife, silver pen that automatically draws perfectly straight lines on a page of parchment, and a small pouch of drying powder for finishing manuscripts.<br />
<br />
:'''Seagull''': This small wood carving of a gull has been enchanted with the ability to fly. It will follow the mental commands of the owner and has a range of 100ft.<br />
<br />
:'''Selective purse''': A strong but simple purse. When you state the amount you need and put it upside down this purse will release the desired amount or come as close as possible to it. If nothing comes out then there isn't enough in it.<br />
<br />
:'''Shaving Razor''': This wickedly sharp razor is the perfect gift for someone who dislikes having hair. When released near a creature with hair and commanded to 'shave', it whips through the air like a deranged maniac and cuts away all exposed hair in a matter of seconds leaving behind smooth skin without harming the affected creature in the least. Some varieties only affect the beard and mustache area on your typical humanoid.<br />
<br />
:'''Stirring Stick''': A small glass rod 4”-12” long that, when placed in a container of liquid, will stir until it is taken out.<br />
<br />
:'''Trick Cards:''' This deck of animated playing cards performs a number of tricks on command, such as shuffling, handing itself out to players, or displaying a certain card. Usually, there are a few special tricks only known to the creator.<br />
<br />
:'''Warming Mug''': This mug warms a liquid placed in it a bit above room temperature, and keeps heated liquids placed in it hotter longer.<br />
<br />
:'''Knitting Needles''': These knitting needles madly knit or crochet with any yarn nearby. The results are usually plain but occasionally they surprise by producing simple patterns.<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Item Creation Feats|Item Creation]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Item Creation Feat]]<br />
</div></div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Siege_Boat_(3.5e_Feat)&diff=1554136Siege Boat (3.5e Feat)2022-01-05T13:00:41Z<p>Calidore Chase: Disagree</p>
<hr />
<div>__NOTOC__<br />
<div class="supplement"><br />
{{3.5e Feat<br />
|name=Siege Boat <br />
|types=General<br />
|summary=Your animated narrowboat can be used to make an attack.<br />
|prereqs= [[Str]] 14+, [[River Gypsy (3.5e Prestige Class)|Run the Boat]] ability.<br />
|benefit= Your animated long boat gains a slam attack that can be used to ram items in the water.<br />
}}<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e General Feats|General Feats]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:General Feat]]<br />
</div></div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Will_Stone_(3.5e_Equipment)&diff=1554121Will Stone (3.5e Equipment)2022-01-05T12:04:57Z<p>Calidore Chase: </p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Will Stone<br />
|cl=3rd<br />
|prerequisites=[[SRD:Craft Wondrous Item|Craft Wonderous Item]], ''[[SRD:Death Ward|Death Ward]], [[SRD:Gentle Repose|Gentle Repose]], [[SRD:Major Image|Major Image]]''<br />
|cost=18,900 gp + 756 XP<br />
|aura=Moderate, Minor<br />
|school=[[SRD:Necromancy School|necromancy]], [[SRD:Illusion School|illusion]]<br />
|marketprice=<br />
|weight=<br />
|description=This small stone is two inches in diameter, a half an inch thick, and black as night. When initially activated, the owner is surrounded in a shadowy black, multi-faceted cloud. This cloud will record up to one hour of everything within its borders. After the recording is done the owner must then place the stone upon their breastbone, where-upon the stone sinks beneath the owners flesh appearing as a raised circle of skin. While the stone is under the skin the owner is immune to 3 death effects per the ''[[SRD:Death Ward|Death Ward]]'' spell per day. The protection is automatic and only affects the first three effects that target the owner. If the owner dies while the stone is under their skin, their body is under the effects of the ''[[SRD:Gentle Repose|Gentle Repose]]'' spell for a year and a day and the stone leaves the body. When the stone leaves the body it usually appears on the chest, damage to the body may cause the stone to fall off, roll away, etc. If a sentient being within one alignment step of the, now dead, owner picks up the stone it projects the message that the owner recorded (typically a will) and lets the new owner know that they may replay the message by holding the stone before them and saying play or record a new message by saying record.<br />
<br />
Note: This does not take up a body slot.<br />
}}<br />
----<br />
{{3.5e Magical Wondrous Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Adamantine_Shelled_Warbot_(5e_Creature)&diff=1554113Adamantine Shelled Warbot (5e Creature)2022-01-05T11:27:46Z<p>Calidore Chase: Fixed rouge/rogue error</p>
<hr />
<div>==Adamantine Shelled Warbot==<br />
{{5e Creature<br />
|size=Medium<br />
|type=construct<br />
|alignment=unaligned<br />
|ac= 30<br />
|armor= Hermetically sealed adamantite<br />
|hd=10<br />
|speed=30 ft.<br />
|str=18<br />
|dex=10<br />
|con=18<br />
|int=4<br />
|wis=10<br />
|cha=1<br />
|di=Acid, Poison, Psychic, Fire, Piercing, Slashing<br />
|ci=Poisoned, Exhausted, Charmed, Frightened<br />
|dr=Lightning<br />
|dv=<br />
|senses= {{5e|Darkvision}} 60 ft., passive {{5s|Perception}} 10<br />
|languages= Understands [[Common]] and languages of his creator, but cannot speak<br />
|cr=9<br />
|xp=<!--Optional. Inputting the CR automatically calculates XP. Leave blank unless you want to put in a custom value--><br />
|features=<br />
'''''Immutable Form.''''' The warbot is immune to any spell or effect that would alter its form.<br />
<br />
'''''Magic Resistance.''''' The warbot has advantage on saving throws against spells and other magical effects.<br />
<br />
'''''Heavy Beyond Reason.''''' The warbot counts as Huge for determining its carrying capacity and the weight it can push, drag, or lift, as well as its own weight.<br />
<br />
'''''Mekhaus Loyalty.''''' Warbot is immune to all effects that assume control over others in any way.<br />
<br />
'''''Adamantine Armor.''''' Any critical hit against warbot becomes a normal hit.<br />
<br />
'''''"Piece of Adamantine Crud".''''' At he start of each turn, roll a d20. On 1 warbot does not take any actions or reactions for the rest of turn, buzzling loudly. Roll another d20. On 1 warbot is broken and will not move unless repaired. Roll another d20. On 1 warbot goes rogue(if not already rogue), reactivates and attacks everything in sight. <br />
|actions=<br />
'''''Multiattack.''''' The warbot makes two slam attacks.<br />
<br />
'''''Slam.''' Melee Weapon Attack:'' +6 to hit, reach 5 ft., one target. ''Hit:'' 8 (1d4 + 4) bludgeoning damage.<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
<br />
Adamantine Shelled Warbots are special toys of god [[Aeris_Mekhaus_(5e_Deity)|Aeris Mekhaus]], send where battle data is needed, and no expenses are acceptable. Not very mobile or strong, but almost impossible to destroy, warbots excel in battles for attrition with abundance of weak enemies, walking away usually unscathed. However, their adamantine armor, being a magical metal, interferes with their central processing system, leading to malfunctions or even going rogue. If such one escapes and gets to prime material plane, destruction caused by it can be tragical before being put down.<br />
<vote type=1 /><br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}[[Category:User]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Vest_of_Fiery_Healing_(3.5e_Equipment)&diff=1448931Vest of Fiery Healing (3.5e Equipment)2021-03-13T03:32:20Z<p>Calidore Chase: </p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Vest of Fiery Healing<br />
|cl=3rd<br />
|prerequisites=[[SRD:Craft Wondrous Item|Craft Wondrous Item]], ''[[SRD:Resist Energy|resist energy]] (Fire), [[SRD:Cure Minor Wounds|cure minor wounds]]''<br />
|cost=9,000 gp + 360 xp<br />
|aura=Faint<br />
|school=[[SRD:Abjuration School|abjuration]] and [[SRD:Conjuration School|conjuration]]<br />
|marketprice=18,000 gp<br />
|weight=<br />
|description=The Vest of Fiery Healing comes in three different useful varieties and one cursed variety. The others are ''[[Vest of Fiery Healing, Major (3.5e Equipment)|major vest of fiery healing]]'', ''[[Vest of Fiery Healing, Pyromancers (3.5e Equipment)|pyromancers vest of fiery healing]]'', and ''[[Vest of Fiery Pain (3.5e Equipment)|vest of fiery pain]]''. <br />
<br />
All wounds healed by any of the Vests of Fiery Healing leave an angry red scar that seems to gleam with an inner light. Enough healings may eventually start to accrue a bonus/hindrance to some social situations at the DM's discretion. This healing does not regenerate lost limbs; it merely cauterizes the stump.<br />
<br />
Woven from the carefully collected hair from dozens of Ash Rats, this plain black, brown, or grey vest is simple-looking and smells vaguely of smoke. The magical nature of this vest becomes apparent when the wearer comes into contact with a source that deals fire damage. The wearer is granted fire resistance 5 and gains the benefit of a ''[[SRD:Cure Minor Wounds|cure minor wounds]]'' spell every round they remain in contact with the fire damage source (i.e. would normally take damage if it hadn't been resisted by this vest), including the first round.<br />
}}<br />
----<br />
{{3.5e Magical Wondrous Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
[[Category:Protection]]<br />
[[Category:Torso Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Talk:Vest_of_Fiery_Healing,_Minor_(3.5e_Equipment)&diff=1448929Talk:Vest of Fiery Healing, Minor (3.5e Equipment)2021-03-13T03:31:33Z<p>Calidore Chase: Calidore Chase moved page Talk:Vest of Fiery Healing, Minor (3.5e Equipment) to Talk:Vest of Fiery Healing (3.5e Equipment): To correct title</p>
<hr />
<div>#REDIRECT [[Talk:Vest of Fiery Healing (3.5e Equipment)]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Talk:Vest_of_Fiery_Healing_(3.5e_Equipment)&diff=1448928Talk:Vest of Fiery Healing (3.5e Equipment)2021-03-13T03:31:33Z<p>Calidore Chase: Calidore Chase moved page Talk:Vest of Fiery Healing, Minor (3.5e Equipment) to Talk:Vest of Fiery Healing (3.5e Equipment): To correct title</p>
<hr />
<div>== Clarification And Cost check ==<br />
<br />
"Remain in contact with the fire damage source" seems kind of ambigious. Can we get some clarification. Additionally, I was plotting out the costs and I ran it for the minor vest just to make sure I was doing it right and got a different number than you did for the cost. Is the remain in contact statement modifying its cost in some way? --[[User:Xenophon|Xenophon]] 08:09, 6 November 2006 (MST)<br />
<br />
:That clarify it for you? --[[User:Calidore Chase|Calidore Chase]] 02:41, 8 November 2006 (MST)<br />
<br />
== Coming Changes ==<br />
<br />
There will be some changes to this item soon as I think it is too powerful after careful reflection. --[[User:Calidore Chase|Calidore Chase]]<br />
<br />
:Changes are done, tell me what you think. --[[User:Calidore Chase|Calidore Chase]] 05:29, 13 November 2006 (MST)<br />
<br />
== Deleted ==<br />
<br />
Why were the two older discussions deleted? --[[User:Green Dragon|Green Dragon]] 16:45, 29 November 2006 (MST)<br />
<br />
:They were no longer relevant. --[[User:Calidore Chase|Calidore Chase]] 22:33, 29 November 2006 (MST)<br />
<br />
::Blue Dragon hates it when I delete old things as well, as they are still relevant (well, kinda) but they more help see when the article has come from; its history. Do you think the old discussions should be put back on this page? --[[User:Green Dragon|Green Dragon]] 22:52, 29 November 2006 (MST)<br />
<br />
:::If you think others will find it useful or informative, sure. Otherwise, nah. --[[User:Calidore Chase|Calidore Chase]] 01:31, 30 November 2006 (MST)<br />
<br />
::::I will put the old discussion on this page again, thanks for you cooperation, and i hope you don't mind too much. --[[User:Green Dragon|Green Dragon]] 16:56, 30 November 2006 (MST)<br />
<br />
:::::Doesn't bother me at all. Honestly all I was trying to do was keep the page clean. All happiness on this end as far as DnD wiki is concerned. Especially all the ''constructive'' criticism. It is so hard to find good people to discuss this subject with. --[[User:Calidore Chase|Calidore Chase]] 17:32, 30 November 2006 (MST)<br />
<br />
