Tinker Gnomes

This is my current statistical representation of a less random, mentally competent tinker gnome.

While plenty tinker gnomes make excellent arcane spellcasters (and artificers), necessity is the mother of invention, and exposure to the unforeseen is a critical part of the creative process. Sometimes even the best laid plans are not laid well enough, and tinker gnomes must rely on their wits every now and then. Therefore, many tinker gnomes are also rogues, although it is usually not their highest class.

Loathe to be without the right tool for the job, tinker gnomes have trouble leaving any behind. As such, they prize any substance that weighs less than its counterparts, as long as using it doesn't affect quality. Most tinker gnomes keep a modest burden of useful objects close at hand, and are quick to find and retrieve what they need when they need it. While the homes and workshops of tinker gnomes are often cluttered and disorganized, they are nonetheless adept at finding and maintaining the objects that lie therein.

Tinker gnomes often live and sleep in their workspace. Schematics and alchemical recipes are among the most precious possessions of any family or guild, as well as any magical items or spell lore that might assist in their creation.

Barbarians, druids and monks are the least common classes among tinker gnomes. Enough tinker gnomes enjoy traveling that rangers and bards are more common than most would assume, and fighters are about as common as these. Most tinker gnome clerics usually choose to worship neutral deities that grant access to the Artifice, Creation, Knowledge, Magic or Rune domains.
 
TINKER GNOMES
  • +2 Intelligence, –2 Strength.
  • Small: As a Small creature, a tinker gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Tinker gnome base land speed is 20 feet.
  • Low-Light Vision: A tinker gnome can see twice 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.
  • Weapon Familiarity: Tinker gnomes proficient with Crossbows and/or Firearms are automatically proficient with exotic weapons of the corresponding type(s).**
  • +1 racial bonus on ranged attack rolls with crossbows, firearms, grenade-like weapons and siege weaponry.**
  • +1 racial bonus on opposed attack rolls to avoid disarm and sunder attempts.
  • Safe Keeping: Items and objects attended by or in the possession of a tinker gnome gain a +1 circumstance bonus on saving throws.
  • Trap Sense: Tinker gnomes gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps.
  • +4 dodge bonus to Armor Class against monsters of the construct type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Search checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Goblin, Terran and Undercommon.
  • Spell-Like Abilities: A tinker gnome with a Charisma score of at least 10 + spell level) has the following spell-like ability: 3/day—mending (1 lb. + 1lb./2 levels). Caster level equal to character level; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Artificer. When figuring multiclass experience penalties, a multiclass tinker gnome does not count the Artificer class.
**As appropriate for the setting.

Optional Background

Many tinker gnomes were once craftsman and magewrights in slavery under the rule of Ethergaunts (pg. 64 fiend folio). A rare few have escaped with technological knowledge so incomprehensible and alien, even Tinker Gnomes with this knowledge are left slightly out of touch with reality.  This legacy is reflected with the following feat:

ETHERTECH ADEPT
Prerequisites: Knowledge (architecture and engineering) 6 ranks, Knowledge (planes) 2 ranks, Craft (alchemy) 2 ranks, Craft (weaponsmithing) 2 ranks.
Benefit: You are proficent in using, crafting and maintaining the technological items normally unique to etherguants. Your wisdom score is reduced by 2 (to a minimum of 1).
Special: By default, employing or making use of these technologies is a violation of a Druid's code of conduct, and such a creature must seek the effect of an Atonement spell (pg. 201, PHB) to regain use of their class features after such a transgression. Etherguants and their technology are detailed, starting on page 64 of the the Fiend Folio.
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Ethergaunt Items

Ethergaunts have developed a number of technological marvels. Because the race shuns art or pleasure, most such devices facilitate one of two activites: genocide or the eradication of reglious devotion. Though the features of these objects resemble those of magic items, the objects are in fact, technological and are not affected by spells such as antimagic field. Only ethergaunts and creatures with the Ethertech Adept feat have the knowledge and skill to build or maintain these devices.

EtherBlade: Resembling a short glaive topped with a hollow barrel, this favored weapon of the etherguants can fire a ray of force as a ranged touch attack for 1d6 points of damage (regardless of weapon size). The etherblade ray has a range increment of 40 feet. The weapon can fire 50 times before it is exhausted. It cannot be recharged.  The ranged function of an etherblade counts as an exotic firearm for the purpose of proficiency, and operates normally underwater.
A medium-sized etherblade can be used as a two-handed polearm in melee combat to deal 1d10 points of slashing damage. A fully charged etherblade has a market price of 800gp.
  • A new etherblade (always crafted as a masterwork weapon) costs 350 gp to craft from scratch and 50 ether cells cost 50 gp. A new etherblade has 50 ether cells built into it. After discharging all the ether cells, an etherblade needs to be reassembled as new (which disjoins the item) to incorporate a new set of ether cells.
  • Reassembling an expired but otherwise undamaged etherblade and incorporating a new set of ether cells takes 2 hours, and costs 50 gp in addition to the cost for new ether cells.
  • Spells and effects that affect ammunition can target the ether cells built into an etherblade normally. Loose ether cells are about the size of coins and made of cold iron, which affects the price of crafting them as magic items (any magical enhancements cost an additional 2,000 gp). They always break after being fired.
  • Because etherblades and similar technological items like it, must be reassembled as new (which disjoins the item) to incorporate a new set of ether cells, crafting one as a magic weapon or item is an often short-lived investment.
Doubt Bomb: This small ceramic sphere contains a chemical mixture intended to overstimulate the "doubt centers" in the brain. The bomb can be thrown as a grenade-like weapon. A thrown bomb shatters on impact, creating a cloud of poisonous gas in a 10-foot spread for 1 round (inital and secondary damage 2d4 Wisdom, Fort DC 16 negates). Etherguants are immune to the effects of doubt bombs. A doubt bomb has a market price of 500 gp.

