Tuesday, November 22, 2022

Dual Types

I have heard tell that, early in the development of 5e, the notion of creatures/races with two Types was thrown around, and eventually ruled against. I don't know how it was meant to work at the time, but it does fill a much-needed gap.

Early on in published 5e, PCs could only be Humanoid. The Eberron book made Warforged simply Humanoid, rather than the old 3.5e jerry-rig of Construct(living construct) that made them technically Constructs but also work for PC purposes (mostly resurrection).

Then, later on, they abandoned that principle and started publishing races that are other Types, such as the Fairy in Wild Beyond the Witchlight. They had realized it's not super important for PCs to be Humanoid -- although there are still no properly Undead options (the three Lineages in Van Richten's Guide to Ravenloft are Humanoid, but with various Undead-esque properties). I hear tell there is or will be an actual Construct option (the Autognome?).

My solution to there being no Undead PC options, Warforged being nonsensically Humanoid, and so on: bring back dual Types!

  • Some races -- including warforged (humanoid/construct), tiefling (humanoid/fiend), aasimar (humanoid/celestial), dragonborn (humanoid/dragon), kobold (humanoid/dragon), and alithi elves (humanoid/plant) -- have dual creature type.
  • If any favorable effect would affect either or both of your types, it affects you.
  • If any unfavorable effect would affect one of your types but not the other, you can be affected by it but you have advantage on saves against it.
  • If any effect would affect neither of your types, you are immune to it.
  • If any effect would affect both of your types, you do not gain immunity or resistance to it from your types.

The one peculiarity here is: what happens if you have an effect that has a positive effect on one of your Types and a negative effect on your other Type? I'm not sure if there are any actual effects that heal a living thing but do radiant damage to Undead, but a character with both the Humanoid and Undead Types would have to deal with it if it does. My instinct is that you are affected by both -- you are, in that example, healed and take radiant damage (albeit with advantage on any saves against it). But this is a rare enough circumstance that I'd leave it up to individual DM adjudication.

Saturday, November 12, 2022

Random Regnal Nickname Table v3.0

So we have random regnal nickname tables v1 and v2. The first one creates very realistic, Crusader Kings/real history nicknames. Having now tried the second one, it turns out to create some very bizarre nicknames -- most rulers in real history don't have multiple nicknames, but this one generates mostly 2-3 nickname rulers. If you want a nice balance, consider:

Roll d20:
* 1-6 not noteworthy enough to have a nickname 
* 7-10 "the Noun
* 11-14 "the Verber" 
* 15-18 "the Adjective
* 19 Roll on Table 1 
* 20 Roll on Table 2

Thursday, November 10, 2022

Old Bounties

 Currently posted on the corkboard in the Adventurer's Guild, the glorified tavern near the heart of the wretched hive of scum and villainy that is Endeesy, there is a map and a number of notes (in order from oldest to newest):


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Map



PLEASE DO NOT TAKE THIS MAP, IT IS PROVIDED AS A COURTESY TO ALL OUR CUSTOMERS


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A Bride For The King

By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:


The king desires, to be brought before him for marriage, the most beautiful woman to be found in the all the reaches of the cosmos, whomsoever she may be. The reward to any man who brings such a woman to the King shall earn the eternal gratitude of the kingdom and ten thousand platinum coins, or some equivalent favour.


Addendum from the Dowager Queen: This woman must additionally be clever, competent, capable of defending herself in battle, and should preferably bring an alliance to some powerful nation. If these conditions are met, the queen will see to it that he who completes this task shall have his greatest desire fulfilled to the greatest extent of possibility.


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Coded Message


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Dragon Hunt

Sir Randolph of the Kingsguard offers the following standing bounties:


1,000 gold for the head or plate and horns of a brass dragon.

1,500 gold for the head or horns and frill of a silver dragon.

2,000 gold for the head or horns of a copper dragon.

2,500 gold for the head or crest of a bronze dragon.

7,500 gold for the head or barbels of a gold dragon.

Juvenile or younger dragons shall earn half the listed bounty, while old and older dragons shall earn twice the listed bounty. Additionally:


500 gold for the head of a metallic half-dragon of any race.

250 gold for the head of an individual of any race partially descended from a metallic dragon.

750 gold for the head of any Dragonborn of Numiel, who are always metallic.

Moreover:


2,500 gold for a live chromatic half-dragon individual of any race.

1,250 gold for a live individual of any race partially descended from a chromatic dragon.

ADDENDUM: By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:


The Dragonborn known as Scarecrow is to be left alone, and not targeted for this bounty.


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Engineer Headhunting

By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:


As befits a state of war between two nations, the king offers a standing bounty for the destruction, capture, or other removal from engineer hands, of any engineer-controlled submarine.


This shall earn a captain a letter of marque and official status as a privateer for the kingdom of Gus, with all the rights and responsibilities due thereto. Additionally, a reward of 1,500 platinum coins per submarine shall be granted. Additionally, engineers, sea- or war-forged, or githzerai, captured while working for or with the engineer nation against Gus, shall earn a bounty of 25 platinum coins per captive. The heads of engineers, sea- or war-forged, or githzerai, killed while working for or with the engineer nation against Gus, shall earn a bounty of 10 platinum coins per head.


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Oliphaunt Snax


 

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Demon Infestation

As many may already be aware, the countryside has been plagued by foul and fiendish beasts, issuing forth from the caves and mines of Mount Dis. As a protector of the Realm, I feel it my duty to investigate, but other duties keep me occupied between N.D.C. and the Omorashi border. As such, I issue the following bounties:


For concrete, verifiable information regarding the ultimate source of the infestation: 2,500 gold

For a detailed map leading from the surface to the ultimate source of the infestation: 5,000 gold

For the temporary or permanent stoppage of the infestation, by any means: 50,000 gold

Bounty posted by Sir Nakazawa of the Kingsguard


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Pumayyaton's Statue

Seeking the following effects, in any form – spell, scroll, wand, wish or limited wish, or miscellaneous:


Animate Object

Permanency

Stone to Flesh

Awaken Construct

See Pumayyaton the Sculptor. Rewards include a powerful elephant statuette, a taciturn yet loyal Dread Guard, a snarky yet effective sword, or elegant custom-crafted statuary.