::::::Just curious... Did you get this impression of "It is so hard to find good people to discuss [Dungeons and Draongs Material]." because of the Wizards boards? I am wondering because I have felt the same way, with people not responding or all the comments are negative... --[[User:Green Dragon|Green Dragon]] 18:05, 30 November 2006 (MST)<br />
<br />
:::::::I quit going to the wizard boards for creative content a while ago. I still love the site, but do not rely on the posters for anything. --[[User:Calidore Chase|Calidore Chase]] 18:09, 30 November 2006 (MST)<br />
<br />
::::::::Same. --[[User:Green Dragon|Green Dragon]] 18:12, 30 November 2006 (MST)<br />
<br />
:::::::::Course in their defense, the boards are not really the best forum for putting something out there for everyone to see and critique. This wiki, however, is an excellent point for just that. I just hope that if someone does use one of the items I contributed that they at least say how it went. --[[User:Calidore Chase|Calidore Chase]] 09:06, 1 December 2006 (MST)<br />
<br />
::::::::::I.. would not expect that. People use the things on D&D Wiki (I have, etc), but because no one asks for a review of how the item went in ther Campaign people do not tell them. I have only seen about 1 comment that said the item "Worked Fine", other than that no one has posted anything. --[[User:Green Dragon|Green Dragon]] 15:12, 2 December 2006 (MST)</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Vest_of_Fiery_Healing,_Minor_(3.5e_Equipment)&diff=1448927Vest of Fiery Healing, Minor (3.5e Equipment)2021-03-13T03:31:33Z<p>Calidore Chase: Calidore Chase moved page Vest of Fiery Healing, Minor (3.5e Equipment) to Vest of Fiery Healing (3.5e Equipment): To correct title</p>
<hr />
<div>#REDIRECT [[Vest of Fiery Healing (3.5e Equipment)]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Vest_of_Fiery_Healing_(3.5e_Equipment)&diff=1448926Vest of Fiery Healing (3.5e Equipment)2021-03-13T03:31:33Z<p>Calidore Chase: Calidore Chase moved page Vest of Fiery Healing, Minor (3.5e Equipment) to Vest of Fiery Healing (3.5e Equipment): To correct title</p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Minor Vest of Fiery Healing<br />
|cl=3rd<br />
|prerequisites=[[SRD:Craft Wondrous Item|Craft Wondrous Item]], ''[[SRD:Resist Energy|resist energy]] (Fire), [[SRD:Cure Minor Wounds|cure minor wounds]]''<br />
|cost=9,000 gp + 360 xp<br />
|aura=Faint<br />
|school=[[SRD:Abjuration School|abjuration]] and [[SRD:Conjuration School|conjuration]]<br />
|marketprice=18,000 gp<br />
|weight=<br />
|description=The Vest of Fiery Healing comes in three different useful varieties and one cursed variety. The others are ''[[Vest of Fiery Healing, Major (3.5e Equipment)|major vest of fiery healing]]'', ''[[Vest of Fiery Healing, Pyromancers (3.5e Equipment)|pyromancers vest of fiery healing]]'', and ''[[Vest of Fiery Pain (3.5e Equipment)|vest of fiery pain]]''. <br />
<br />
All wounds healed by any of the Vests of Fiery Healing leave an angry red scar that seems to gleam with an inner light. Enough healings may eventually start to accrue a bonus/hindrance to some social situations at the DM's discretion. This healing does not regenerate lost limbs; it merely cauterizes the stump.<br />
<br />
Woven from the carefully collected hair from dozens of Ash Rats, this plain black, brown, or grey vest is simple-looking and smells vaguely of smoke. The magical nature of this vest becomes apparent when the wearer comes into contact with a source that deals fire damage. The wearer is granted fire resistance 5 and gains the benefit of a ''[[SRD:Cure Minor Wounds|cure minor wounds]]'' spell every round they remain in contact with the fire damage source (i.e. would normally take damage if it hadn't been resisted by this vest), including the first round.<br />
}}<br />
----<br />
{{3.5e Magical Wondrous Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Equipment]]<br />
[[Category:Magic]]<br />
[[Category:Wondrous Item]]<br />
[[Category:Protection]]<br />
[[Category:Torso Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=User:Calidore_Chase&diff=1418477User:Calidore Chase2020-12-20T05:18:56Z<p>Calidore Chase: /* Bio */</p>
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<div>{| style="width: 100%; background-color:silver"<br />
|<br />
{|style="background-color:silver"<br />
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||{{User:Calidore Chase/howdy}}<br />
||{{User:calidore Chase/PROJECTS}}<br />
|}<br />
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{|style="background-color:silver"<br />
|<br />
||{{User:Calidore Chase/creationstable}}<br />
|}<br />
Stuff without a link has yet to be posted.<br />
|-<br />
|}<br />
==Bio==<br />
Calidore Chase is a far too old gamer with way too much gaming experience. He is currently living and working in Albuquerque, NM. He still has a lot of contributions to add to this site, but very little time available to do so.<br />
<br />
{{User:Calidore Chase/milestones}}<br />
<br />
{{Barnstar|I give [[User:Calidore Chase|Calidore Chase]] this barnstar for removing all the double redirects as of 22:11, 19 December 2007 (MST). Thanks a lot for removing all of them, it had needed to be done for quite a while, and you finally took the initiative and completed this task. Thanks a lot. --[[User:Green Dragon|Green Dragon]] 22:11, 19 December 2007 (MST)}}<br />
<br />
{{barnstar|I award you this WikiGnome Barnstar in recognition for your many tidying-up edits. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:15, 24 January 2013 (MST)}}<br />
<br />
{{Anti-Vandal Barnstar|I give you this anti-vandal barnstar for your assistance with removing vandalism and blocking vandals. Thanks for helping upkeep D&D Wiki! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:22, 11 November 2013 (MST)}}<br />
<br />
[[Category:Proofreader Helper]]<br />
[[Category:Flavor Helper]]<br />
[[Category:General Helper]]<br />
[[Category:Helper]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=User:Calidore_Chase&diff=1418476User:Calidore Chase2020-12-20T05:18:17Z<p>Calidore Chase: </p>
<hr />
<div>{| style="width: 100%; background-color:silver"<br />
|<br />
{|style="background-color:silver"<br />
|<br />
||{{User:Calidore Chase/howdy}}<br />
||{{User:calidore Chase/PROJECTS}}<br />
|}<br />
<br />
{|style="background-color:silver"<br />
|<br />
||{{User:Calidore Chase/creationstable}}<br />
|}<br />
Stuff without a link has yet to be posted.<br />
|-<br />
|}<br />
==Bio==<br />
Calidore Chase is a far too old gamer with way too much gaming experience. He is currently living and working in Albuquerque, NM. He still has a lot of contributions to add to this site, but very little time available to do so. The pic on the left in no way resembles him these days, but he still gets out to do a bit of fighting here and there.<br />
<br />
{{User:Calidore Chase/milestones}}<br />
<br />
{{Barnstar|I give [[User:Calidore Chase|Calidore Chase]] this barnstar for removing all the double redirects as of 22:11, 19 December 2007 (MST). Thanks a lot for removing all of them, it had needed to be done for quite a while, and you finally took the initiative and completed this task. Thanks a lot. --[[User:Green Dragon|Green Dragon]] 22:11, 19 December 2007 (MST)}}<br />
<br />
{{barnstar|I award you this WikiGnome Barnstar in recognition for your many tidying-up edits. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 02:15, 24 January 2013 (MST)}}<br />
<br />
{{Anti-Vandal Barnstar|I give you this anti-vandal barnstar for your assistance with removing vandalism and blocking vandals. Thanks for helping upkeep D&D Wiki! --[[User:Green Dragon|Green Dragon]] ([[User talk:Green Dragon|talk]]) 01:22, 11 November 2013 (MST)}}<br />
<br />
[[Category:Proofreader Helper]]<br />
[[Category:Flavor Helper]]<br />
[[Category:General Helper]]<br />
[[Category:Helper]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Vest_of_Fiery_Pain_(3.5e_Equipment)&diff=1418475Vest of Fiery Pain (3.5e Equipment)2020-12-20T05:15:03Z<p>Calidore Chase: Cursed item. No caster level. It is complete.</p>
<hr />
<div>{{3.5e Magic Item<br />
|name=Vest of Fiery Pain<br />
|prerequisites=<!--Feats and spells required for creation; wikilink if you can--><br />
|cost=<!--Creation costs--><br />
|aura=<!--Weak, Moderate or Strong--><br />
|school=<!--abjuration, conjuration, divination, enchantment, evocation, illusion, necromancy, transmutation--><br />
|marketprice=<br />
|weight=<br />
|description=This vest looks exactly like a [[Vest of Fiery Healing, Major (3.5e Equipment)|Major Vest of Fiery Healing]] but deals 1d6 points of damage every round it is worn. The pain from the fire is so intense that it takes either a successful [[SRD:Concentration Skill|Concentration]] check or [[SRD:Saving Throw|Fortitude save]] (both are at DC 20) to remove the Vest of Fiery pain.<br />
}}<br />
----<br />
{{3.5e Magical Cursed Items Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Magic]]<br />
[[Category:Equipment]]<br />
[[Category:Cursed]]<br />
[[Category:Torso Slot]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Dez%27Molten,_Prince_of_Burning_Pleasure_(3.5e_Deity)&diff=1347969Dez'Molten, Prince of Burning Pleasure (3.5e Deity)2020-06-17T03:17:22Z<p>Calidore Chase: </p>
<hr />
<div>__NOTOC__<br />
{{WotV Dragon Sigil}}<br />
<br />
<br />
<br />
''Demon Prince of Flame, True Prince of Flame, Stolzal, Demon of Beauty''<br />
{{3.5e Deity (SP)<br />
|hapdligo=p<br />
|sym=A Burning Corpse<br />
|plane=Pyragalos, 345th Layer of the Abyss<br />
|align=Chaotic Evil<br />
|port=Fire, Inferno, Chaos, Death, Destruction, and Sex<br />
|worsh=Evil Clerics, Evil Fire Elementals, Masochists, Necromancers, Pyromancers, and Sadists<br />
|calign=CN, NE, CE<br />
|dom=Demonic, Fire, Pleasure<br />
|favweap=Trident<br />
}}<br />
Dez'Molten, the Prince of Burning Pleasure, is usually depicted as a large pillar of fire. However, his ture form is much more unsettling. His gaunt humanoid like body is constantly engulfed in a writhing mass of flames with the remnants of, what used to be, beautiful, feathered wings protruding from his back. This became his natural state when he was, supposedly, destroyed by [[Luxuria, Prince of Lust (3.5e Deity)|Luxuria, Prince of Lust]], when she attempted, and succeeded, to steal his position as Prince of Flame. <br />
<br />
===== Dogma =====<br />
<br />
Dez'Molten has two desires in his life. The first, to return to the world and destroy his hated enemy, [[Luxuria, Prince of Lust (3.5e Deity)|Luxuria]]. The second, to reclaim his long lost beauty that was taken when he was defeated. Once those goals have been achieved, he is more than happy to leave the multiverse in piece and stay in his realm. Provided, of course, he is supplied with beings to keep his bed warm.<br />
<br />
===== Clergy and Temples =====<br />
<br />
Dez'Molten has a few shrines scattered across the land. Most provide a safe haven for those that enjoy the rough side of intercourse as well as a place for rogue pyromancers and fire mages to study and grow in power.<br />
<br />
===== Pantheon =====<br />
<br />
Dez'Molten is part of the Sosfronii Pantheon as an unaffiliated Demon Prince. He has no ties to the Prime Evil's Court nor does he align himself with any of the other princes.<br />
<br />
==== Dez'Molten, True Prince of Flame ====<br />
<br />
<br />
----<br />
{{3.5e Demon Prince Deities Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Deity]]<br />
[[Category:Sosfronii Pantheon]]<br />
[[Category:Demon Prince]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Class_Design_Philosophy_(Teoryran_World_Supplement)&diff=1347968Class Design Philosophy (Teoryran World Supplement)2020-06-17T03:16:59Z<p>Calidore Chase: </p>
<hr />
<div>==Class Design Philosophy==<br />
<br />
==Introduction==<br />
When altering the classes, I did not want to make unnecessary changes even if it might look that way.<br />
Rather I wanted to adjust the classes to my setting and remove all the classes I did not perceive as universal.<br />
I used the following guidelines.<br />
<br />
===Changes of Standard Classes===<br />
<br />
*There are only two unchanged classes, fighter and rogue.<br />
*No Spell casters who are not specialized.<br />
*Templar’s and Knights replace the Paladin.<br />
*Clerics are abolished because Priests does usually not have magical abilities.<br />
*Barbarian is to tied to inborn abilities and is replaced.<br />
*Rangers can not have spell like abilities and are replaced with Huntsmen.<br />