Feat Sheet 10/26/11

Bodysnap Strike
You can strike, hold or bend a vulnerable opponent as to weaken and wrack their body.
Prerequisites: Dex 13, Wis 13, Improved Grapple, Improved Unarmed Strike, Stunning Fist, Heal 9 ranks.
Benefit: Whenever you make a successful Stunning Fist attempt against an opponent that is pinned, helpless, or stunned, you may forgo any other Stunning Fist effect to deal 1d3 Strength and Dexterity damage to that opponent.
Special: A fighter may select Bodysnap Strike as one of his fighter bonus feats.


Cantrip Mastery
You have memorized all of your cantrips and may prepare more of them than usual.
Prerequisite: Wizard level 1st
Benefit: You may prepare any 0-level wizard spell without a spellbook. In addition, you gain a number of additional 0-level wizard spell slots, equal to the the number of 1st level bonus spell slots gained for having a high ability score.
Special: This feat can be gained instead of the Scribe Scroll bonus feat normally gained by a 1st level wizard.


Collegiate Wizard (revised)
You have undergone extensive training in a formal school for wizards.
Prerequisites: Wizard level 1st
Benefit: You start play with a second spellbook of identical size and make, containing three 1st-level wizard spells of your choosing. Each time you gain a wizard level, you may add four spells to your spellbook(s) without additional research. In addition, you gain a +2 bonus on Knowledge (arcana) checks.
Normal: 1st level wizards begin play with one spellbook that contains all 0-level wizard spells and three 1st-level spells plus one per point of intelligence bonus. They may add two spells per wizard level to their spellbooks without additional research.
Special: You can take this feat only as a 1st-level character.


Distant Charge
You cover a greater distance when charging.
Prerequisites: Base fort save +2, Run
Benefit: You may move three times your speed when you perform a charge, instead of two times your speed, unless your speed is reduced by wearing heavy armor or carrying a heavy load.
Special: A fighter may select Distant Charge as one of his fighter bonus feats.


Eschew Materials (revised)
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.
Special: This feat may count as a metamagic feat for the purpose of bonus feat selection and meeting any requirement or prerequisite.


Hefted Hurling
You have learned to maximize the effect of your natural musculature when throwing a weapon.
Prerequisites: Brutal Throw, Power Attack, Power Throw, Str 15
Benefit: You may add 1-1/2 of your strength bonus to the damage dealt by any weapon you throw as a main-handed attack, instead of the strength bonus normally added.
Special: A fighter may select Hefted Hurling as one of his fighter bonus feats.


Ideal Musculature
Your existing musculature is compact and economical, matched exceptionally well to your frame with regard to both form and function, and performs above normal expectations.
Benefit: For the purpose of encumbrance, skill checks, ability checks, grapple checks and meeting feat prerequisites, treat the strength score of your true form as being 2 points higher than its actual value.
Special: This feat may only be taken as a 1st-level character.


Multi-Weapon Rend
You wield two or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisite: Mutli-Weapon Fighting, Dex 15, base attack bonus +11,
Benefit: If you successfully hit an opponent with any two of the weapons you wield, you deal extra damage equal to 1d6 + 1-1/2 times your Strength bonus. For the purpose of overcoming damage reduction and other effects related to damage type, this extra damage is the same type as the damage dealt to the opponent using one of your off-hand weapons. You can gain this extra damage once per round against a given opponent.
Special: A fighter can select Multi-Weapon Rend as one of his fighter bonus feats.


Multi-Weapon Strike
You wield two or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisite: Mutli-Weapon Fighting, Improved Multi-Weapon Fighting, Dex 17, base attack bonus +6
Benefit: When performing a charge attack, or using a standard action to make an attack, you may attack once with each weapon you wield, and all of these attacks suffer the normal penalties for attacking with more than one weapon. When using this feat, any bonuses that normally apply to a charge attack, apply only to the first attack made as part of any given charge.
Special: A fighter can select Multi-Weapon Strike as one of his fighter bonus feats.