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Justice For Prior Trakis

REWARD:


Information sought leading to the whereabouts of a band of evil adventurers who broke into the monastery on Perch Hill, terrorized the monks, and murdered Prior Trakis, a paladin of the faith. See Abbot Waxter at the Monastery with any information. Be on the lookout for a group consisting of:


an orc-descended man, in possession of a horse

an engineer man

an Omorashi human woman

an elf by the name of Aramil Silverleaf, with a scar over one eye

two additional human or elf men

Be warned: these individuals are armed and extremely dangerous. They may be in league with an evil erinyes devil – this creature is very powerful and should not be engaged without proper training.


They may also be in possession of copies of several volumes of the Evil Encyclopedia of Evil – if found, these books should not be read and may be returned to the Monastery for an additional reward of 250 gold pieces each.


Authorized by Numiel’s Archbishop of Shell, Jov Sauart


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The Evil Encyclopedia of Evil

Interested parties seek copies of any volumes from the Evil Encyclopedia of Evil. Bring these documents to the Cathedral of Quasxthe; ask for Viblet Kewne. The reward shall be 1,000 gold pieces per volume.


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Ruins in the Mines

The proprietors of the Tiv-Beckett Cold-Iron Mine no longer need the mines cleansed of centipedes, as they have been thoroughly dealt with. However, as a notice to the public, we have struck ancient ruins of an underground civilization in our digging. We offer no reward for exploring these ruins, but adventurous types may choose to investigate nonetheless.


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Join The Adventurer's Guild

Becoming a Member of the Adventurer’s Guild carries a flat fee of 25gp. Among other benefits, Members get a 50% discount on rooms, food, and drinks at the Guild, and may request rescue party insurance for each mission they undertake.


A member of the Adventurer’s Guild may become a Journeyman if he finds and returns one of the five Journeyman’s Keys, hidden somewhere in the caves and dungeons of Mount Dis. Among other benefits, Journeymen get free room and food at the Guild, and receive a 5% discount at participating adventurer supply stores.


A Journeyman may become a Guild Master upon completion of some special quest for the Guild Masters. Among other benefits, the discount at participating adventurer supply stores increases to 10% for a Master.


Members of all levels must pay dues of 5gp per month.


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Join The Mage's Guild

Levethixi, vorastrixi, vur lyrik xiekivi svaust klae wer suiaerl auneli, usv tikilvi sweekmonir ekess xkhat mishun: siofme voranir ekess wer hertan di hewi. Drekim vin kamati persvek wer hertan ui aaiovew aurix vur asildk aurix rinovup welun. Nezcaubolic re vi cuaili sva wer hertan, zadl ekess shio yorir ini hertan ankini, zadl ekess wer kivan korshim ihk tija kirmipri, vur zadl ekess kemir vur vdri cuailiri.


Translation for characters who can read Draconic: <Wizards, Sorcerers, and other Wielders of the arcane Arts, or any One seeking to become Such: consider joining the Mage’s Guild. Apprenticeship in the Guild is 50gp plus 10gp per Month. Benefits include a Room at the Guild, Access to all Lectures by Guild Teachers, Access to the vending Machine for material Components, and Access to Training and Meditation Rooms.>


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Mad Druidry

The Mad Druid Seye Ipivi demands components for a mad ritual of his own devising:


the spleen of a seven-horned sheep

seven leaves from seven treants

the acidic saliva of a green dragon

seven vials of anarchic water

seven ears from seven elves

a topaz, a sapphire, a ruby, a pearl, an opal, a diamond, and an aquamarine

The Mad Druid shall well reward bringers of these things, to the tune of 100 gold for each individual item!


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Rename the Endeesy Five

On a bounty board in an inn in Noodleton:


For Sale: Right to the Name of this Fab Five, formerly known as 'Endeesey Five'. You can purchase and we'll call our group in the name of your choice! Justine's Justice League? Noodleton Noodlers? You pay the money, you pick the name! Contact the Man in Red for more info.


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Slay Sewer Monsters

By Order of Sir Nelson of the Kingsguard:


To increase safety for the workers in the sewers, the Crown offers 1 platinum coin for every destroyed monster in the sewers under the Crown District.


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Ingredients for Sir Winden

Sir Winden of the Kingsguard will pay one thousand gold pieces for a live troll, which he seeks for medical experiments.


Additionally, he requires at least one vial of the blood of some petrifying creature -- a medusa, cockatrice, basilisk, or the like. For this he will pay five hundred gold pieces.


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Retrieve Wizard’s Familiar

A Mage of the Mage’s Guild, Dr. Paul Wal-Dover, has lost his beloved cat familiar, Papageno. He suspects he was kidnapped for the exotic menagerie of Wang Port in the Omorashi Empire. He can afford to pay with his half-expended Staff of the Woodlands if Papageno is returned to him.


While you’re at it, bringing Dr. Wal-Dover any interesting live magical beasts from the menagerie for study would be rewarded with gratitude, though he cannot afford to pay for this service.


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Vigilante Justice

By Order of Sheriff Clarissa Ten-Jones:


An individual known as the Violet Shadow has been gruesomely and extrajudicially killing criminals and stringing them up in public places. Pay no attention to the popular esteem for this vigilante; her executions are not the justice of the Crown, and a stop must be put to them.


REWARD


For information leading to the arrest of the Violet Shadow: 1,000gp

For the death of the Violet Shadow: 2,500gp

For bringing the Violet Shadow in alive for trial: 5,000gp


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Protect an Eladrin from an Inevitable

I, Sir Joseph of the Kingsguard, have taken under my protection a tiny Coure Eladrin. This poor celestial creature, having inadvertently violated ancient pacts and natural laws in her fight against Evil, finds herself on the run from a Zelekhut Inevitable bent on enforcing the Law.


For the defeat of this Inevitable, or otherwise helping me to protect this Eladrin from it, I offer up to 5,000 gold.