*The normal Asian inspired Monk are limited and will be adjusted to only apply to the Ork Race.<br />
*Druids are abolished because they are Celtic based and because they are spell casters.<br />
*Samurai, from Oriental Adventures called for minor adjustment.<br />
*The Ninja will replace the rogue for the Orks.<br />
<br />
===New Classess===<br />
<br />
The new classes have the purpose of creating the feel of<br />
the dark mediaeval culture of the humans or the exotic Japanese culture of the Ork<br />
, for example.<br />
Classes are defined by whether you are a peasant or noble for example,<br />
Peasants fights dirty, unarmed or light armed.<br />
Priest shouldn’t be awesome spell casters but do little but talk and perhaps backstab.<br />
Healers uses mundane or at least extraordinary abilities, that takes time and might be dangerous.<br />
Wizards and divine spell casters are not the average priest or monk,<br />
instead there are rare and unique Clerical Orders of Priests and monks<br />
that specialize in spell casting BUT only as the part of the philosophy of their order.<br />
For example different clerical orders have their own beliefs such as demanding poverty, <br />
fighting for the religion, protecting pilgrims etc. Magic and spell casting<br />
is a side affect such just like monasteries that tend to the poor or functions as hospitals<br />
but its not the goal in itself, that sort of pragmatics is alien to a man of faith.<br />
<br />
----<br />
{{Teoryran World Footer}}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Captain_(5e_Subclass)&diff=1347967Captain (5e Subclass)2020-06-17T03:16:42Z<p>Calidore Chase: </p>
<hr />
<div><br />
'''Rogue Captain''' : Rogue Subclass. :<br />
<br />
This Subclass was made to address 2 things:<br />
<br />
1. MC is not as flexible in 5e, i felt by placing some skills readily available to the rogue, people would be able to MC and use the feel of playing a rogue more readily, wile also allowing people who play with no MC more skills as a Rogue, from play testing this Subclass, it should not brake the game but i am not familiar with all MAX skill monkey builds, (but if your working something like that your DM would of already given you the OK) this is as close to being balanced to pure 5e rules as i can work it.<br />
<br />
2: i felt that the Mastermind and the Swashbuckler was a bit mixed up, or they thought that people would only want to play them only using Two-WEAPON FIGHTING, but i feel they limited there own thinking with these rough and rugged subclasses, which they openly talk about as being perfect for a sea Captain in UA, but when you look, the mastermind dose not get a skill that the Swashbuckler dose that would work for them better. so i've mixed them together. wile you lose not being able to use your bonus attack to hit all the time offhand, your voice calls to your shipmates: <br />
<br />
relying on speed, elegance, and charm in equal parts. your method of fighting looks almost like a performance. Words are your weapons as often as knives and poison. Secrets and favors are some of your favorite treasures. pirates typically belong to this subclass.<br />
<br />
----<br />
<br />
'''Master of the Ship.'''<br />
<br />
When you choose this subclass at 3rd level, you gain proficiency with the forgery kit, and two gaming sets of your choice. You also gain proficiency in Performance, Persuasion, and Stealth skill if not already and learn one language of your choice.<br />
Expertise from lvl:1 can be re-arranged to RE-apply to 2 skills (not an extra 2 skills) at this time.<br />
<br />
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language. or just an good accent. <br />
<br />
'''Quick Whip of a Wit.''' <br />
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.<br />
<br />
<br />
----<br />
<br />
<br />
'''A Dashing fellow with a Sharp Blade.'''<br />
Starting at 9th level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls.<br />
In addition, you don't need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you. <br />
<br />
'''Footwork as Slick.''' <br />
Beginning at 9th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.<br />
<br />
<br />
----<br />
<br />
<br />
'''A Rogue you can Follow.'''<br />
At 13th level, your charm becomes extraordinarily beguiling.<br />
As an action, you can make a Charisma (Persuasion)check contested by a creature's Wisdom (Insight)check. The creature must be able to hear you, and the two of you must share a language.<br />
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target<br />
or affects it with a spell, or until you and the target are more than 60 feet apart.<br />
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately.<br />
<br />
<br />
----<br />
<br />
<br />
'''Naval Boarding'''<br />
Starting at 17th level,you learn how to land a strike and then slip away without reprisal.<br />
During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:Rogue]]<br />
<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Steam_Mephit_(3.5e_Race)&diff=1347966Steam Mephit (3.5e Race)2020-06-17T03:16:12Z<p>Calidore Chase: </p>
<hr />
<div>{{x0<br />
|la= 1<br />
|ecl=<br />
|type=Outside (extraplanar, fire)<br />
|ability_adjust= +8 dex, +2 charisma, +2 intelligence<br />
|size= Small<br />
|favored_class= Rogue, psion<br />
|desc=<br />
}}<br />
<br />
== Steam Mephits ==<br />
<br />
<br />
<br />
=== Physical Description ===<br />
<br />
A humanoid figure of steam, with wispy, gaseous wings.<br />
<br />
<br />
=== Alignment ===<br />
<br />
Any.<br />
<br />
<br />
=== Language ===<br />
<br />
Common and Ignan<br />
<br />
<br />
<br />
=== Racial Traits ===<br />
<br />
* +8 dex, +2 charisma, +2 intelligence<br />
* Outsider (Extraplanar, Fire)<br />
* Small size.<br />
* Steam Mephit's base land speed is 30 ft, 50 ft flying<br />
* Naturally Psionic: Steam mephits automatically start with one power point. They need to gain a level of a psionic class before they can manifest powers.<br />
*Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.<br />
*Fast Healing (Ex): A steam mephit heals 2hp/round if it is immersed in boiling water.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common, Ignan<br />
* [[Favored Class]]: Rogue, Psion<br />
* [[Level Adjustment]]: 1<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL1]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Tiefling-Orc_(3.5e_Race)&diff=1347965Tiefling-Orc (3.5e Race)2020-06-17T03:15:51Z<p>Calidore Chase: </p>
<hr />
<div>{{x0<br />
|la=<!-#-><br />
|ecl=<!-#-><br />
|type= Humanoid, Outsider <br />
|ability_adjust= +2 Strength, +1 Intelligence, -1 Wisdom, -2 Charisma<br />
|size=<!-Size: Medium<br />
|favored_class= Barbarian or Rouge<br />
|desc= Tiefling-Orcs resemble their Tiefling heritage more then their Orc side. Most of the time they end up looking like Unusually muscular Tieflings. They are often viewed as bothersome creatures and intimidating.<br />
}}<br />
<br />
== Tiefling-Orcs ==<br />
<br />
=== Personality ===<br />
<br />
Tiefling-Orcs are notorious for their plotting and scheming. Most often they attempt to solve conflict outside of combat first, but are quick to change mind if things don't go their way. They can be mischievous and aggressive however unlike orcs they are much more kept and take more care to their appearance.<br />
<br />
=== Physical Description ===<br />
<br />
Adult Males weigh on average 180 lbs and stand at 5' 10". Females are slightly smaller. Their skin color is often a Darker yellow with a tone of brown, sometimes it can look gold or copper-like. They always have either red or black eyes and Lupine ears. They always have black hair.<br />
<br />
=== Relations ===<br />
<br />
Similar to Half-orcs. Though most tend to be a bit more distrustful of Tiefling-orcs.<br />
<br />
=== Alignment ===<br />
<br />
Most are Neutral Evil. Though this is only about 70% of them. The remaining 30% are of any alignment (not including Neutral Evil)<br />
<br />
=== Lands ===<br />
<br />
Many Prefer to live inside towns. They often hang around Taverns and look for trouble to stir.<br />
<br />
=== Religion ===<br />
<br />
any<br />
<br />
=== Language ===<br />
<br />
Automatic languages: Common, Orc, Infernal. Bonus Languages: Dwarven, Giant, Gnoll, Goblin, Undercommon, Draconic, Elven, Halfling<br />
<br />
=== Names ===<br />
<br />
Any Tiefling or Orc names<br />
<br />
=== Racial Traits ===<br />
<br />
* +2 Strength,+1 Intelligence, -1 Wisdom, -2 Charisma: They receive a fair blend of Statistics from both parents.<br />
* Humaoid, Outsider: <br />
* Medium<br />
* Tiefling-Orc [[base land speed]] is 30 feet:<br />
* Darkvision out to 60 feet<br />
* [[Automatic Languages]]: Common, Orc, Infernal.. [[Bonus Languages]]: Dwarven, Giant, Gnoll, Goblin, Undercommon, Draconic, Elven, Halfling<br />
* [[Favored Class]]: Barbarian or Rogue<br />
<br />
=== Vital Statistics ===<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tiefling-Orc Random Starting Ages<br />
|- style="white-space: nowrap;"<br />
! Adulthood || Simple || Moderate || Complex<br />
|- style="white-space: nowrap;"<br />
| 14 years || +1D4 || +1D6 || +2D4<br />
|}<br />
<br />
{| class="d20" cellspacing="0" cellpadding="0"<br />
|+ Table: Tiefling-Orc Aging Effects<br />
|- style="white-space: nowrap;"<br />
! Middle Age<sup>1</sup> || Old<sup>2</sup> || Venerable<sup>3</sup> || Maximum Age<br />
|- style="white-space: nowrap;"<br />
| 30 years || 45 years || 60 years || +2 D10 years<br />
|- style="white-space: nowrap;"<br />
| colspan="5" class="foot" |<br />
# At middle age, &minus;1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At old age, &minus;2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
# At venerable age, &minus;3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.<br />
|}<br />
<br />
{| cellspacing="0" cellpadding="0" class="d20"<br />
|-<br />
|+ Table: Tiefling-Orc Random Height and Weight<br />
|- style="white-space: nowrap;"<br />
! style="text-align: left;" | Gender || Base Height || Height Modifier || Base Weight || Weight Modifier<br />
|- style="white-space: nowrap;"<br />
| style="text-align: left;" | Male || 5' || +2 D12 || 150 lb. || &times; (2D4) lb.<br />
|- class="even" style="white-space: nowrap;"<br />
| style="text-align: left;" | Female || 4' 10 || +2 D10 || 110 lb. || &times; (2D4) lb.<br />
|}<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Humanoid Type]]<br />
[[Category:Medium Size]]<br />
[[Category:LA<!-#->]]<br />
[[Category:ECL<!-#->]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Pathfinder_Alternate_Class_Features&diff=1347964Pathfinder Alternate Class Features2020-06-17T03:14:47Z<p>Calidore Chase: </p>
<hr />
<div>{{Top "Back To" Footer/Sandbox<br />
|width1=<br />
|width2=<br />
|breadcrumb={{Pathfinder Alternate Class Features Breadcrumb}}<br />
|inputbox=<br />
<inputbox><br />
type=create<br />
break=no<br />
buttonlabel=Create new alternate class feature.<br />
default=MyAlternateClassFeature (Pathfinder Alternate Class Feature)<br />
editintro=Add Instructions<br />
preload=Pathfinder Alternate Class Feature Preload<br />
</inputbox><br />
Please leave the "(Pathfinder Alternate Class Feature)" identifier in the page title when creating your alternate feature!<br />
}}<br />
<br />
=== Base Class Alternate Class Features ===<br />
<br />
====Alchemist====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Alchemist<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Arcanist====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Arcanist<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Barbarian====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Barbarian<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Bard====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Bard<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Bloodrager====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Bloodrager<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Brawler====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Brawler<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Cavalier====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Cavalier<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Cleric====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Cleric<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}} <br />