Undying Toughness
Your martial prowess manifests itself in your physical form even in undeath.
Prerequisite: No constitution score
Benefit: You gain a number of extra hit points equal to your HD + the number of feats you possess from the list of fighter bonus feats.
Special: A fighter may select Undying Toughness as one of his fighter bonus feats.

Spellbook 10/26/11

Bite Of The Werebat
Transmutation
Level: Druid 6, Sorcerer/Wizard 7
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into feral visage of a dire bat. As this happens, your body covers itself in a layer of dense fur and a slight vestigial membrane of skin hangs from your underarms.

You gain a +6 enhancement bonus to Strength, a +12 enhancement bonus to Dexterity, a +6 enhancement bonus to Constitution, and a +7 enhancement bonus to natural armor. Your face becomes that of a dire bat, and you gain a bite attack that deals 1d8 base damage (or 1d6 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A scrap from a bat's wing.

Bite Of The Werefox
Transmutation
Level: Druid 4, Sorcerer/Wizard 5
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into furtive visage of a dire fox. As this happens, your body covers itself in a layer of fine fur.

You gain a +4 enhancement bonus to Strength, a +8 enhancement bonus to Dexterity, a +4 enhancement bonus to Constitution, and a +4 enhancement bonus to natural armor. Your face becomes that of a dire fox, and you gain a bite attack that deals 1d6 base damage (or 1d4 if you are Small). You also gain the benefit of the Blind-Fight and Weapon Finesse feats.
Material Component: A tooth from a fox.

Bite Of The Wererhino
Transmutation
Level: Druid 7, Sorcerer/Wizard 8
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level

You shake your head, and your face reshapes itself into the visage of a rhinoceros. As this happens, your body becomes slightly bulkier as you develop a thick hairless gray hide.

You gain a +20 enhancement bonus to Strength, a +10 enhancement bonus to Constitution, and a +10 enhancement bonus to natural armor. Your face becomes that of a rhinoceros, and you gain a gore attack that deals 2d8 base damage (or 2d6 if you are Small). You also gain the benefit of the Blind-Fight and Power Attack feats.
Material Component: A pinch of powdered rhinoceros horn.

Comment: Bite of the Wereboar (SpC 28) should grant a gore attack (not a bite attack) and the benefit of the Power Attack feat.

Deathless Veil
Necromancy
Level: Cleric 8, Sorcerer/Wizard 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 10 minutes/level

Upon completion of the spell, you exhale your last breath and accept a brief deathless embrace.

You gain many of the traits common to deathless creatures. While the spell lasts, you have immunity to mind-affecting spells and abilities, poison, sleep, paralysis, stunning, disease, death effects, extra damage from critical hits, nonlethal damage, death from massive damage, ability drain, fatigue, exhaustion, damage to physical ability scores, and any effect requiring a Fortitude save unless it is an energy drain attack, it is harmless or affects objects.
You need not breathe, eat, or sleep.
You don’t actually gain the deathless type (BoED 157) from casting this spell.

Comment: I wanted to create a non-evil version of the veil of undeath spell as presented in Spell Compendium.

Flexing Weapon
Transmutation
Level: Brd 1, Clr 1, Hex 1, Pal 1, Rgr 1, Sor/Wiz 1
Components: V
Casting Time: 1 standard action
Range: Touch
Target: One touched weapon
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (object)

Any kind of weapon that can be, or has been, modified so that its wielder may apply their strength bonus to damage (such as bows, whips, etc.), is made to dynamically alter its own structure as it is being used. This enables the wielder of the affected weapon to apply their full strength bonus (if any) to damage rolls when using it.
A wielder that lacks the strength requirement normally required to use the affected weapon without penalty, may ignore that penalty and apply whatever strength modifier they do have, to damage rolls with that weapon.

Mage's Indiscernible Location
Abjuration
Level: Sor/Wiz 9
Components: V, S, M

As mage's private sanctum (PH 256) except that all creatures and objects within the area at any given time are also protected as though by mind blank (PHB 253) and sequester (PH 276) against all creatures (and effects originating from) outside the area, but not against creatures (and effects originating from) within the area. Creatures within the area are not held comatose or in suspended animation, and function normally.
Mage's indiscernible location can be made permanent with a permanency (PH 259) spell.

Mind Harness
Abjuration
Level: Beguiler 7, Bard 6, Sorcerer/Wizard 7
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One willing creature
Duration: 2 hours/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject gains a bonus equal to your caster level, on saving throws against all divinations and mind-affecting spells and effects, including the limited wishmiracle, and wish spells when they are used in such a way as to affect the subject’s mind or gain information about it.
In addition, the subject does not automatically fail such a saving throw on a natural roll of 1. However, if their result fails to overcome the save's DC, they still fail the save.

Missive Token
Evocation
Level: Sor/Wiz 6
Components: V, S, F (see text)
Casting Time: 10 minutes
Range: Touch
Effect: A magical token
Duration: Permanent until triggered (D)
Saving Throw: None
Spell Resistance: Yes (object)

You imbue a non-magical object to function as a one-time communication device. The bearer of the affected object can trigger the magic upon it as standard action that does not provoke attacks of opportunity, by mentally reciting a special word or phrase three times, as designated by the caster when casting this spell. When this spell is triggered, the token bearer contacts the spell's caster as if the former had cast a sending spell targeting the latter.
Focus: The object to be used as the token.