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Supplies for Repair

The crew of the Mango Mango, a [scribbled out] ship, currently parked in Worchestershire, seeks supplies to repair their [scribbled out]


We seek:


boots of levitation, winged boots, broom of flying, or carpet of flying, 7000gp

a fan feather token, 250gp

an anchor feather token, 40gp

salve of slipperiness, 900gp

sovereign glue, 2000gp

universal solvent, 40gp

some small chunks of elementum, (keyed to any element is fine) or dragonshards, 5000gp


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Koprulu Invasion of Romus

News has filtered in from Romus that the Fylkir of Inglip, Latya Koprulu, having received mysterious instructions from her god, has gathered an army of gropagas (priests) and slaads (Outsiders from the Chaotic Plane of Air) and launched an invasion of eastern Romus.


Numiel's Archbishop of Shell and the local Abbot of the Monastery of Numiel at Perch Hill have sent out word that all true Numielites are encouraged to join the fight against the forces of chaos.


Contrariwise, the local gropagas of Inglip at the Inglip Temple and Arena Complex have sent out word that all followers of Inglip are encouraged to join the fight on the side of chaos.


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Slay the Enormous Bententacled Monstrosity

Sir Nelson has been told that at the center of the top level of dwarven ruins under Mount Dis dwells trapped an enormous betentacled undead monstrosity of truly prodigious size. Though trapped, this creature remains a dangerous menace to all life. Destroy this creature and I am authorized to grant a reward of a single book or scroll of your choice from the Royal Library or a single article of your choice from the Royal Armory.


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A Bride for Viscount Appleton

Mardero Haight, the Viscount Appleton desires the affections of a certain Kathleen, wench at the Hungry Owlbear tavern in Appleton, but she has thus far spurned him. If anyone were to coerce her to return the Viscount's affections, by any means necessary, he would reward them with a fully functioning and profitable apple orchard, complete with servants and workers, recently seized for non-payment of taxes.


If anyone brings up this bounty in the presence of anybody prone to gossip, one discovers that the Viscount Appleton is a man of fearsome reputation, his appearance and appetites described as each more terrible than the other. No telling what truth there is to these rumors.


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Ask Your Cleric About Nerzohexoate

Do you feel sad sometimes? Do you suffer from angst? Does unbearable existential dread get you down? Are you plagued by a persistent feeling of doom or despair? Ask your cleric if Nerzohexoate is right for you!


(Side-effects of Nerzohexoate may include, but are not limited to: light sensitivity, erectile dysfunction, inflammation of the splanch, constipation, anal leakage, polydactylism, sneezing, eructation, projectile vomiting, hypochondria, thirst, sinus or ear infection, mild electrocution, albinism, dizziness, nymphomania, sensory overload, cardiac arrest, and death.)


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Billiam & Billiam, Attys at Law

Hurt by adventurers? Adventurer-related medical bills piling up? Victim of theft or robbery by adventurers? Had your perfectly legal business or religious practices disrupted by adventurers?


Contact Billiam and Billiam, Attorneys at Law, Licensed Knave's Guild Affiliates!


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Put Down Peasant Revolt

By order of His Royal Majesty Terek, Second of His Name, King of Gus, Vice-Admiral of the Dread Fleet, Ninth Count Rogan, and Emperor of the Mongrelfolk:


It has come to our attention that an insurrectionist known to the people as Milla Hillthorn has been rallying the peasants of the Northeast in revolt. When the guards of Reachham seek her, she is nowhere to be found, perhaps warned of her pursuers in advance.


REWARD


For information leading to the arrest of Milla Hillthorn: 1,500gp

For the death of Milla Hillthorn: 3,000gp

For bringing Milla Hillthorn in alive for public punishment: 6,000gp

Friday, October 14, 2022

3.5e Lizardfolk and Myconid Monster Classes

Lizardfolk Racial Traits

LevelBABHDFortRefWillClass Features
1+01d8+0+2+0+1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim
2+12d8+0+3+0+3 natural Armor, +2 Balance, +2 Jump
3+12d8+0+3+0+5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim

  • Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
  • Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution
  • Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
  • Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
  • Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
  • Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
  • Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic.
  • Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid

Myconid Racial Traits

  • Racial Traits:
    • Tiny Plant
    • -2 Str, +2 Dex, -2 Int, +2 Wis.
    • Land speed 20 feet.
  • Plant Traits:
    • Low-light vision.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits.
    • Plants breathe and eat, but do not sleep.
  • Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
  • Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
LevelHDBABFortRefWillSkill PointsAge RangeSpecial
1st1d80200(2+INT)x44-8Feat, slam 1d3, Tiny
2nd1d802004-8+2 Dex, +2 Cha, distress spores
3rd2d81300(2+INT)8-12+2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores
4th3d82311(2+INT)12-16Feat, +2 Str, -2 Dex, slam 1d6, Medium
5th3d8231112-16+2 Cha, +2 Wis, rapport spores
6th4d83411(2+INT)16-20+2 Str, +2 Con, pacification spores
7th5d83411(2+INT)20-24+2 Str, +2 natural armor, slam 1d8, Large
8th5d8341120-24+2 Con, +2 Wis, hallucination spores
9th6d84522(2+INT)24+Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores
  • Proficiencies: Slam attack only. Not proficient with any armor.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
  • Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
    • If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
    • If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
  • Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
  • Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
    • At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
    • At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
    • At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
  • Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
    • Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
    • Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
    • Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
    • Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
    • Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
    • Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
  • Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