====Druid====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Druid<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Fighter====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Fighter<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Gunslinger====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Gunslinger<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Hunter====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Hunter<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Investigator====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Investigator<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Inquisitor====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Inquisitor<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Magus====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Magus<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Monk====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Monk<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Ninja====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Ninja<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Oracle====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Oracle<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Paladin====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Paladin<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Ranger====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Ranger<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Rogue====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Rogue<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
====Samurai====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Samurai<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Shaman====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Shaman<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Skald====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Skald<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Slayer====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Slayer<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Sorcerer====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Sorcerer<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Summoner====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Summoner<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
====Swashbuckler====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Swashbuckler<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Warpriest====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Warpriest<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Witch====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Witch<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Wizard====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Wizard<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
<br />
=== Prestige Class Alternate Class Features ===<br />
<br />
====Arcane Archer====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Arcane Archer<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Arcane Trickster====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Arcane Trickster<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Assassin====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Assassin<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Battle Herald====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Battle Herald<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Dragon Disciple====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Dragon Disciple <br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Duelist====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Duelist<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Eldritch Knight====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Eldritch Knight<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Holy Vindicator====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Holy Vindicator<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Horizon Walker====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Horizon Walker<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Loremaster====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Loremaster<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Master Chemist====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Master Chemist<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Master Spy====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Master Spy<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Mystic Theurge====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Mystic Theurge<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Nature Warden====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Nature Warden<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Pathfinder Chronicler====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Pathfinder Chronicler<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Rage Prophet====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Rage Prophet<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Shadowdancer====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Shadowdancer<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
====Stalwart Defender====<br />
{{#dpl: debug=1<br />
|category=Pathfinder<br />
|category=Alternate Class Feature<br />
|category=Stalwart Defender<br />
|format=,* [[%PAGE%¦²{#replace:²{#replace:%PAGE%¦(Pathfinder¦}²¦Alternate Class Feature)¦}²]]\n,<br />
|order=ascending<br />
|columns=1<br />
|rowcolformat=width=100%<br />
}}<br />
----<br />
{{Pathfinder Breadcrumb}} &rarr; [[Pathfinder Character Options|Character Options]]<br />
[[Category:DnD]]<br />
[[Category:Pathfinder]]<br />
[[Category:User]]<br />
[[Category:List]]<br />
[[Category:Character Options]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Discussion:Need_help_with_level_35_non_caster_non_frenzy&diff=1347963Discussion:Need help with level 35 non caster non frenzy2020-06-17T03:14:16Z<p>Calidore Chase: </p>
<hr />
<div>== <!-- Insert your questions title here --> == <br />
<br />
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=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
<br />
--><br />
<br />
{{Forumfooter|Discussion}}<br />
__NOTOC__<br />
<br />
So my group is doing an epic campaign We already have two bashers and a spellcaster. The spellcaster is op in his own rights and the frenzy beserkers are also pretty broken. I would like to bring something a little different to the table and I am not fluent enough with flipping through my many sourcebooks. Our campaign is level 35 and our dm is giving us divine ranks (in his own way not the dieties and demigods rulings). As I said I would like to bring something different to the table but that is also able to stand up to what they are running.<br />
<br />
=== [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]])&nbsp;<small><small>00:25, 24 December 2013 (MST)</small></small> ===<br />
Does it have to be a monster, though? No matter how epic you are at combat, that doesn't help you with a moral quandary. See if the players can be forced to choose between two equally undesirable options, perhaps engineered by someone who isn't even very high level (but somehow holds all the cards so the players can't just kill him/her outright). This is easier to do if there are people or places in the campaign that they care about, and if the players care about storytelling.<br />
<br />
If combat encounters are all that matters, then you've got some pretty far-out monsters Epic Bestiary by Eternity Publishing. At CR 35 you've got a 28 ft. tall mercury sentinel which is immune to spells, has infinite regeneration, has permament ''haste'', can sever your player's limbs, and of course causes mercury poisoning. [[User:Marasmusine|Marasmusine]] ([[User talk:Marasmusine|talk]]) 00:25, 24 December 2013 (MST)<br />
:hey Marasmusine i think he was asking what kind of PC he should be so as not to be redundant in the group. to answer that it depends on what kind of spellcaster. if the other guy can't heal then a cleric would be welcomed. at the same time no group should ever be without some kind of trap disarmer. the meatshields cant survive all the traps. being a rogue would be nice for the team. in fact at level 35 why not take 20 rogue and 15 cleric.[[User:Mordred the dark|Mordred the dark]] ([[User talk:Mordred the dark|talk]]) 19:44, 13 October 2014 (MDT)</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Secondary_Archetype_Initiate_(5e_Feat)&diff=1347962Secondary Archetype Initiate (5e Feat)2020-06-17T03:13:43Z<p>Calidore Chase: </p>
<hr />
<div>{{needsbalance|Not all archetype features are equal in balance to a feat, and some combinations are broken (as in, you can take a feature that assumes you've taken all the previous features in that archetype)}}<br />
{{5e Feat<br />
|name= Yoink<br />
|prereqs= Why be tied down by just one archetype? (level 15 or higher)<br />
|benefit=<!--Brief flavor description followed by mechanical benefits.--><br />
you may take one archetypal ability from a different archetype in your class<br />
<br />
'''''you may only take this feat once and you must be the appropriate level for the ability'''''<br />
<br />
''for example: if you are a rogue and you are part of the thief archetype with the supreme stealth ability, when you take this feat you may take the arcane trickster archetype's magical ambush ability''<br />
}}<br />
<br />
<br />
<vote type=1/><br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
<!--REMOVE CATEGORIES AS APPROPRIATE (You'll usually just need one)--><br />
[[Category:Combat Feat]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Class_Design_Philosophy_(Teoryran_World_Supplement)&diff=1347961Class Design Philosophy (Teoryran World Supplement)2020-06-17T03:13:10Z<p>Calidore Chase: </p>
<hr />
<div>==Class Design Philosophy==<br />
<br />
==Introduction==<br />
When altering the classes, I did not want to make unnecessary changes even if it might look that way.<br />
Rather I wanted to adjust the classes to my setting and remove all the classes I did not perceive as universal.<br />
I used the following guidelines.<br />
<br />
===Changes of Standard Classes===<br />
<br />
*There are only two unchanged classes, fighter and rouge.<br />
*No Spell casters who are not specialized.<br />
*Templar’s and Knights replace the Paladin.<br />
*Clerics are abolished because Priests does usually not have magical abilities.<br />
*Barbarian is to tied to inborn abilities and is replaced.<br />
*Rangers can not have spell like abilities and are replaced with Huntsmen.<br />
*The normal Asian inspired Monk are limited and will be adjusted to only apply to the Ork Race.<br />
*Druids are abolished because they are Celtic based and because they are spell casters.<br />
*Samurai, from Oriental Adventures called for minor adjustment.<br />
*The Ninja will replace the rogue for the Orks.<br />
<br />
===New Classess===<br />
<br />
The new classes have the purpose of creating the feel of<br />
the dark mediaeval culture of the humans or the exotic Japanese culture of the Ork<br />
, for example.<br />
Classes are defined by whether you are a peasant or noble for example,<br />
Peasants fights dirty, unarmed or light armed.<br />
Priest shouldn’t be awesome spell casters but do little but talk and perhaps backstab.<br />
Healers uses mundane or at least extraordinary abilities, that takes time and might be dangerous.<br />
Wizards and divine spell casters are not the average priest or monk,<br />
instead there are rare and unique Clerical Orders of Priests and monks<br />
that specialize in spell casting BUT only as the part of the philosophy of their order.<br />
For example different clerical orders have their own beliefs such as demanding poverty, <br />
fighting for the religion, protecting pilgrims etc. Magic and spell casting<br />
is a side affect such just like monasteries that tend to the poor or functions as hospitals<br />
but its not the goal in itself, that sort of pragmatics is alien to a man of faith.<br />
<br />
----<br />
{{Teoryran World Footer}}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=NightWing_(5e_Subclass)&diff=1347960NightWing (5e Subclass)2020-06-17T03:12:40Z<p>Calidore Chase: </p>
<hr />
<div><br />
== Rogue Subclass ==<br />
You were bit by a vampire bat, but what came out of it was less than what you wanted...<br />
<br />
;Monstrous Sight<br />