Temporal Tide
Transmutation [Time]
Level: Sor/Wiz 7
Components: V, S
Range: Medium (100 ft. + 10 ft./level)
Targets: One creature/level, no two of which can be more than 60 ft. apart
Saving Throw: Fortitude negates (harmless) or Will negates

This spell functions like haste (PH 239) and slow (PH 280). All allied targets are affected by a haste effect (as the spell), while all enemy targets are affected by a slow effect (again, as the spell). A successful Will save negates the slow effect.
This spell may not be countered or dispelled by haste or slow.

Time Skip
Transmutation [Time]
Level: Sor/Wiz 9
Components: None
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature or object (10 cu ft./level)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes

The subject of this spell traverses time to the immediate future, leaving the time stream just long enough to avoid a single attack, spell, spell-like ability, effect or other occurrence of which you are aware, as it is performed or cast, leaving just before any results are known, and returning just after they would have been. Using this spell to prevent a creature or object from becoming a target of an effect, does not prevent that effect from being expended as normal. From all points of view, the skip itself is not perceived. (except to a creature under the effect of time stop, or if the subject's position changes -- see below)
This moment's absence does not help the subject to avoid being affected by any previously existing effects and conditions, or by area effects with a duration greater than instantaneous.
If the space the subject departed from is occupied (or under the effect of antimagic) upon its return to the time stream, it appears in the closest unoccupied space, in its original orientation. If necessary, determine the closest space randomly. This would likely occur when this spell is used to prevent the subject from being crushed or buried under a creature and/or objects, and possibly other situations.
If this spell is cast in response to a time stop spell cast by another, the subject of this spell is absent for the "apparent time" given to the recipient of time stop, and avoids all the results of what is done during this "duration", so long as those results could normally be avoided by using this spell.

Hummingbird Airspeed Velocity


A while back, I was looking at the Hummingbird familiar (Dragon Magazine 323) which uses stats given for the thrush in the DMG... and aside from my assertion that hummingbirds should have a Good manuverability rating, not average... the listed 40 ft flight speed seemed rather low to me.

So I went about on the net a bit and it turns out that that birds roughly have an average crusing speed roughly between 20-40 mph which is 29.33-58.67 feet/sec. Another source stated 8-23 m/s which is 26.24-75.46 feet/sec. These airspeeds have little or no relation to size.

A round lasts six seconds, and a move action is roughly half that. That means the statistical flight speed given for birds as a whole in general should vary between 90 and 180 ft (or between 80 and 225 ft if going by the second estimate).

Although, even before this rough estimate, it has been my assertion that many of the D&D airspeeds given for birds in general should should be much greater. I thought I might as well share what I found out while looking into this.
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If a hummingbird's average cruising speed is 25-30 mph...

This speed is the effective migration speed for most hummingbirds. They've been known to fly at this speed for up to 26 hours without stopping. In D&D terms, means moving at a hustle, for which birds clearly need an additional natural ability to do so for extended periods while traveling.

25 mph = 36.67 ft/s
36.67 ft/s * 6 seconds = 220.02 ft per round
220.02 per round / double move = 110.01 ft speed

30 mph = 44.00 ft/s
44.00 ft/s * 6 seconds = 264.00 ft per round
264.00 per round / double move = 132.00 ft speed

Therefore, I'd put the statistical flight speed of a hummingbird at 120 ft (good).
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Run

A creature using natural flying speed can use the run action. As with any other run action, the creature must move in a straight line. A flyer using the run action cannot gain more than 5 feet of altitude, but it can lose any amount of altitude, and it gains the normal bonus movement for the altitude lost (5 feet per 5 feet descended, a maximum of twice its normal flying speed.) For example, a harpy could use the run action to fly 320 feet in a straight line. While doing so, it could not gain more than 5 feet of altitude.

Synergy Bonuses + Tumble Skill AC Benefits

Extrapolating from values found in both the Player's Handbook and the Epic Level Handbook, the values below reflect the synergy bonus(es) a creature ought to receive for the number of skill ranks they possess in a skill that offers them.

5+ ranks in appropriate skill = +2 synergy bonus to appropriate skill check(s)
15+ ranks = +3 synergy bonus
25+ ranks = +4 synergy bonus
35+ ranks = +5 synergy bonus
45+ ranks = +6 synergy bonus
etc etc

In effect, for every 10 ranks possessed in a given skill beyond the first 5 ranks, any synergy bonus that skill offers improves by 1.
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As far as the dodge bonus to AC gained from Fighting Defensively or a Total Defense is concerned, possessing ranks in the Tumble skill should increase that bonus as follows:

< 5 ranks = +2 / +4 dodge bonus to AC ( fighting defensively / total defense )
5+ ranks = +3 / +6
10+ ranks = +3 / +7
15+ ranks = +4 / +8
20+ ranks = +4 / +9
25+ ranks = +5 / +10
30+ ranks = +5 / +11
35+ ranks = +6 / +12
40+ ranks = +6 / +13
45+ ranks = +7 / +14
etc etc

In effect, for every 5 ranks of Tumble gained beyond the first 5, the dodge bonus to AC gained from Fighting Defensively improves by 0.5 (rounded down).  The bonus gained from a Total Defense is always twice the value gained from Fighting Defensively.