Wednesday, October 12, 2022

3.5e Outsider Monster Classes

Ghaele Eladrin Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: None.
    • Speed: Ghaele land speed is 50 feet.
    • Subtypes: A ghaele has the Chaotic and Good subtypes.
    • Low-Light Vision: Ghaeles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Saves: +4 racial bonus on saving throws against poison.
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Ghaeles can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
  • Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.
  • Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, lesser ghaele powers 1/day
2nd2d8+2+3+3+38 + Int mod+2 Dex, spells, natural armor
3rd3d8+3+3+3+38 + Int modFeat, +2 Int, spell resistance (8+level)
4th4d8+4+4+4+48 + Int mod+2 Str, Tongues
5th5d8+5+4+4+48 + Int mod+2 Wis, Lesser ghaele powers 3/day, resistance (fire 5, cold 5, electricity 5)
6th5d8+5+4+4+4--+2 Cha, Ghaele powers 1/day, protective aura (magic circle against evil)
7th6d8+6/+1+5+5+58 + Int modFeat, +2 Str, Alternate form, light rays 2d6, gaze (5 ft., 1 HD)
8th7d8+7/+2+5+5+58 + Int mod+2 Int, Lesser ghaele powers at will, Ghaele powers 1/day or 3/day, immunities (electricity, petrification)
9th7d8+7/+2+5+5+5--+2 Wis, DR 5/evil or cold iron, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)
10th8d8+8/+3+6+6+68 + Int mod+2 Str, +2 Int, Light rays 2d8, Ghaele powers 1/day or at will
11th8d8+8/+3+6+6+6--+2 Str, +2 Cha, Resistances (fire 10, cold 10), gaze (30 ft., 5 HD), Greater ghaele powers 1/day
12th9d8+9/+4+6+6+68 + Int modFeat, +2 Str, +2 Wis, Light rays 2d12, gaze (60 ft., 5 HD)
13th9d8+9/+4+6+6+6--+2 Con, greater ghaele powers 1/day or 3/day
14th10d8+10/+5+7+7+78 + Int mod+2 Str, +2 Cha, DR 10/evil and cold iron
15th10d8+10/+5+7+7+7--+2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2
  • Proficiencies: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.
  • Lesser Ghaele Powers (Sp): A ghaele can use the following spell-like abilities once per day each: aidalter selfcolor spraycomprehend languagescontinual flamecure light woundsdancing lightsdetect evildetect thoughts, and see invisibility. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Spells: Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
  • Natural Armor (Ex): Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.
  • Spell Resistance (Ex): At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.
  • Tongues (Su): Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.
  • Resistance (Ex): At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.
  • Ghaele Powers (Sp): Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: chain lightningcharm monsterdispel magichold monsterimproved invisibility (self only), major image, and wall of force. At eighth level he can use any of these except chain lightning and wall of force three times per day, and at tenth level he can use any of them except chain lightning and wall of force at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a lesser globe of invulnerability. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.
  • Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.
  • Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.
  • Gaze (Su): At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
  • Damage Reduction (Ex): Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil and cold iron.
  • Greater Ghaele Powers (Sp): Beginning at eleventh level, a ghaele can use prismatic spray and greater teleport (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use greater teleport three times per day, and at fifteenth level he can use greater teleport at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.

Succubus Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: +2 Dex, +6 Cha
    • Speed: Succubus land speed is 30 feet.
    • A succubus has the Chaotic and Evil subtypes.
    • Poison Immunity: Succubi are native to a plane where poison is omnipresent.
    • Skills: +8 racial bonus on Listen and Spot checks
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Succubi can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.
  • Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.
  • Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, 2 claws 1d3, change shape (1), natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, spell resistance (6+RHD)
2nd2d8+2+3+3+38 + Int mod+2 Int, lesser succubus powers 1/day, telepathy 100 ft
3rd2d8+2+3+3+3--+2 Cha, fly 50 ft. (average), change shape (3)
4th3d8+3+3+3+38 + Int modFeat, +2 Con, +2 Int, lesser succubus powers 3/day
5th4d8+4+4+4+48 + Int mod+2 Cha, energy drain 1/day, change shape (any humanoid)
6th5d8+5+4+4+48 + Int mod+2 Wis, +2 Int, lesser succubus powers at will, resistances (acid 10, cold 10, electricity 10, fire 10)
7th5d8+5+4+4+4--+2 Wis, +2 Cha, succubus powers 1/day, spell resistance (12+RHD)
8th6d8+6/+1+5+5+58 + Int modFeat, +2 Cha succubus powers 3/day, electricity immunity
9th6d8+6/+1+5+5+5--+2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, summon vrock (30%)
  • Proficiencies: Succubi are proficient with all simple and martial weapons but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.
  • Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
  • Tongues (Su): A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.
  • Spell Resistance (Ex): A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.
  • Change Shape (Su): At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.
  • Resistances (Ex): At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.
  • Natural Armor (Ex): A succubus has natural armor equal to her succubus level.
  • Telepathy (Su): At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.
  • Lesser Succubus Powers (Sp): At second level, a succubus can use the following spell-like abilities once per day each: detect gooddetect thoughts, and suggestion. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Flight (Ex): At third level, a succubus gains a fly speed of 50 with average maneuverability.
  • Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the suggestion and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.
  • Succubus Powers (Sp): Beginning at seventh level, a succubus can use charm monsterethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Electricity Immunity (Ex): At eighth level, a succubus is immune to electricity.
  • Damage Reduction (Ex): At ninth level, a succubus gains DR 10/cold iron or good.
  • Summon Vrock (Su): At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Monday, February 14, 2022

Arossiel and Lily

In the long ago, in time that was, before the quarrels of today’s centuries: there was a human woman. Her hair was black and short and her skin was pale as teeth, and the name that she was called by her friends, and that we shall call her today, was Lily – the overseers had a different name for her, or more precisely an alphanumeric code, the specifics of which are of little importance and have been lost to us.

The Archbishop of Banor at the time had been raised to her position through promising a tremendous plan to defeat Calabia. Seven times Banor had tried to conquer Calabia, seven times the bloodlords’ military superiority and judicious political alliances had rebuffed the holy wars. Eight is not an auspicious number to the Numielites of Banor, but the Archbishop made grand promises, much grander than the portents allowed for. Her plan was thus: she prayed to Numiel to send angels to free all the food from the stockpens, so that the food might rise in revolt and Banor might sweep in as conquering heroes.

So it was that, as Lily was getting ready for sleep in the stockpen, the celestial angel Arossiel came to her, a frightful whirlwind of wings and eyes, intoning in a terrible and awful voice, “FEAR NOT”.

Utterly disregarding Arossiel’s perfectly clear instruction, Lily gave a terrified squeak and dropped her hairbrush.

The angel did his best to tone down his terrifying affect somewhat, apologizing and begging Lily’s forgiveness. He was between Lily and the door, and there were no windows in the stockpens that one might dive out of, so she could not flee; she could only cower in terror.

Arossiel sensed that his holy mission to free the food and raise them up in revolt was already going poorly, barely having started at all. He shrunk down further, modulated his voice and his apologies, trying to calm Lily.