Beginning at the 3rd level, your ears, eyes, teeth, nose, and body structure all shift into the form of a bat like creature. Your now considered a monstrosity and a humanoid. Many people will run in fear or attack you on sight, to the DMs leisure. However you roll with advantage on perception checks dealing with hearing, and on stealth checks while in dim or dark light. From this point on eating food taste like dust or rock, but blood tastes like fresh fruit, or honey. You gain the same benefits from eating a full meal from one fluid pound of blood. You can gather blood from recently killed creatures that have blood. While grappling a target you may use your action to bite them for 1d4 piercing damage, {{5a|Dex}} is your modifier for this attack. A bite drains one fluid pound of blood from them.<br />
<br />
;Vampiric Fight<br />
Beginning at 9th level, you gain a flying speed of 50 feet, as well as when flying away or through hostile creatures, you do not impose opportunity attacks. Additionally, when you make the grapple attack while flying, it is made with advantage. If you succeed this check you and the target are lifted into the air equal to the amount of speed you have remaining. Upon a fail you are throw to the ground and knocked prone. While in the air you may attempt to drop the target, that target must make a grapple check to hold on or fall and take any damage from the fall unless they have a flying speed themselves.<br />
<br />
;Bloodlust<br />
Upon reaching the 13th level, you gain a blindsight of 60 feet as long as you're not deafened. You gain [[SRD:darkvision|Darkvision]] if you didn't already have it. Your bite damage is increased to 1d10, and allows you to stack up to three days worth of blood. Additionally, drinking blood cures the [[SRD:Exhausted|exhaustion effect]]. Furthermore, after a successful bite attack, you gain temporary hit points equal to your constitution modifier. These expire at the end of your next turn.<br />
<br />
;Ruler Of The Night<br />
Beginning at 17th level, while in dark or dim lighting, you gain double proficiency to sneak, and grapple attacks. You gain the scream burst ability (3/Long rest) you exhale a screeching cry in a 30-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 10 (4d6) thunder damage and pushed 10 feet away from you on a failed save. On a successful save, a creature takes half as much damage and isn't pushed. Additionally, you can climb walls and ceilings as if normal terrain for you, without performance checks. While in an enclosed space, your passive perception is equal to 12+ Proficiency + Perception, as long as you're not deafened.<br />
<br />
<br />
----<br />
{{5e Subclasses Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:DnD]]<br />
[[Category:User]]<br />
[[Category:Subclass]]<br />
[[Category:rogue]]<br />
<br />
[[User:Apothose|Apothose]] ([[User talk:Apothose|talk]]) 11:26, 23 February 2019 (MST)</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Discussion:My_Discussion/What_is_a_%22character_ability_based_on_class_levels%22%3F&diff=1347959Discussion:My Discussion/What is a "character ability based on class levels"?2020-06-17T03:12:15Z<p>Calidore Chase: fixed rogue</p>
<hr />
<div>== What is a "character ability based on class levels"? == <br />
<br />
Such is the description of the abilities for which [[UA:Bloodline Levels|UA bloodline levels]] are added to the class levels to determine the features of the ability. Caster level and the DC of the monk's stunning attack are given as examples.<br />
<br />
This is a potentially useful finesse for multiclassed optimized builds. For example, a character with three bloodline levels plus two levels in psion, five in wizard, and ten in cerebromancer would enjoy a ML/CL of 15/18, significantly greater than could be achieved in the absence of the bloodline level's enhancement.<br />
<br />
My problem with this rule is determining what constitutes an ability based on class levels. Clearly, you don't gain any new class abilities. You don't gain feats, powers, or spells. But which existing class abilities improve? Is it any ability which improves in a predictable fashion based upon character level? <br />
<br />
Pretty clearly if the ability specifically references class level in the description, it's in. Laying on hands, monk spell resistance, artificer effective caster level, etc. But what about the abilities of one's familiar or animal companion, the monk's bonuses, the rogue's sneak attack? Those also improve in a predictable fashion according to class level.<br />
<br />
Thoughts?<br />
<br />
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=== ~~~&nbsp;<small><small>~~~~~</small></small> ===<br />
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--><br />
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{{Forumfooter|Discussion}}<br />
__NOTOC__</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Toymaker_(3.5e_Feat)&diff=1337226Toymaker (3.5e Feat)2020-05-19T02:00:13Z<p>Calidore Chase: /* Sample Items */</p>
<hr />
<div>{{3.5e Feat<br />
|name=Toymaker<br />
|types=Item Creation<br />
|summary=You are adept at creating minor wondrous items<br />
|prereqs=[[SRD:Intelligence|Int]] 13+, Ability to cast ''[[SRD:Prestidigitation|prestidigitation]]''<br />
|benefit=You may imbue a nonmagical item weighing no more than 1 pound with a ''[[SRD:Prestidigitation|prestidigitation]]'' effect. This takes 20 minutes and costs 20 XP in addition to the gold piece cost of the item. The base item need not be of masterwork quality: a plain mundane tool, toy or accessory would suffice. Items made with this feat are not capable of inflicting damage and cannot grant bonuses of any type. No magical backlash occurs if one of these items are broken. On high-magic worlds these minor items might be ubiquitous, being used as toys or useful household articles. Items created by this feat are scarcer on low-magic worlds. The market price of a minor wondrous item is left to the DMs discretion, but will typically be between 10 and 100 gp, or ten times the cost of the base item.<br />
|special=Wizards may select this feat instead of [[SRD:Scribe Scroll|Scribe Scroll]] at 1st level.<br />
}}<br />
<br />
===Sample Items===<br />
<br />
Here are some examples of common items:<br />
<br />
:'''Apprentice's candle''': The flame of this small candle burns perfectly, unaffected by air movement or wind and can only be moved or snuffed out by magic or a specific command word. The candle flame can not only be moved around by applying magic, but the color of the flame changes in relation to the school of magic used to do so making the candle a perfect tool to train young magic user's in the basic control needed to use cantrips.<br />
<br />
:'''Automatic Whetstone''': This small whetstone, when touched to a dull edge and let go, starts sharpening it automatically.<br />
<br />
:'''Beauty Soap''': This bar of high quality soap is enchanted to remove all body hair below the neck, clean the pores of the skin, and make the skin feel smooth and soft. Used over an extended period this soap can make scars seem to dissapear by slowly repairing the skin though the effect does not extend to removing scar tissue in the muscles.<br />
<br />
:'''Box of Tin Soldiers (Attacker)''': These small tin soldiers stand about four inches tall and are painted with a blue coat. They come in boxes of five soldiers. On command, they can be set to march forward. If one is knocked over, it will cease to function until commanded again. Whenever a red-coated Tin Soldier is within 1 foot of them, they will fire small lead pellets at it to knock it over.<br />
<br />
:'''Box of Tin Soldiers (Defender)''': These small tin soldiers stand about four inches tall and are painted with a red coat. They come in boxes of five soldiers. On command, they can be set to patrol an area up to 1 foot square (such as the perimeter of a toy fort). If one is knocked over, it will cease to function until commanded again. Whenever a blue-coated Tin Soldier is within 1 foot of their patrolled area, they will fire small lead pellets at it to knock it over. <br />
<br />
:'''Cleaning Rag''': This small patch of rag has been imbued with the power to clean surfaces of dust and light debris on its own. The owner simply says “Clean” and then the name of the object and the rag starts to clean until the item is free of dust and debris.<br />
<br />
:'''Comb of Style:''' When brushed through the users hair it automatically arranges the hair into a hairstyle designated at the time of the comb's creation.<br />
<br />
:'''Cooling Glass''': This glass cools a liquid placed in it a bit below room temperature, and keeps chilled liquids placed in it cooler longer.<br />
<br />
:'''Creepy Doll''': This doll's eyes appear to gather the light towards them giving them a disturbing appearance, and when the room is darkened the head will turn to face the nearest living creature within 20 ft that has line of sight to the doll. If the doll is put away inside a box or a bag the doll may move just enough to get out and sit upright in plain sight, but it will only do so if it is not being watched.<br />
<br />
:'''Diadem Light''': This simple wooden crown emits light equivalent to that created by ''[[Prestidigitation|prestidigitation]]'', with an illumination range of ten feet. Embellished variations can be made of precious metals and decorated with gems and carvings. The light intensity and working depends on the level of the caster and their mastery of ''prestidigitation''.<br />
<br />
:'''Flirtatious Mirror''': When a creature looks at their reflection in this mirror, the reflection will move on it's own and act in a flirtatious manner: fluttering it's eyelashes, winking, and blowing kisses.<br />
<br />
:'''Golden Spindle''': This simple wooden spindle takes normal straw and turns it into gold colored yarn.<br />
<br />
:'''Hairpin of the Majestic Stance''': When affixed appropriately, the wearer of this hairpin can will their hair to wave as if blown in a breeze.<br />
<br />
:'''Hairpin of Perfection''': When affixed appropriately, the hair of the wearer cannot be soiled or sullied, the hairstyle withstanding even hail and storms.<br />
<br />
:'''House Helper''': These statuettes, which are no larger than the average nutcracker can be commanded to do one complex domestic task (such as "Rearrange this bookshelf alphabetically", or up to three simple domestic tasks (such as "Put away the dishes"). Created in sets of three, they will work on their tasks until broken or ordered otherwise. If more than one has been delegated with the same task, they will cooperate to complete it.<br />
<br />
:'''Indecisive Coin:''' When thrown, this coin always lands on the edge.<br />
<br />
:'''Insect Hunter:''' This small metal casting of a wasp will, on command, starting hunting any normal insects that are within the bounds of a single building. This item is incapable of hurting anything other than the bugs it is hunting.<br />
<br />
:'''Kamasutra Dolls:''' This set of a male and female doll show certain positions on command, none of them safe to be seen by minors.<br />
<br />
:'''Lighter:''' A fire-producing item that takes the form of a slender item like a wand or staff, engraved with an emblem indicating the direction of the flame. It can be activated with a command word, or have a physical trigger. The flame can ignite combustibles but does not cause damage itself.<br />
<br />
:'''Magic Inkpen''': A wooden or metal pen that can be refilled simply by shaking it. The ink will vanish after 1 hour. The ink may be of any color, and a single pen might include a variety of colors.<br />
<br />
:'''Magic Mortar and Pestle''': This animated mortar and pestle set will automatically grind any mineral or vegetable matter to a powder. It can only grind substances of Hardness 2 or less.<br />
<br />
:'''Magic Spice Granting (MSG) Frying Pan''': This frying pan will bestow delicious tastes on any food cooked with lots of oil at a high heat in it. Rarely, some people are allergic to the magic spice it generates, causing headaches or sneezes.<br />
<br />
:'''Massage Stone''': This river smoothed, black oblong rock is roughly 3 inches long. When commanded, the stone will begin a relaxing full body massage. The person being massaged can mentally control whether the massage is deep tissue or gentle. The stone can also be mentally ordered to warm to increase the efficacy of the massage.<br />
<br />
:'''Clean Feet Mat''': This simple square carpet instantly cleans the feet, shoes, and lower legs of anyone who steps on it.<br />
<br />
:'''Music Box''': This small simple looking box can be used to contain keepsakes. When exposed to nonmagical music the box can be commanded to record the song. The box can only hold one song and can replay the song whenever commanded. <br />