Half-Blood Races

Under construction...
See also, this post:  Race Revisions and Additions


HALF-DWARVES
  • Medium: As Medium creatures, half-dwarves have no special bonuses or penalties due to their size.
  • Half-dwarf base land speed is 30 feet.
  • Darkvision: Half-dwarves can see in the dark up to 30 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • Mild Stability: A half-dwarf in his true form gains a +2 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +1 racial bonus on saving throws against poison.
  • +1 racial bonus on saving throws against spells and effects that allow spell resistance.
  • +1 racial bonus on all Appraise and Craft checks.
  • Sturdy: For the purpose of encumbrance and skill checks, a half-dwarf may treat the strength score of his true form as if it were 2 points higher than its actual value.
  • Mixed Heritage: At first level, a half-dwarf must choose whether he is considered Dwarf or Human for all effects related to race.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass half-dwarf takes an experience point penalty, his highest-level class does not count.
QUARTERLING (Half-Halfing)
  • Medium: As Medium creatures, quarterlings have no special bonuses or penalties due to their size.
  • Quarterling base land speed is 30 feet.
  • +2 racial bonus on saving throws against fear.
  • +1 racial bonus on Climb, Jump, Listen and Move Silently checks.
  • +1 racial bonus on skill checks that benefit from a synergy bonus.
  • Slight Build: The physical stature of quarterlings lets them function in many ways as if they were one size category smaller. Whenever a quarterling is subject to a size modifier or special size modifier for an opposed check (such as Hide), the quarterling is treated as one size smaller if doing so is advantageous to the character. A quarterling is also considered to be one size smaller when "squeezing" through a restrictive space. A quarterling can use weapons designed for a creature one size smaller without penalty. However, the space and reach of a quarterling 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.
  • Mixed Heritage: At first level, a quarterling must choose whether she is considered Halfling or Human for all effects related to race.
  • Automatic Languages: Common and Halfling. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass quarterling takes an experience point penalty, her highest-level class does not count.

Alternate 3.5 FR Timeline

(Under Construction)

The following poses an alternative Forgotten Realms timeline to circumvent most of the changes brought by 4th edition, while at the same time reducing the domineering shadow cast by Mystra's chosen over the setting.
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1385 DR -- Mystra lays dormant in a suspended twilight close to death from Cyric's assassination attempt, and is closely guarded, most notably by Azuth and Selune. Various lesser deities now preside over the different magic schools or portions of the Weave thereof, thereby sharing stewardship over it in Mystra's stead. The unique powers once granted by Mystra to her chosen and faithful are greatly diminished. The forces of magic and the world itself are never beset by the Spellplague and its azure flames. In addition, the Feywild is gradually "rediscovered" by various groups and individuals via emerging fey crossings and occasional worldfalls.

1387 DR -- The Plane of Radiance (Dragon Magazine 321) is "rediscovered".....


Race Revisions and Additions

These entries use the Weapon Groups variant from UA.
Altered and added features are displayed in blue.


HALF-ORCS
  • +2 Strength, -2 Intelligence, -2 Charisma.
    A half-orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, half-orcs have no special bonuses or penalties due to their size.
  • Half-orc base land speed is 30 feet.
  • Darkvision: Half-orcs can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and half-orcs can function just fine with no light at all.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on Intimidate checks.
  • Mixed Heritage: At first level, a half-orc must choose whether he is considered Human or Orc for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Orc. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass half-orc takes an experience point penalty, his highest-level class does not count.

HALF-ELVES
  • Medium: As Medium creatures, half-elves have no special bonuses or penalties due to their size.
  • Half-elf base land speed is 30 feet.
  • Low-Light Vision: A half-elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Exceptional Bond: Each specific companion, familiar, special mount or similar creature gained by a half-elf due to a class feature is often more exceptional than other specimens of its kind, and gains a +2 adjustment to any two ability scores other than Intelligence. Only one such creature per eligible class gains these adjustments.
  • Upbringing: Half-elves may choose to gain 3 extra skill points at first level. Alternatively, they may instead choose to gain proficiency with one of the following weapons groups: Bows, Heavy Blades or Light Blades.
  • +1 racial bonus on any skill check that benefits from one or more synergy bonuses.
  • +1 racial bonus on Concentration, Listen, Search and Spot checks.
  • +2 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +1 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Mixed Heritage: At first level, a half-elf must choose whether she is considered Elf or Human for all effects, prerequisites and abilities related to race.
  • Automatic Languages: Common and Elven. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass half-elf takes an experience point penalty, her highest-level class does not count.