Eventually, Lily grew less terrified and more curious, just while Arossiel grew more distraught and panicked about how far behind he was already running on his mission. The armies of Banor were thundering towards Calabia, and he hadn’t even freed a single food.

In a few hours, Lily calmed Arossiel with soothing words and gentle touch; in that same time, the angel fell in love with the human, and grew distracted from his mission. If one food needed this much attention before she might act, how much time would myriads of them take? Arossiel decided it could not be done, and stayed with Lily instead. It took some days before Lily returned Arossiel’s feelings, but in time she did.

Battle was soon joined in the fields of Calabia, and the Archbishop’s armies soon lay derelict and ruined. The fate of the eighth Banor invasion of Calabia was decided before it began.

Arossiel the angel fled Calabia with Lily, fled from his duties and from Numiel’s service, fell from grace and lost his wings, and the two wandered the world for at least some decades before falling from the pages of history.

Tuesday, January 18, 2022

3.5e Homebrew Feats

 =Revised Feats=


===Able Learner [General]===

As in ''Races of Destiny'', except:


Special: This feat may be taken at any level. It does not apply retroactively to skill points already spent.


===Battle Blessing [General]===

As in ''Complete Champion'', except:


Prerequisite: Ability to cast paladin (any variant), ranger, hexblade, sohei, or blackguard spells.


Choose [[Ranger]], [[Hexblade]], [[Paladin]], [[Sohei]], or [[Blackguard]] spells. The benefit applies to spells cast as that class from that class's list (so it doesn't apply to Cleric spells cast by a Prestige Paladin or Druid spells cast by a Prestige Ranger).


Special: This feat can be taken more than once. Each time, select a new class from the list for the benefit to apply to.


===Dodge [Fighter]===

Prerequisite: Dex 13.


Benefit: You receive a +1 dodge bonus to Armor Class.


A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


For effects of other feats and class features that key off the target of your dodge, you must still pick one foe and can re-designate your target on any action.


Special: A fighter may select Dodge as one of his fighter bonus feats.


===Extra Spell [General]===

As in ''Complete Arcane'', except:


You may choose a spell from any class list. If the spell you choose isn't on your class list, then use the spell level of the first list it appears on of the following: sorcerer/wizard, cleric base list, druid, bard, paladin, ranger, any other base class, any cleric domain, any prestige class.


===Non-Living Meldshaper [Monstrous]===

Despite having no soul of your own, you maintain the ability to channel incarnum through force of will alone.


Prerequisites: Intelligence 3, Constitution nonability


Effect: Use your Wisdom score to determine the maximum number of soulmelds you can shape. If you would use your Constitution score to determine a soulmeld's save DC, use your Wisdom score instead. For the purpose of all [Incarnum] and other meldshaping-related feats (including all feats in ''Magic of Incarnum'') and meldshaper prestige classes, any Constitution prerequisites are instead Wisdom prerequisites for you.


Special: This feat updates and replaces Undead Meldshaper (''Magic of Incarnum'').


===Open Minded [General]===

You are naturally able to reroute your memory and skill expertise.


Benefit: You gain 5 skill points. For every Hit Die you possess beyond 5, you gain an additional 1 skill point. If you have more than 5 Hit Dice, you gain +1 skill point whenever you gain a Hit Die (such as when you gain a level). Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.


Special: You cannot gain this feat multiple times.


===Vow of Poverty [General]===


As in [http://www.giantitp.com/forums/showthread.php?140428-Vow-of-Poverty-Fix this fix], except that bonuses accrue by HD instead of by ECL.


=New Feats=


==General Feats==


===Adept Shaman [General]===

<s>You have learned to merge two aspects of the dragon.


Prerequisite: dragon shaman level 3, dragonfire adept level 3, Knowledge (arcana) 8 ranks


Benefit: Your levels in dragon shaman and dragonfire adept stack for the purpose of dragonfire adept breath weapon damage (but not breath effects), draconic invocations known (but not level of invocation known), and draconic auras known.


Special: When you take this feat, you lose your Dragon Shaman breath weapon and any advances to it you may have gained.</s>


===Average Size [Racial]===

You are closer to the line between Medium and Small than most of your kin.


Prerequisite: Engineer, Dwarf throwback, or Gnome throwback, 1st level only


Benefit: If you are an Engineer or a Gnome throwback, you gain the benefits of Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect you. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.


If you are a Dwarf throwback, you gain the benefits of Slight Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space. You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject's size category.


=== Daguna/Ataratheh [Racial] ===

You are patrilineally descended from the great [[Locathah]] hero Dagon Daguna or matrilineally descended from the Locathah heroine Atargatis Ataratheh, giving you greater rights and prestige in Locathah society.


Prerequisite: Locathah or Seafolk Heritage(Locathah), father is Daguna or mother is Ataratheh


Benefit: You gain a +5 circumstance bonus to Diplomacy when interacting with Locathah. If your father is Daguna, you are Daguna, giving you the right to be elected Tanist. If instead your mother is Ataratheh, you are Ataratheh, giving you the right to vote at the Tanistmoot.


Special: If your father is Daguna ''and'' your mother is Ataratheh, you may gain this feat twice. The circumstance bonus to Diplomacy when interacting with Locathah stacks with itself, and you are both Daguna and Ataratheh, allowing you both to be elected Tanist and to vote at the Tanistmoot.


===Draconic Marshal [General]===

<s>You have merged two different aura traditions.


Prerequisites: 4 draconic auras known, 2 minor auras known, 1 major aura known, knowledge (arcana) 5 ranks, knowledge (history) 5 ranks


Benefit: Your marshal and dragon shaman levels stack for the purpose of determining minor, major, and draconic auras known. Any time you could select a new draconic aura, you may select from the major aura list; any time you could select a new major aura, you may select from the draconic aura list. Your aura bonus for both major and draconic auras is the higher of your two aura bonuses (for example, a level 2 marshal, level 5 dragon shaman has an aura bonus of +2 for both their major and draconic auras).


Normal: A marshal may select draconic auras for their major auras, but not vice versa.</s>


===Eldritch Adept [General]===

<s>You have learned to merge two invocation traditions. 