<br />
:'''Scribe's Kit''': This small box contains several minor items related to scribing: Bottle of everful Gesso, automatic quill cutting knife, silver pen that automatically draws perfectly straight lines on a page of parchment, and a small pouch of drying powder for finishing manuscripts.<br />
<br />
:'''Seagull''': This small wood carving of a gull has been enchanted with the ability to fly. It will follow the mental commands of the owner and has a range of 100ft.<br />
<br />
:'''Selective purse''': A strong but simple purse. When you state the amount you need and put it upside down this purse will release the desired amount or come as close as possible to it. If nothing comes out then there isn't enough in it.<br />
<br />
:'''Shaving Razor''': This wickedly sharp razor is the perfect gift for someone who dislikes having hair. When released near a creature with hair and commanded to 'shave', it whips through the air like a deranged maniac and cuts away all exposed hair in a matter of seconds leaving behind smooth skin without harming the affected creature in the least. Some varieties only affect the beard and mustache area on your typical humanoid.<br />
<br />
:'''Stirring Stick''': A small glass rod 4”-12” long that, when placed in a container of liquid, will stir until it is taken out.<br />
<br />
:'''Trick Cards:''' This deck of animated playing cards performs a number of tricks on command, such as shuffling, handing itself out to players, or displaying a certain card. Usually, there are a few special tricks only known to the creator.<br />
<br />
:'''Warming Mug''': This mug warms a liquid placed in it a bit above room temperature, and keeps heated liquids placed in it hotter longer.<br />
<br />
:'''Knitting Needles''': These knitting needles madly knit or crochet with any yarn nearby. The results are usually plain but occasionally they surprise by producing simple patterns.<br />
<br />
----<br />
{{3.5e Feats Breadcrumb}} &rarr; [[3.5e Item Creation Feats|Item Creation]]<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Feat]]<br />
[[Category:Item Creation Feat]]<br />
</div></div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Talk:River_Gypsy_(3.5e_Prestige_Class)&diff=1321580Talk:River Gypsy (3.5e Prestige Class)2020-04-19T00:46:01Z<p>Calidore Chase: /* access to unlimited healing */</p>
<hr />
<div>Could someone please finish this? I actually like this and can see this easily fitting into a Waterworld-esque setting.<br />
<br />
:Sorry, life got in my way... May try to get back to this one soon. --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 01:17, 6 December 2012 (MST)<br />
<br />
::Done-ish... need to put in an example character. --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 03:18, 27 December 2012 (MST)<br />
<br />
:::More updates. If some one feels like critiquing I would be most appreciative! --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 03:06, 28 December 2012 (MST)<br />
<br />
===Edits===<br />
If you have ideas for this Prestige Class discuss them here first. Please do not make arbitrary changes to my creations. Thank you. --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 17:13, 29 December 2012 (MST)<br />
<br />
: I think that [[River Gypsy (3.5e Prestige Class)|river gyspy]] can't be lawful since his power come from passion. Second I don't see a problem with [[SRD:Alignment|neutral]] [[River Gypsy (3.5e Prestige Class)|river gyspy]]. The Ex-Info that I wrote add balance to this class.<br />
<br />
:: The River Gypsies are passionate folk who are basically good. Their passion expresses itself in a number of ways and is not hindered by their secondary alignment attribute. Lawful Good River Gypsies despise scalykind just as much as a neutral or chaotic good River Gypsy, they just go about expressing their hatred in a way that is in line with their laws and morals. Now, do you believe that this class is unbalanced? If so, in what way? Is one of the abilities too powerful? Too many abilities given to the class? --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 07:07, 7 January 2013 (MST)<br />
<br />
::: I think that you need to replace the spells or bonus feats with more HP and Skill Points. I suggest that [[SRD:Gnomes (Race)|gnomes]] also can be [[River Gypsy (3.5e Prestige Class)|River Gypsies]]. Does this class has similarities with [[Zuan_Codex_(3.5e_Sourcebook)/Gypsy|Zap284's Gypsy class]](nonlawful class)?<br />
<br />
::::Upped the Hit Die to d6, think it better reflects the fact that they lead very active careers. I don't think the skill points need to be increased. Gnomes are distinct in my campaign and were not involved in the destruction that befell the halfling race - that being said, if the DM wants to rule that a gnome has successfully convinced a river gypsy to teach him the trade... well, DMs supersede rules to make the game better or accomodate storyline and I am always in favor of that. Have not read the other Gyspsy class yet. Also, please sign your posts by putting - - ~ ~ ~ ~ at the end of your post with no spaces. --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 03:21, 10 January 2013 (MST)<br />
<br />
== access to unlimited healing ==<br />
<br />
Is it intentional that 3rd lvl river gypsy gains unlimited healing by otter shape class feature since it functions like wildshape feature of druid which states "Each time you use wild shape, you regain lost hit points as if you had rested for a night."<br />
<br />
-In which version? --[[User:Calidore Chase|Calidore Chase]] ([[User talk:Calidore Chase|talk]]) 18:45, 18 April 2020 (MDT)</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Roguish_Heritage_(5e_Feat)&diff=1321070Roguish Heritage (5e Feat)2020-04-18T00:03:19Z<p>Calidore Chase: Fixed rouge</p>
<hr />
<div><br />
{{5e Feat<br />
|name= Roguish heritage<br />
|prereqs= {{5a|dex}} 13 or higher.<br />
|benefit=<br />
You are of Roguish heritage! You have been trained at a young age in the ways of being a rogue even if you do not follow that path today, and as such gain the following benefits:<br />
<br />
* Roguish Stealth: You gain a +1 to {{5a|dex}}, and can attempt to hide when you are lightly obscured from the creature from which you are Hiding. <br />
<br />
* Roguish Knowledge: You know how to use thieves cant, a secret way of talking or communicating between thieves. You also gain proficiency with one of the following tools: Thieves’ tools, Disguise kit, Poisoner’s kit or Forgery Kit.<br />
<br />
}}<br />
----<br />
{{5e Feats Breadcrumb}}<br />
<br />
[[Category:Interaction Feat]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Paranoid_(5e_Feat)&diff=1321069Paranoid (5e Feat)2020-04-18T00:02:41Z<p>Calidore Chase: Fixed rouge</p>
<hr />
<div>{{needsbalance|See the {{t}}.}}<br />
<br />
{{5e Feat<br />
|name=Paranoid<br />
|prereqs=Dexterity 14 or higher, Hyper alert and alert feat<br />
|benefit=You have become so paranoid from your ally's lack of initiative and learned to always keep your eyes on that damn thief.<br />
<br />
*You gain a plus 5 to initiative.<br />
*Everyone has disadvantage on sleight of hand checks against you.<br />
*Any allies that are a rogue class have disadvantage against charming you.<br />
}}<br />
----<br />
{{5e Feats Breadcrumb}}<br />
[[Category:Discovery Feat]] <!--Feats that deal with investigating, locations or travel--></div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Steam_Mephit_(3.5e_Race)&diff=1321067Steam Mephit (3.5e Race)2020-04-18T00:01:44Z<p>Calidore Chase: Fixed rouge</p>
<hr />
<div>{{x0<br />
|la= 1<br />
|ecl=<br />
|type=Outside (extraplanar, fire)<br />
|ability_adjust= +8 dex, +2 charisma, +2 intelligence<br />
|size= Small<br />
|favored_class= Rouge, psion<br />
|desc=<br />
}}<br />
<br />
== Steam Mephits ==<br />
<br />
<br />
<br />
=== Physical Description ===<br />
<br />
A humanoid figure of steam, with wispy, gaseous wings.<br />
<br />
<br />
=== Alignment ===<br />
<br />
Any.<br />
<br />
<br />
=== Language ===<br />
<br />
Common and Ignan<br />
<br />
<br />
<br />
=== Racial Traits ===<br />
<br />
* +8 dex, +2 charisma, +2 intelligence<br />
* Outsider (Extraplanar, Fire)<br />
* Small size.<br />
* Steam Mephit's base land speed is 30 ft, 50 ft flying<br />
* Naturally Psionic: Steam mephits automatically start with one power point. They need to gain a level of a psionic class before they can manifest powers.<br />
*Spell-Like Abilities: Once per hour a steam mephit can surround itself with a plume of vapor, duplicating the effect of a blur spell (caster level 3rd). Once per day it can create a rainstorm of boiling water that affects a 20-foot-square area. Living creatures caught in the storm take 2d6 points of fire damage (Reflex DC 14 half; caster level 6th). This ability is the equivalent of a 2nd-level spell. The save DCs are Charisma-based.<br />
*Fast Healing (Ex): A steam mephit heals 2hp/round if it is immersed in boiling water.<br />
<br />
<br />
<br />
* [[Automatic Languages]]: Common, Ignan<br />
* [[Favored Class]]: Rogue, Psion<br />
* [[Level Adjustment]]: 1<br />
<br />
<br />
----<br />
{{3.5e Races Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Outsider Type]]<br />
[[Category:Extraplanar Subtype]]<br />
[[Category:Small Size]]<br />
[[Category:LA1]]<br />
[[Category:ECL1]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Roguish_Archetypes,_for_non-Rogues_(5e_Variant_Rule)&diff=1321066Roguish Archetypes, for non-Rogues (5e Variant Rule)2020-04-18T00:01:12Z<p>Calidore Chase: Fixed rouge</p>
<hr />
<div>==Features Worth Special Consideration==<br />
'''Arcane Trickster Spellcasting'''<br />
::'''For non-casters:'' use all rules as written.<br />
<br />
::''For partial or full casters:'' Adhering to the Multiclassing rules presented PHB 164:<br />
:: * ''Spell Slots'': Use the number of spell slots gained through your primary class, gaining no bonus spell slots due to Archetype. Any Spell slots possessed may be used to cast spells from any class or archetypes possessed.<br />
:: * ''Spells Known for Sorcerers, Warlocks, Wizards, and Bards'': gain 1 additional Spell known of each level, an one additional spell prepared of your highest spell level. Gain <br />
:: * ''Spells Known for Clerics, Druids, Paladins, and Rangers'': Gain Spells Known exactly as described for Arcane Trickster. <br />
:: * ''Spells Prepared Per day'': Prepare one additional spell per day of any level you are able to cast. You may intermix spells from your primary class with Arcane Trickster spells during preparation. When cast, they are all treated as spells from your primary class.<br />
==Individual Class Descriptions== <br />
===Barbarian===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 10.<br />
<br />
Receives level 13 features at level 14.<br />
<br />
At level 6 the Barbarian learns the Rogue's ''Expertise'' feature.<br />
<br />
===Bard===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 6.<br />
<br />
Receives level 13 features at level 14.<br />
===Cleric===<br />
Receives all level 3 features at level 2.<br />
<br />
Receives level 9 features at level 8.<br />
<br />
Receives level 17 features at level 17.<br />
<br />
At level 1 the Cleric learns the Rogue's ''Thieves Cant'' and ''Expertise'' features.<br />
<br />
At level 6 the Cleric gains a second instance of the Rogue's ''Expertise'' feature.<br />
<br />
===Druid===<br />
Receives all level 3 features at level 2.<br />
<br />
Receives level 9 features at level 10.<br />
<br />
Receives level 13 features at level 14.<br />
<br />
At level 6 the Druid learns the Rogue's ''Expertise'' feature.<br />
===Fighter===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 10.<br />
<br />
Receives level 13 features at level 15.<br />
<br />
Receives level 17 features at level 18.<br />
<br />
At level 7 the Fighter learns their choice of the Rogue's ''Evasion'' or ''Uncanny Dodge'' features.<br />
===Monk===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 13 features at level 11.<br />
<br />
Receives level 17 features at level 17.<br />
<br />
At level 6 the Monk learns the Rogue's ''Expertise'' feature.<br />
<br />
===Paladin===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 7.<br />
<br />
Receives level 13 features at level 15.<br />
<br />
Receives level 17 features at level 20.<br />
===Ranger===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 7.<br />
<br />
Receives level 13 features at level 15.<br />
<br />