HUMAN
  • Medium: As Medium creatures, humans have no special bonuses or penalties due to their size.
  • Human base land speed is 30 feet.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Bonus feat at 1st level.
  • Automatic Languages: Common and any one other. Bonus Languages: Any (other than secret languages, such as Druidic). See the Speak Language skill.
  • Favored Class: Any. When determining whether a multiclass human takes an experience point penalty, his or her highest-level class does not count.

MOON ELVES (standard elves)
  • +2 Dexterity, –2 Constitution.
  • Medium: As Medium creatures, elves have no special bonuses or penalties due to their size.
  • Elf base land speed is 30 feet.
  • Low-Light Vision: An elf can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. She retains the ability to distinguish color and detail under these conditions.
  • Weapon Group Proficiencies: Elves are proficient with Bows, as well as Light Blades or Heavy Blades.
  • +2 racial bonus on Concentration, Listen, Search, and Spot checks.
  • +4 racial bonus on saving throws against all disease effects, including supernatural diseases.
  • +2 racial bonus on saving throws against paralysis and mind-affecting spells or effects.
  • Immunity to magic sleep effects.
  • Reverie: Elves do not sleep. Elves that trance for 4 hours gain the same benefit a human does from 8 hours of sleep. A creature in trance may make Listen checks with half the penalty that sleeping creatures do (normally -10 for sleeping creatures).
  • Automatic Languages: Common and Elven. Bonus Languages: Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan.
  • Favored Class: Wizard. A multiclass elf’s wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

ROCK GNOMES (standard gnomes)
  • +2 Constitution, –2 Strength.
  • Small: As a Small creature, a gnome gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but he uses smaller weapons than humans use, and his lifting and carrying limits are three-quarters of those of a Medium character.
  • Gnome base land speed is 20 feet.
  • Low-Light Vision: A gnome can see twice 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.
  • Weapon Familiarity: Gnomes proficient with Picks and Hammers are automatically proficient with exotic picks and hammers as well.
  • +3 racial bonus on saving throws made to disbelieve spells or effects.
  • Add +1 to the Difficulty Class of saving throws made to disbelieve spells and effects produced by gnomes.
  • +1 racial bonus on attack rolls against kobolds and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Craft (alchemy) and Listen checks.
  • Automatic Languages: Common and Gnome. Bonus Languages: Draconic, Dwarven, Elven, Giant, Goblin, and Orc.
  • Spell-Like Abilities: 1/day—speak with animals (burrowing mammal only, duration 1 minute). A gnome with a Charisma score of at least 10 also has the following spell-like abilities: 1/day—dancing lights, ghost sound, prestidigitation. Caster level 1st; save DC 10 + gnome’s Cha modifier + spell level.
  • Favored Class: Bard. A multiclass gnome’s bard class does not count when determining whether he takes an experience point penalty.

SHIELD DWARVES (standard dwarves)
  • +2 Constitution, –2 Charisma.
  • Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
  • Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
  • Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
  • +2 racial bonus on Search checks made in areas of rocky, mountainous or underground terrain and in areas constructed of stone.
  • Weapon Familiarity: Dwarves proficient with Axes are automatically proficient with exotic axes as well.
  • Stability: A dwarf in his true form gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
  • +2 racial bonus on saving throws against poison.
  • +2 racial bonus on saving throws against any effect that allows spell resistance.
  • +1 racial bonus on attack rolls against orcs and goblinoids.
  • +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
  • +2 racial bonus on Appraise and Craft checks that are related to stone or metal items.
  • +2 racial bonus on Knowledge (architecture and engineering) checks related to stone.
  • Automatic Languages: Common and Dwarven. Bonus Languages: Giant, Gnome, Goblin, Orc, Terran, and Undercommon.
  • Favored Class: Fighter. A multiclass dwarf’s fighter class does not count when determining whether he takes an experience point penalty for multiclassing.

LIGHTFOOT HALFLINGS (standard halfings)
  • +2 Dexterity, –2 Strength.
  • Small: As a Small creature, a halfling gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
  • Halfling base land speed is 20 feet.
  • Weapon Familiarity: Halflings proficent with Slings and Thrown Weapons are automatically proficent with exotic slings and thrown weapons as well.
  • +2 racial bonus on Climb, Jump, Listen and Move Silently checks.
  • +1 racial bonus on all saving throws.
  • +3 racial bonus on saving throws against fear.
  • +1 racial bonus on attack rolls with thrown weapons and slings.
  • Automatic Languages: Common and Halfling. Bonus Languages: Dwarven, Elven, Gnome, Goblin, and Orc.
  • Favored Class: Rogue. A multiclass halfling’s rogue class does not count when determining whether she takes an experience point penalty for multiclassing.