Prerequisite: eldritch blast 2d6, Dragonfire Adept breath weapon 2d6, knowledge (the planes) 5 ranks, knowledge (arcana) 5 ranks 


Benefit: Your Warlock and Dragonfire Adept levels stack for the purpose of determining the level of invocation you can learn at a new level, and the damage dice for your eldritch blast and dragonfire adept breath weapon.


In addition, any time you would learn a new Warlock invocation, you may instead learn a new Dragonfire Adept invocation. Any time you would learn a new Dragonfire Adept invocation, you may instead learn a new Warlock invocation. </s>


===Enginesoul [Racial]===

You have spent so much time in the engine rooms of submarines that repairing them is second nature to you.


Prerequisite: Engineer race


Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day – ''mending'', ''repair minor damage'', ''repair light damage''.


Special: You may select this feat multiple times. Each time you do, you may use each spell-like ability one additional time per day.


===Extra Favored Class Bonus [Racial]===

Benefit: You gain the other [[Favored Class Bonuses|favored class bonus]] for your racial favored class, in addition to the one you already selected.


===Grounded [Racial]===

Due to their dwarf heritage, engineers have a natural resistance to spells and spell-like abilities, as indicated by their racial bonus to saves. Occasionally, some fluke of engineer genetics causes this magic resistance to be more powerful than usual.


Prerequisite: Engineer race, base Fortitude save +5


Benefit: You gain spell resistance equal to 5 + your total hit dice.

If you already have spell resistance from some other source, your existing spell resistance increases by +2.


===Meditator Psicrystal [Psionic]===


Prerequisite: Psicrystal Affinity, Psicrystal Containment, your psicrystal must be a [psionic] creature, manifester level 5th


Benefit: Your psicrystal can take an action (normally a full-round action, or a move action if the psicrystal has the Psionic Meditation feat) to make a Concentration check at the usual difficulty (DC20) to focus for you the psionic focus you can store inside it. Focusing your psionic focus and focusing its own psionic focus are still separate actions for your psicrystal.


Normal: If you have Psicrystal Containment and your psicrystal is a [psionic] creature, but you do not have this feat, your psicrystal can use its action to focus only its own focus, not yours.


===Mer-Descended Triton [Racial]===

There is more Merfolk blood in your lineage than that of most Tritons.

Prerequisites: Triton race, first level only


Effect: Your type becomes Humanoid and you lose the Native subtype. Your Outsider hit dice become Humanoid hit dice.


You lose your Darkvision but retain Low-Light Vision. Your Base Attack Bonus from racial HD drops from +3 to +2. Your base Reflex save from racial HD remains +3, but your base Fortitude and Will saves drop to +1. Your skill points from racial HD drops from 8+int per level to 2+int per level.


Additionally, your Level Adjustment drops from +1 to +0.


===Part of That World [Racial]===

Increased interactions and interbreeding with other races (particularly yuan-ti and the rare selkies) have given some merfolk the innate ability to, with practice, work minor transformations on themselves.


Prerequisite: Merfolk race or Mer-Descended Triton.


Benefit: An innate talent for magic grants you the following spell-like ability at a caster level equal to your hit dice: 1/day - alter self.


Special: You may select this feat multiple times. Each time you do, you may use the spell-like ability one additional time per day.


===Polearm Precision [Fighter]===

Prerequisite: Weapon Focus with any reach weapon.


Benefit: You can strike with a reach weapon past a square containing a creature without taking the standard –4 penalty on your attack roll.


Special: A fighter may select Polearm Precision as one of his fighter bonus feats.


===Split Spell-Like Ray===

You can affect two targets with a single spell-like ray.


Prerequisite: character level 3, at least one qualifying spell-like ability


Benefit: Choose a single spell-like ability that specifies a single target, makes a ranged touch attack, and does damage. You can cause this spell-like ability to fire one additional ray beyond the number normally allowed. You can split this spell-like ability up to three times per day. The additional ray requires a separate ranged touch attack roll to hit and deals damage as normal. It can be fired at the same target as the first ray or at a different target, but all rays must be aimed at targets within 30 feet of each other and fired simultaneously.


===Triton-Descended Mer [Racial]===

There is more Triton blood in your lineage than that of most Merfolk.


Prerequisite: Merfolk race, first level only


Benefit: Your type becomes Outsider and you gain the Native subtype.


You gain Darkvision 60 feet.


===Unholy Toughness===

Prerequisite: Undead type, must not have Unholy Toughness from another source


Benefit: You gain a bonus to your hit points equal to your Charisma bonus (minimum +1) times your Hit Dice.


===Versatile Alignment [General]===

You’ve picked up enough habits outside your alignment that you are able and willing to behave in ways that conflict with your true alignment, and can take levels in classes you otherwise wouldn’t due to your alignment.


Prerequisite: +3 Base Attack Bonus


Benefit: Choose one class or prestige class. You may take levels in this class even if your alignment is one step different on one axis than the requirement for that class. You never lose class features for being the wrong alignment in this class, as long as you are within one step of the correct alignment.


For example: You may take levels in the barbarian, bard, or druid class with this feat if you have any alignment. You may take levels in the monk class with this feat as long as you are not chaotic.


You may take levels in the cleric class if you are one additional step from your god. For example, a cleric of a lawful good god may now be chaotic good, neutral, or lawful evil, in addition to lawful neutral, neutral good, or lawful good. When doing a god’s work, you must still adhere in practice to that god’s alignment or risk losing your cleric powers.


You may take levels in the paladin class if you are neutral good or lawful neutral, but you must still adhere in practice to a lawful good code of conduct or lose your paladin powers.


Special: You may take this feat more than once. Each time you do, it applies to a different class.


==Mongrelfolk Feats==

===Aberrant Mongrel [Racial, Aberrant]===

Prerequisite: Mongrelfolk race, Aberration Blood (''Lords of Madness'')


Benefit: Pick any any aberration. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Aberration type and the [Augmented Humanoid] subtype. You gain darkvision 60.


===Aligned Heritage [Racial]===

Your aligned heritage is particularly strong.


Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Chaotic, Evil, Good, or Lawful)


Benefit: You gain all the traits of your alignment subtype. Any effect that depends on alignment affects you as though you have your subtype's alignment, no matter what your alignment actually is. You also suffer effects according to your actual alignment. You overcome damage reduction as if your natural weapons and any weapons you wield are aligned to your subtype.


===Built Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Monkey Grip


Effect: Pick any Large or Huge aberration, dragon, fey, giant, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you have a Powerful Build. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), you are treated as one size larger if doing so is advantageous to you. You are also considered to be one size larger when determining whether a creature's special attacks based on size (such as improved grab or swallow whole) can affect him. You can use weapons designed for a creature one size larger without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with effects of powers, abilities, and spells that change the subject's size category.


Special: This ability to use weapons designed for a creature one sized larger than your own does not stack with your Monkey Grip feat. You may not take both this feat and Small Heritage.


===Draconic Mongrel [Racial, Draconic]===

Prerequisite: Mongrelfolk race, Dragonblood subtype


Benefit: Pick any any Dragon. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, you gain the Dragon type and the [Augmented Humanoid] subtype. You gain darkvision 60, low-light vision, and immunity to magic sleep effects and paralysis effects.


===Elemental Heritage [Racial]===

Your elemental heritage is particularly strong.

Prerequisite: Mongrelfolk race, Mongrel Subtype Heritage (Air, Cold, Earth, or Fire)


Benefit: If you have Mongrel Subtype Heritage (Air), you gain a glide speed equal to your land speed. (You never take falling damage. When falling, you may move your glide speed horizontally for every 10 feet you fall.)


If you have Mongrel Subtype (Cold), you gain cold resistance 10 and vulnerability to fire.


If you have Mongrel Subtype (Earth), you gain a burrow speed of 5 feet. You can burrow only through substances with the consistency of loose dirt.


If you have Mongrel Subtype (Fire), you gain fire resistance 10 and vulnerability to cold.


===Extra Arm [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra arm.


Special: You may take this feat more than once. Each time you do, you sprout an extra arm.


===Extra Leg [Racial]===

Prerequisite: Mongrelfolk or Myconid race


Benefit: You have an extra leg. You can carry loads as a quadruped. You gain +2 to ability checks to resist being tripped when standing on the ground.


Special: You may take this feat more than once. Each time you do, you sprout an extra leg and gain an additional +2 to your checks to resist being tripped. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose some of your legs for any reason, you still count as a quadruped as long as you have at least three legs.


===Fey Mongrel [Racial]===

Prerequisite: Mongrelfolk race


Benefit: Pick any any Fey. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits. In addition, your type changes to Fey, and you gain the [Augmented Humanoid] subtype.


===Large Heritage [Racial]===

You are descended from giants, ogres, minotaurs, or some other oversized creature.


Prerequisites: Mongrelfolk, Built Heritage, Monkey Grip


Effect: You lose the benefits of your Powerful Build and Monkey Grip feats, but you are naturally Large sized. Your height is doubled and your weight is multiplied by 8. You gain the following size modifiers: -1 to attack and armor class, +4 to Grapple, -4 to Hide, +2 to Strength, -2 to Dexterity (to a minimum of 1). You have a space of 10 feet and a natural reach of 10 feet. Your unarmed strikes do 1d4 instead of 1d3 damage. You use larger equipment, which is correspondingly more expensive, but your weapons also do more damage because of their size.


Special: Strongarm Bracers (Magic Item Compendium) ''do'' function with your new Large size category, and allow you to wield weapons of up to Huge size without penalty.


===Mongrel Subtype Heritage [Racial]===

You are descended from some specific manner of creature.


Prerequisite: Mongrelfolk race


Benefit: Choose any subtype, and choose a creature with that subtype. You are descended from that creature for the purpose of your Emulate Race and Diffuse Blood racial traits. You gain no traits of the subtype, but you are treated as possessing that subtype for all other purposes. (Unlike many mongrelfolk feats, you may not take this feat more than once.)


===Monstrous Mongrel [Racial]===

Your blood contains traces of something weird. There is no need to speculate on the exact mechanics of how it got there.


Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any aberration, animal, dragon, elemental, magical beast, monstrous humanoid, ooze, outsider, plant, undead, or vermin. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Monstrous Humanoid, and you gain the [Augmented Humanoid] subtype. You gain no new traits or features.


===Outsider Mongrel [Racial]===

Prerequisite: Mongrelfolk race, level 1 only


Benefit: Pick any any Outsider. You are descended from that race for the purposes of your Emulate Race and Diffuse Blood racial traits.


In addition, your type changes to Outsider, and you gain the [Augmented Humanoid] and [Native] subtypes. You gain Darkvision 60. You can be raised, reincarnated, or resurrected as other living creatures can be. You still need to breathe, eat and sleep.


===Seafolk Heritage [Racial]===

You count one of the races of the sea among your ancestors. This can manifest even late in life.


Prerequisite: Mongrelfolk race


Benefit: Pick any creature with the [aquatic] or [water] subtype. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you can breathe both air and water. You gain the [aquatic] subtype. You gain +8 to Swim checks to perform some special action or avoid a hazard. You can always choose to take 10 on a Swim check, even if distracted or endangered. You can use the run action while swimming, provided you swim in a straight line.


Special: You may take this feat more than once. Each time you do, you are descended from an additional seafolk race. You recieve no other benefits for taking this feat more than once.


===Small Heritage [Racial]===

You are descended from kobolds, halflings, fey, or some other undersized humanoid.


Prerequisites: Mongrelfolk, 1st level only


Effect: Pick any Small or Tiny aberration, dragon, fey, humanoid, monstrous humanoid, or outsider. You are descended from that race for the purpose of your Emulate Race and Diffuse Blood racial traits.


In addition, you are naturally Small sized. Your height is halved and your weight is divided by 8. You gain the following as size modifiers: +1 to attack and armor class, -4 to Grapple, +4 to Hide, -2 to Strength (to a minimum of 1), +2 to Dexterity. Your unarmed strikes do 1d2 instead of 1d3damage. You use smaller equipment, which is correspondingly less expensive, but your weapons also do less damage because of their size. 


Special: You may take this feat more than once. If you do, you may choose a second creature from which you are descended. You receive no other benefits for taking this feat more than once. You may not take both this feat and Built Heritage.