At level 11 the Ranger learns their choice of the Rogue's ''Evasion'' ''Expertise'' or ''Uncanny Dodge'' features.<br />
<br />
===Sorcerer===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 13 features at level 14.<br />
<br />
Receives level 17 features at level 18.<br />
<br />
At level 6 the Sorcerer learns the Rogue's ''Expertise'' feature.<br />
<br />
===Warlock===<br />
Receives all level 3 features at level 3.<br />
<br />
Receives level 9 features at level 10.<br />
<br />
Receives level 13 features at level 14.<br />
<br />
At level 6 the Warlock learns the Rogue's ''Expertise'' and ''Thieves Cant'' features.<br />
===Wizard===<br />
Receives all level 3 features at level 2.<br />
<br />
Receives level 9 features at level 10.<br />
<br />
Receives level 13 features at level 14.<br />
<br />
At level 6 the Wizard learns the Rogue's ''Expertise'' feature, and an additional language.<br />
<br />
<br />
----<br />
{{5e Variant Rules Breadcrumb}} &rarr; [[Cross-Class Subclasses (5e Variant Rule)|Cross-Class Subclasses]]<br />
<br />
{{5e Subclasses Breadcrumb}} &rarr; [[Cross-Class Subclasses (5e Variant Rule)|Cross-Class Subclasses]]<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Variant Rule]]<br />
[[Category:Supplemental Variant Rule]]<br />
[[Category:Supplement]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Canin_Sighthound_(3.5e_Template)&diff=1321063Canin Sighthound (3.5e Template)2020-04-17T23:56:01Z<p>Calidore Chase: Fixed LIghtening</p>
<hr />
<div>{{requestreview|Newly Created}}<br />
<br />
== Canin Sighthound ==<br />
<br />
{{ImageNeeded|align=left}}<br />
<br />
[[3e Summary::Slender, quick running Canin with excellent eye sight]]<br />
<br />
Canin come in many different breeds and many of these breeds fall into different categories, similar to regular dogs. The hounds can be further divided into two subcategories: Scent Hound and Sighthound. Sighthounds rely on sight and speed far more than they do on smell and are some of the fastest and most agile of the Canin or other canine-like creatures. Canin Sighthounds have a very flexible back and long legs for a long stride, a deep chest to support an unusually (compared to other Canin) large heart, very efficient lungs for both anaerobic and aerobic sprints, and a lean, wiry body to keep their weight at a minimum. Sighthounds have unique anatomical and physiological features likely due to intentional selection for hunting by speed and sight. Their heads are long and slender, with the breadth being less than 75-80% of the length, giving them wider field of vision but smaller overlap between the eyes and therefore possibly poorer depth perception in some of their field of view than other Canin. Some hounds are born as Sighthounds while others, even if they are members of a breed that would technically qualify, obtain the template later through rigorous training to increase their abilities.<br />
<br />
The sighthound type includes the following breeds (some names may need to be changed. Use whatever is most appropriate to your setting):<br />
<br />
Afghan Hound,<br />
Azawakh,<br />
Borzoi,<br />
Chart Polski,<br />
Galgo Español,<br />
Greyhound,<br />
Hortaya Borzaya,<br />
Irish Wolfhound,<br />
Italian Greyhound (the smallest of the Sighthounds. This one is Tiny),<br />
Magyar agár,<br />
Rajapalayam,<br />
Saluki,<br />
Scottish Deerhound,<br />
Silken Windbound,<br />
Sloughi,<br />
Whippet,<br />
Chippiparai,<br />
Kana,<br />
Khalag Tazi,<br />
Mudhol Hound,<br />
Old Croatian Sighthound,<br />
Rajapalayam,<br />
Rampur Greyhound,<br />
Taigan<br />
<br />
<br />
=== Creating a Canin Sighthound ===<br />
<br />
Canin Sighthound is an inherited or acquired template that can be added to any Canin or dog-like humanoid or monstrous humanoid (hereafter referred to as the base creature) whose breed (chosen at character creation) is a hound that would qualify as a sighthound. A Sighthound uses all the base creatures statistics and abilities except as noted here.<br />
<br />
==== Size and Type ====<br />
<br />
Size and Type: The base creature’s size and type remains unchanged. Do not recalculate BAB, Saves, or Skill Points<br />
<br />
==== Hit Dice ====<br />
<br />
Same as base creature<br />
<br />
==== Speed ====<br />
<br />
+30 to Base Speed<br />
<br />
==== Armor Class ====<br />
<br />
Same as base creature<br />
<br />
==== Attack ====<br />
<br />
Same as base creature<br />
<br />
==== Full Attack ====<br />
<br />
Same as base creature<br />
<br />
==== Special Attacks ====<br />
<br />
Same as base creature<br />
<br />
==== Special Qualities ====<br />
<br />
A Sighthound retains all of the special qualities of the base creature and also gains those as described below<br />
<br />
<br />
Improved Low-Light Vision: A Canin Sighthound can see three as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. He retains the ability to distinguish color and detail under these conditions.<br />
<br />
<br />
Environmental Intolerance: Due to their lack of body fat, Canin Sighthounds are very sensitive to extreme temperatures, both heat and cold. As soon as they suffer any damage from heat or cold environmental hazards, they are considered exhausted instead of fatigued. Additionally, a Sighthound not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw every 30 minutes (DC 15, +1 for each previous check). Failure means that the character loses 2d4 hit points. Heavy clothing or armor provides a –8 penalty on saves against heat but grants a +4 equipment bonus on saves against cold. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save (see the Survival skill). Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude save every 5 minutes. Failure means that the character loses 2d6 hit points. Appropriate clothing and successful use of the Survival skill can modify the save, as noted above.<br />
<br />
<br />
Poison Intolerance: Canin Sighthounds are very sensitive to poisons. They take -4 Penalty on all Saving Throws against Poison.<br />
<br />
<br />
<br />
<br />
<br />
Certain breeds also gain additional special qualities as described below<br />
<br />
<br />
'''Italian Greyhound''':<br />
<br />
<br />
Slight Build: The physical stature of Canin Sighthounds lets them function in many ways as if they were one size category smaller. Whenever a Canin Sighthound is subject to a size modifier or special size modifier for an opposed check (such as Hide), the Sighthound is treated as one size smaller if doing so is advantageous to the character. A Sighthound is also considered to be one size smaller when "squeezing" through a restrictive space. A Sighthound can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a Sighthound remain those of a creature of their actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.<br />
<br />
<br />
<br />
Fragile: Due to their builds, Canin Sighthounds can be injured more easily than other breeds. They subtract 1 from their hit points gained at each level, including first (to a minimum of 0)<br />
<br />
<br />
Quick Reflexes: Italian Greyhounds gain Lightning Reflexes as a bonus feat<br />
<br />
<br />
<br />
'''Greyhound''':<br />
<br />
<br />
Rapid Movement: Being the fastest of all of the Canin Sighthounds (and Canin in general), the Greyhound gains an additional +20 to their Base Speed. This stacks with increases to Base Speed from other sources (such as the Barbarian’s Fast Movement)<br />
<br />
<br />
<br />
'''Whippet''':<br />
<br />
<br />
Bully Mutation: While the mutation is still rare, Whippets have a higher chance of being born with the mutation that causes the effects of Canin Bully Breed than other Canin Breeds. At character creation, Whippets have a 30% chance of having the Canin Bully Breed Template automatically applied (which would raise their Level Adjustment to +2)<br />
<br />
==== Abilities ====<br />
<br />
+4 Dexterity, +4 Wisdom, -4 Strength, -4 Constitution: Canin Sighthounds are faster, more agile, and more quick witted than most other Canin. However, due to their slender builds they are fairly fragile and lack the strength of other breeds<br />
<br />
==== Skills ====<br />
<br />
+4 Innate Bonus on Spot checks, +2 Racial Bonus on Escape Artist checks, +2 Racial Bonus on Search checks<br />
<br />
==== Feats ====<br />
<br />
Canin Scenthounds gain Run, Dash, and Fleet of Foot as bonus feats<br />
<br />
==== Environment ====<br />
<br />
Same as base creature<br />
<br />
==== Organization ====<br />
<br />
Same as base creature<br />
<br />
==== Challenge Rating ====<br />
<br />
CR +2<br />
<br />
==== Treasure ====<br />
<br />
Same as base creature<br />
<br />
==== Alignment ====<br />
<br />
Same as base creature<br />
<br />
==== Advancement ====<br />
<br />
By character class<br />
<br />
==== Level Adjustment ====<br />
<br />
Level Adjustment: +1<br />
<br />
<br />
----<br />
{{3.5e Creature Templates Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Template]]<br />
[[Category:Humanoid Type]]<br />
[[Category:LA1]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Rust_Strider_(5e_Creature)&diff=1321062Rust Strider (5e Creature)2020-04-17T23:55:12Z<p>Calidore Chase: Fixed LIghtening</p>
<hr />
<div><!--[[Category:NPC]]--><br />
<!--[[Category:Miscellaneous Creature]]--><br />
==Rust Strider==<br />
{{5e Creature<br />
|size= Large<br />
|type= Aberration<br />
|alignment=Neutral<br />
|ac=20<br />
|armor=natural Armor<br />
|hp=32<br />
|hpdice=5d10 + 10<br />
|speed=30 ft., climb 20 ft.<br />
|str=16<br />
|dex=11<br />
|con=15<br />
|int=0<br />
|wis=8<br />
|cha=1<br />
|strmod=+3<br />
|dexmod=+0<br />
|conmod=+2<br />
|intmod=<br />
|wismod=-1<br />
|chamod=-5<br />
|saves={{5e|Strength|Str}} +4,{{5e|Dexterity|Dex}} +2, {{5e|Constitution|Con}} +4<br />
|skills={{5s|Perception}} +4<br />
|senses={{5e|Darkvision}} 60 ft., {{5e|Tremorsense}} 60 ft.,<br />
|di=Poison, Psychic<br />
|ci={{5c|Charmed}}, {{5c|Frightened}}, {{5c|Poisoned}}, {{5c|Unconscious}}<br />
|dr=Bludgeoning, Cold, Fire, Piercing, Slashing<br />
|dv=Lightning<br />
|languages=&mdash;none<br />
|cr=1/2<br />
|xp=100<br />
|features=<br />
'''''Shell Up.''''' Rust Strider can pull the plates of its legs and abdomen together to create an armored barrier. Initial damage for rust strider and its rider is reduced by half.<br />
<br />
'''''Scrap Metal Diet.''''' Any metal worth 5cp can be consumed by a rust strider as food for the day. (This includes coins.)<br />
<br />
|actions= <!--Use following example for formatting, repeat as necessary--><br />
'''''Bite Attack.''' Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 piercing damage<br />
<br />
'''''Metal Slurp.''' Melee Touch Attack: +3 to hit, reach 5 ft., one target.<br />
The rust strider corrodes a nonmagical ferrous metal object. The bite destroys a 1-foot cube of it.<br />
If the object touched is either metal armor or a metal shield being worn or carried, its takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Non magical ammunition made of metal that hits the rust monster is destroyed after dealing damage.<br />
<br />
<br />
|description=<br />
<div class="externalimage-holder" style="width:100%">{{5e Image|center|<!--Link to image-->|<!--Caption, art credit, link to source-->}}</div><br />
The rust strider is a mysterious insectoid creature of metal held together by seamlessly integrated organic matter. Its dominant feature is six long legs each ending in massive curved plates infused with various metals. These plates act as the feet with a small plume of hair like setae at the end to attach to most surfaces. The legs attach to a narrow but sturdy thorax that supports a large diamond shaped abdomen of similar metal composites as the legs. The head is similar to most any insect but with only two black eyes. A small beak serves as a mouth, splitting open to reveal several feathery brushes it uses to break down and slurp up food.<br />
<br />
The diet of the rust strider mostly consists mostly of metal with the occasional need to eat soft decaying flesh. The average person might confuse this insectoid creature to be a rust monster, but the rust strider has a much smaller appetite. What metals it does eat are broken down and used to strengthen the exoskeleton which becomes difficult for any predator to crack. The few who do manage to see the insides of this creature will find only lean muscular fibers and a network of tubes serving as its nervous system and veins. There are no complex organs let alone a brain.<br />
<br />