GHOSTWISE HALFLINGS
Ghostwise halfings gain all the traits of halflings in the PH as well as the following:
  • Ghostwise halfings do not gain the +1 racial bonus to all saving throws that lightfoot halfings do.
  • Naturally Psionic: Ghostwise halflings gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-Like Ability: At will—missive (EPH 121). Manifester level equal to Hit Dice.
  • Favored Class: Barbarian. A multiclass ghostwise halfling’s barbarian class does not count when determining whether she takes an experience point penalty for multiclassing.

STAR ELVES
Star elves gain all the traits of elves in the PH as well as the following:
  • +2 Charisma, -2 Constitution.  These ability adjustments replace those gained by moon elves.
  • Star elves do not gain proficiency with any racial weapon groups.
  • Naturally Psionic: Star elves gain 3 bonus power points at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Otherworldly Touch (Su): By spending 1 power point as a free or immediate action, a star elf may bestow himself and all the gear he possesses with the ghost touch property for a number of rounds equal to 2 + his Hit Dice.
  • Favored Class: Wilder. A multiclass star elf's wilder class does not count when determining whether she takes an experience point penalty for multiclassing.

MOUNTAIN ORCS
  • +4 Strength, -2 Intelligence, -2 Wisdom, -2 Charisma.
    A mountain orc's starting Intelligence score is always at least 3. If this adjustment would lower the character's score to 1 or 2, his score is nevertheless 3.
  • Medium: As Medium creatures, mountain orcs have no special bonuses or penalties due to their size.
  • Mountain orc base land speed is 30 feet.
  • Darkvision: Mountain orcs can see in the dark up to 90 feet. Darkvision is black and white only, but it is otherwise like normal sight, and mountain orcs can function just fine with no light at all.
  • Light Sensitivity (Ex): Mountain orcs are dazzled in sunlight or within the radius of a daylight spell.
  • Weapon Group Proficiency: Mountain Orcs are proficient with any one group of weapons in addition to any others.
  • +2 racial bonus on Intimidate and Survival checks.
  • Automatic Languages: Common and Orc. Bonus Languages: Undercommon, Goblin, Giant, Dwarven, Gnoll.
  • Favored Class: Barbarian. A multiclass mountain orc’s barbarian class does not count when determining whether he takes an experience point penalty.

GOBLIN
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Dexterity, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A goblin’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and goblins can function just fine with no light at all.
  • +4 racial bonus on Climb, Move Silently and Ride checks.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Rogue. A multiclass goblin’s rogue class does not count when determining whether he takes an experience point penalty.
Goblin Racial and Regional Feats:
Treetopper (PGtF 46)

BLUE
  • Humanoid (Goblinoid)
  • -2 Strength, +2 Intelligence, -2 Charisma.
  • Small: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits three-quarters of those of a Medium character.
  • A blue’s base land speed is 30 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and blues can function just fine with no light at all.
  • +4 racial bonus on Move Silently checks.
  • Naturally Psionic: Blue Goblins gain 1 bonus power point at 1st level. This benefit does not grant them the ability to manifest powers unless they gain that ability through another source, such as levels in a psionic class.
  • Psi-like Ability: At will—empathy. Manifester level equals Hit Dice. Charisma-based save DC.
  • Automatic Languages: Common, Goblin. Bonus Languages: Draconic, Elven, Giant, Gnoll, Orc.
  • Favored Class: Psion. A multiclass blue’s psion class does not count when determining whether he takes an experience point penalty.

HOBGOBLIN
  • Humanoid (Goblinoid)
  • +2 Dexterity, +2 Constitution
  • Medium: As Medium creatures, hobgoblins have no special bonuses or penalties
  • Hobgoblin base land speed is 40 feet.
  • Darkvision: Goblins can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and hobgoblins can function just fine with no light at all.
  • Weapon Group Proficiency: Hobgoblins are proficient with any one group of weapons in addition to any others.
  • Bonus feat at first level from the list of fighter bonus feats.
  • +1 racial bonus to natural armor.
  • +4 racial bonus on Move Silently checks.
  • Automatic Languages: Common and Goblin.
  • Favored Class: Fighter. A multiclass hobgoblin’s fighter class does not count when determining whether he takes an experience point penalty.
  • Level Adjustment: +1.
Hobgoblin Racial and Regional Feats:
Battle Hardened (RoS 137)

Warmage Revisions and Feats

------------------------ Class Features ------------------------

Alteration to Spells:
When a warmage gains access to a new level of spells for his class, he automatically knows all spells for that level listed on the warmage's spell list, as well as one evocation spell chosen from the wizard's spell list of that spell level or lower.
etc etc

Alteration to Warmage Edge (Ex): A warmage is specialized in dealing damage with his spells. Whenever a warmage casts a spell that deals hit point damage, he adds a bonus to the damage dealt equal to the spell's level plus his Intelligence bonus (if any). For instance, if a 5th-level warmage with 17 intelligence casts fireball (a 3rd level spell), he deals 5d6 points of damage normally, plus an extra 6 points of damage due to his warmage edge. The bonus from the warmage edge special ability applies only to spells he casts as a warmage, not to those he might have by virtue of levels in another class.
etc etc

Loses: All Advanced Learning class features

------------------------ Feats ------------------------

CONSISTENT EDGE
Your ability to inflict damage with your spells is more consistent.
Prerequisite: Ability to cast arcane spells that benefit from the Warmage Edge class feature
Benefit: When rolling damage for a spell that benefits from your Warmage Edge class feature, you may reroll any natural result of 1 on any number of hit point damage dice. You must keep the result of each reroll, even if it is another 1.