==Initiate Feats==


===Initiate of the Ancestor Spirits [Initiate]===

Prerequisites: Cleric level 3rd, patron Ancestor Spirits


Benefit: Add Iaijutsu Focus and Autohypnosis to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Trance (OA)


2: Ancestral Vengeance (OA)


3: Castigate (OA)


3: Terra Cotta Warrior (OA)


5: Advice (OA)


===Initiate of the Burning Hate [Initiate]===

Prerequisites: Cleric level 6th, patron Burning Hate


Benefit: You can rebuke or command [Fire] creatures as an evil cleric rebukes or commands undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Burning Hands


2: Scorching Ray


3: Fireball


4: Blast of Flame (SpC)


5: Inferno (PGtF)


===Initiate of Dalya [Initiate]===

Prerequisites: Cleric level 3rd, patron Dalya


Benefit: You gain a +4 sacred bonus to saves against ingested poisons. In addition, you add Perform to your list of cleric class skills.


In addition, you may add the following spells to your cleric spell list:


1: Goodberry


2: (Tasha’s) Hideous Laughter


3: Plant Growth


4: Confusion


7: (Otto’s) Irresistible Dance


===Initiate of Hafgufa [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Hafgufa


Benefit: You gain the ability to hold your breath for a number of rounds equal to 8 x your constitution score before you risk drowning.


In addition, you may add the following spells to your cleric or druid spell list:


2: Fog Cloud


2: Gust of Wind


2: Swim (OA)


5: Control Winds 


7: Waterspout (SpC)


===Initiate of Inglip [Initiate]===

Prerequisites: Cleric level 3rd, patron Inglip


Benefit: You deal an extra +1d4 damage when wielding a falchion.


Additionally, if you have the Madness domain, add +2 to your Insanity score.


In addition, you may add the following spells to your cleric spell list:


1: Lesser Confusion


2: Touch of Madness


4: Chaos Hammer


4: Confusion


7: Insanity


===Initiate of Mirk [Initiate]===

Prerequisites: Cleric or Archivist level 3rd, patron Mirk


Benefit: Add all Knowledge skills to your list of cleric class skills. In addition, you cast [Darkness] spells at +2 caster level.


In addition, you may add the following spells to your cleric or archivist spell list:


1: (Nystul’s) Magic Aura


2: Detect Thoughts


2: Identify


3: Clairaudience/Clairvoyance


6: Probe Thoughts (SpC)


===Initiate of Numiel [Initiate]===

Prerequisites: Cleric or Paladin level 6th, patron Numiel


Benefit: You treat your level as 2 higher for the purpose of determining if undead are Destroyed rather than Turned when you use Turn Undead.


In addition, you may add the following spells to your cleric or paladin spell list:


1: Disrupt Undead


1: Nimbus of Light (SpC)


2: Deific Vengeance (SpC)


3: Good Hope


4: Voice of the Dragon (SpC)


===Initiate of Quasxthe [Initiate]===

Prerequisites: Cleric level 6th, patron Quasxthe


Benefit: You can rebuke or command Oozes as an evil cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Grease


2: (Melf’s) Acid Arrow


4: (Evard’s) Black Tentacles


4: Crushing Despair


4: Unholy Blight


===Initiate of Sequoia [Initiate]===

Prerequisites: Cleric or Druid level 3rd, patron Sequoia


Benefit: If you are a cleric, you may use Wild Empathy on Plant creatures as a druid can on Animals, treating your cleric level as your druid level.


If you are a druid, you may use your Wild Empathy on Plant creatures, and you also don’t take the -4 penalty when using Wild Empathy on Magical Beasts.


In addition, you may add the following spells to your cleric or druid spell list: 


2: Brilliant Energy Arrow (CoR)


2: Moonbeam (SpC) 


3: Dominate Animal


3: Moon Blade (SpC)


4: Blinding Beauty (BoED)


4: Command Plants


5: Moon Path (SpC)


===Initiate of Urmaggr [Initiate]===

Prerequisites: Cleric level 6th, patron Urmaggr


Benefit: You may rebuke or command Constructs as a normal cleric rebukes or commands Undead. You may do this a number of times per day equal to 3 + your Charisma modifier.


In addition, you may add the following spells to your cleric spell list:


1: Create Trap (RotD)


4: Minor Creation


5: Fabricate


5: Major Creation


6: Fantastic Machine (SpC)


==Leadership Feats==

Without the following feats, cohorts and thralls are limited to Aristocrat, Warrior, Commoner, or racial hit dice (and level adjustment). Followers and believers are always limited to those classes. Cohorts and thralls may always take any prestige class for which they qualify; followers and believers may never take prestige classes. Cohorts, thralls, followers, and believers otherwise follow the usual character creation rules.


===Improved Cohort I===

Prerequisite: Must have a cohort or thrall


Benefit: Your cohort or thrall may take levels in Samurai, Expert, Magewright, Battle Dancer, Monk, Mountebank, Soulknife, Truenamer, Hexblade, or Sohei


===Improved Cohort II===

Prerequisite: Improved Cohort I


Benefit: Your cohort or thrall may take levels in Barbarian, Fighter, Ninja, Rogue, Scout, Savant, Adept, Shadowcaster, Paladin, Ranger, or Spellthief


===Improved Cohort III===

Prerequisite: Improved Cohort I-II


Benefit: Your cohort or thrall may take levels in Warmage, Wild Shape Ranger, Bard, Factotum, Jester, Crusader, Swordsage, Warblade, Shugenja, Binder, Dragonfire Adept, Warlock, Duskblade, or [[Healer]]


===Improved Cohort IV===

Prerequisite: Improved Cohort I-III


Benefit: Your cohort or thrall may take levels in Beguiler, Dread Necromancer, Spirit Shaman, Urban Druid, Death Master, Sorcerer, Evangelist, Favored Soul, Mystic, or Spontaneous Cleric


===Improved Cohort V===

Prerequisite: Improved Cohort I-IV


Benefit: Your cohort or thrall may take levels in Archivist, Artificer, Cleric, Druid/Spontaneous Druid, Sha'ir, Wizard, Shaman, or Wu Jen