The rust strider is a mindless creature. The behavior of it is that of a drone. It only responds to clicks and vibrations created in its tunnels by its immobile queen. They seek out food and use their hard bodies to deter predators from their nests. If need be the rust strider can pull itself into a ball to protect itself further, taking any eggs it can inside itself. Very few creatures find them worth eating, but smarter creatures have found a way to control the rust strider through tools that simulate the clicks of the queen. <br />
<br />
Many races of the under dark have captured and trained these creatures to serve as mounts using a clicking gauntlet that can be felt by the rust striders tremor sense. Even in heated combat or magical silence a rider can guide their mount. Normally a rust strider egg sells for 200gp. A full grown rust strider sells for 600gp. Though most of the cost is to the command gauntlet. The rust strider can not be trained.<br />
}}<br />
----<br />
{{5e Creatures Breadcrumb}}<br />
[[Category:User]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Nightslicker_(5e_Race)&diff=1321061Nightslicker (5e Race)2020-04-17T23:54:25Z<p>Calidore Chase: Fixed LIghtening</p>
<hr />
<div>{{stub|This really needs to be fleshed out because as of right now it lacks any substantial {{ref|Fluff}}. While it can be regarded by some as useless information it has a significant impact on how your content is used by players. Consult the [[5e Race Design Guide#Introduction|5e Race Design Guide]] for help.}}<br />
<br />
==Fresno Nightcrawler==<br />
<br />
===Physical Description===<br />
Fresno nightcrawlers are small creatures with no arms. they look like a pair of legs with a head attached to the top of the hips. They are completely white with no discernible facial features.<br />
<br />
===History===<br />
They are creatures from the fey wilds, but not as chaotic as the rest. They were sent to the material plane for unknown reasons. Now they roam free, only to be caught a glimpse of.<br />
<br />
===Society===<br />
This is not necessarily their plane of existence, so they tend to travel alone, eating fruits and vegetables. It is very uncommon to see one traveling in a group, and rare to see one traveling with a group of non-nightcrawlers.<br />
<br />
===Fresno Nightcrawler Names===<br />
For the ones who come out of hiding, though its rare, they tend to pick up unisex names that are easy to pronounce, usually spanning 1-3 letters.<br />
<br />
'''Names:''' Oz, Kit, Z<br />
<br />
===Nightcrawler Traits===<br />
{{5e Racial Traits<br />
|summary=Pale white legs with white orbs attached to the top.<br />
|abilities=Your Dexterity score increases by 1 and your Constitution score increases by 1.<br />
|age=they seem to reach maturity at the same rate of humans but live twice as long, about 200 years.<br />
|alignment=hey have become accustomed to the lonesome path, they tend to stay neutral, never really swaying to either side.<br />
|size=With their nimble nature, they are generally small, tiny even, spanning from 5 inches to 3 feet tall. They tend to range from 7 to 15 lbs.<br />
|speed=Your base walking speed is 20 feet. your climbing speed is 0 because you have no arms.<br />
|trait1=Darkvision<br />
|description1={{5e Darkvision}}<br />
|trait2=Armless<br />
|description2=Due to your lack of arms, you have learned to tap into that almost limitless supply of magic, you can cast the cantrip mage hand, and the duration lasts as long as you are conscious.<br />
|trait3=Anti-social<br />
|description3=Due to your nature of staying out of things, you haven't had a chance to learn common, but this has given you a chance to get better at hiding. You have proficiency in stealth.<br />
|trait4=Unknown resilience<br />
|description4=Not much is known about you, so with that you have become accustomed to a certain type of damage, weather that be lightning, piercing, or radiant, to name a few, but in doing this you have become vulnerable to some as well. You gain resistance to one damage type, and are vulnerable to one as well.<br />
|trait5=Somatic substitute<br />
|description5=For your lack of arms, you cannot preform the somatic component for most spells, so you've learned how to translate hand motions into more words.<br />
<!-- Template supports up to 10 traits. --><br />
|languages= You can speak, read, and write Sylvan, you are unable to speak or understand common when it's spoken but you can read it.<br />
}}<br />
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===Random Height and Weight===<br />
{{heightweight<br />
|name=Fresno Nightcrawler<br />
|feet=1<br />
|inches=5<br />
|heightmod=1d4<br />
|weight=7<br />
|weightmod=1d8<br />
}}<br />
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<vote type=1 /><br />
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{{5e Races Breadcrumb}}<br />
[[Category:5e]]<br />
[[Category:User]]<br />
[[Category:Race]]<br />
[[Category:Medium Size]] <!-- Replace "Medium" with the race's size if it is not Medium. --><br />
[[Category:Humanoid Type]] <!-- Replace "Humanoid" with the race's type if it is not humanoid. Not being humanoid gives a race immunity to certain spells and effects, and should be considered carefully.--><br />
<!--[[Category:RaceSubtype Tag]]--></div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Mjolnir_(5e_Equipment)&diff=1321059Mjolnir (5e Equipment)2020-04-17T23:53:43Z<p>Calidore Chase: Fixed LIghtening/lighting</p>
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<div><br />
{|<br />
<div class="externalimage-holder" style="width:30%;float:right">{{5e Image|float:right|<!--link to an image-->|<!--image caption-->}}</div><br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Mjolnir<br />
|type=Weapon<br />
|subtype={{5e|light hammer}}<br />
|rarity=artifact<br />
|attunement=<!--Requires attunement or leave this blank--><br />
|description=The hammer of the god, Thor Odinson.<br />
|properties=<br />
<br />
'''''The History of Mjolnir.''''' A hammer from the Norse gods of Asgard. Forged by the dwarves per the request of the allfather, Odin, for conquest and protection. It was made from a powerful metal called Uru and forged using the heat from a dying star. Eventually, it was passed down to Thor, God of Thunder in order to harness his power and increase his strength. <br />
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'''''Worthiness.''''' Upon this hammer is an inscription of an enchantment, placed there by the allfather, Odin. The enchantment states, "Whosoever holds this hammer, if he be worthy, shall posses the power of Thor." In order for one to be "worthy" that may be up to the DM. However, most wielders of the hammer have been willing to uphold a greater good and sacrifice to uphold it. If someone who is unworthy attempts to lift the hammer, they will feel as though they are attempting to lift an impossible weight and the hammer will not budge. Those near death or dead have also said to have been resurrected by the hammer, even saying Thor himself was once resurrected by it.<br />
<br />
'''''The Hammer.''''' A throwing hammer with a large hammer head. This hammer deals 3d6 bludgeoning damage and when thrown can be returned to its thrower as a bonus action, as long as they have an open hand. As an action, the user may also use the hammer to gain a fly speed of 30 feet, so long as they hold the hammer. While doing so, they cannot use the hand holding the hammer. <br />
<br />
'''''Power of Thor.''''' While wielding this hammer, the user's strength score is increased to 24 and they gain the ability to summon lightning. As an action, the user holds the hammer to the sky, casting [[5e SRD:Lightning Bolt|lightning bolt]] without material components or expending a spell slot, using Strength as their spellcasting modifier. In addition, as a bonus action, you may summon a bolt of lightning to don or doff your armor instantly and change the appearance of the hammer. The hammer may look like a cane, an umbrella, or other item that one might carry with them.<br />
<br />
<br />
<!--Repeat as necessary--><br />
|destroy=The hammer may be destroyed by a god or more powerful being such as Hel, Norse Goddess of the Underworld.<br />
|random=<br />
|minben=<br />
|majben=<br />
|mindet=<br />
|majdet=<br />
}}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Artifacts|Artifacts]][[Category:User]][[Category:DnD]]<br />
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{{Copyright Disclaimer|franchise=Marvel Universe|owner=Marvel}}</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Blue_Dragon_Storm_Armor_(3.5e_Spell)&diff=1321055Blue Dragon Storm Armor (3.5e Spell)2020-04-17T23:52:14Z<p>Calidore Chase: Fixed LIghtening</p>
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<div>{{Spell<br />
|name=Blue Dragon Storm Armor<br />
|school=Conjuration (Creation)<br />
|desc=Electricity, Air<br />
|lvl=Electricity 9, Air 9<br />
|casttime=1 immediate action<br />
|range=Self<br />
|dur=1 hour/level<br />
}}<br />
<br />
The caster summons a storm and calls it's energy down onto the caster in a bolt of lightning. During the casting of this spell, the caster is converted into electricity, and is in the heart of the storm. After the casting time, the caster emerges within a lightning bolt that deals one target or an area 20d8 damage. This spell forms an armor around the caster that resembles a blue dragon. This armor gives the wearer the power of the blue dragon with the ferocity of a storm, increasing the casters AC by 2x the casters level. In addition, all ability scores are doubled, all attacks gain a +49 to their attack rolls and damage, land speed is increased to 100ft, and the caster gains fly (perfect) 200ft. <br />
The caster gains a spell-like ability that can be used as a free action, which is the breath weapon of a great wyrm blue dragon called Cataclysmic Cannon, which deals 24d8 damage in a 120ft line with a reflex DC(37) that halves, and has a cool down of 1d2 turns.<br />
<br />
The caster may dismiss this armor as a free action. When the duration ends, the caster is exhausted, and must rest for a full 24hrs.<br />
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Note this Spell is used for very high level game<br />
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{{3.5e Spells Breadcrumb}}<br />
[[Category:DnD]]<br />
[[Category:3.5e]]<br />
[[Category:User]]<br />
[[Category:Spell]]<br />
[[Category:Conjuration School]]<br />
[[Category:Creation Subschool]]<br />
[[Category:Electricity Effect]]<br />
[[Category:Air Effect]]</div>Calidore Chasehttps://www.dandwiki.com/w/index.php?title=Storm_Dragon_Bow_(5e_Equipment)&diff=1321054Storm Dragon Bow (5e Equipment)2020-04-17T23:51:25Z<p>Calidore Chase: Fixed LIghtening</p>
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<div>{|<br />
|style="width:75%"|<br />
{{5e Magic Item<br />
|name=Storm Dragon Bow<br />
|type=Bow<br />
|subtype=Any Bow<br />
|rarity=Very Rare<br />
|attunement=Requires Attunement From A Ranger<br />
|description=This is a bow forged from the bones and scales of an ancient blue dragon.<br />
<br />
This bow has a total of 15 charges.<br />
<br />
A charge can be gained by gaining the killing blow on a creature that is hostile towards you or your allies.<br />
<br />
1 charge can be spent to give the user a second action that round.<br />
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2 charges can be spent to create a piece of magical ammunition which allows the user to know the locations of all the creatures within 30ft of where the arrow lands.<br />
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When a piece of non-magical ammunition is fired 10 charges can be used to change the ammunition into a 15ft by 300ft line with the appearance of two spiralling blue dragons dealing 12d6 lightning damage.<br />
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If a charge would be gained in the same turn as a charge has been used the bow does not gain a charge.<br />
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There is a 1 minute recharge needed on each feature of the bow before it can be used again.<br />
<br />
If all charges are used there is a 10 percent chance of the bow disintegrating.<br />
}}<br />
|<br />
{{5e Image|float:right|http://digitalcracknetwork.com/wp-content/uploads/2017/03/Mtxc-Overwatch-Cosplay-Prop-Hanzo-Bow-Arrows-Quiver-Blue-0-0.jpg|Storm Dragon Bow}}<br />
|}<br />
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{{5e Equipment Breadcrumb}} &rarr; [[5e Magical Weapons|Magic Weapons]][[Category:User]]</div>Calidore Chase