RESONATING EDGE
Your ability to overcome spell resistance is particularly potent.
Prerequisite: Ability to cast arcane spells that benefit from the Warmage Edge class feature
Benefit: When casting a spell that benefits from your Warmage Edge class feature, you may roll your caster level check to overcome spell resistance twice and keep the better result.

HARD EDGE
Your spells momentarily infuse your body with arcane energies, protecting it from harm.
Prerequisite: Ability to cast arcane spells that benefit from the Warmage Edge class feature
Benefit: Whenever you successfully cast a spell that benefits from your Warmage Edge class feature, you gain temporary hit points equal to that spell's level plus your intelligence bonus (if any) to a maximum equal to your caster level. These hit points last for 1 round. Hit points gained from multiple uses of this ability do not stack, only the highest value remains.

House Rules and Custom Errata

(NPCs and Opponents Equally Entitled)

  • A spell or effect that involves part of its user's body when produced, may have its point of origin marked anywhere within that creature's reach with regard to that body part.
  • Autohypnosis added to skill list for Monks, Ninjas and Swordsages.
  • Two non-epic feats can be taken in place of one epic feat.
  • Spells and effects such as time stop, temporal stasis, haste and slow are to be given the "Time" descriptor. (so that new spells can be introduced that counteract them on the basis of the descriptor)
  • The "Curse" descriptor should be included with spells that apply curses, for the same reason.
  • Applying the Persistant Spell feat to a spell adds 24 hours to its duration, instead of changing it to 24 hours.
  • Celerity, greater celerity and lesser celerity (PH2) are removed from play.
  • Gate has its casting time increased to 1 round, and its exp cost is changed to 100 exp per HD of the creatures called.
  • Shivering touch and lesser shivering touch (Frostburn) are removed from play.

Champions of Valor, page 111
The Knight of the Weave spellcasting feature is altered to revise the following excerpt: "Your caster level for your knight spells is equal to your knight class level plus any other arcane caster levels you may have."
The revision reads as follows: "When determining the caster level for these spells, you may add your knight of the weave class levels together with every other class level that advances some kind of arcane spellcasting."

Complete Scoundrel, page 79
The Master Spellthief feat is altered to revise the following excerpt: "Your spellthief and arcane spellcaster levels also stack when determining your caster level for all arcane spells."
The revision reads as follows: "When determining the caster level for any arcane spell you cast, you may add your spellthief class levels together with every other class level that advances some kind of arcane spellcasting."

Dragon Magazine 325
The Theurgic Specialist feat is altered to revise the following excerpt: "When casting a spell from your specialist school (off the spell list of any spellcasting class you have), you can add together the caster levels of all your spellcasting classes to determine your caster level."
The revision reads as follows: "When determining the caster level of spells from your specialist school (using the spellcasting feature gained from any of your classes), you may add together every class level that advances some kind of spellcasting."

Eberron Campaign Setting, page 23
Warforged gain the following gain the following special quality:
"Climate Tolerant (Ex): Warforged suffer little harm from environmental extremes of heat or cold. They do not have to make Fortitude saves in extreme environments between –20° and 140° F (severe cold to severe heat). This ability does not provide any protection from fire or cold damage. This ability counts as if a warforged had the Cold Endurance and Heat Endurance feats for purposes of fulfilling prerequisites for other feats or prestige classes."

Epic Level Handbook, page 63
Remove the "Special:" portion of the Multispell epic feat. The feat may no longer be taken more than once.

Epic Level Handbook, pages 71 to 102
Any portion of text that mentions "final Spellcraft DC" is amended as follows:
"The final Spellcraft DC of any given epic spell, must match or exceed the single highest Base Spellcraft DC found among the seeds it incorporates."

Heroes of Battle, page 97
The Guerilla Scout feat is amended as follows:
"Special: A fighter may select Guerilla Scout as one of his fighter bonus feats."

Heroes of Battle, page 97
The Guerilla Warrior feat is amended as follows:
"Special: A fighter may select Guerilla Warrior as one of his fighter bonus feats."

Lost Empires of Faerûn, page 44
The Seed: Mythal is amended as follows:
"Mythals are unique. Any epic spell that is developed to incorporate the mythal seed, may only have one instance of itself in effect at any one time. Only the most recent casting applies."

Players Handbook, page 189
The Eschew Materials feat is amended as follows:
"Special: This feat may count as a metamagic feat for the purpose of bonus feat selection and meeting any requirement or prerequisite."

Serpent Kingdoms, page 80
Sarrukh gain the following special quality:
"Archetypal Shape: No other creature can polymorph or shapechange themselves (or anyone else) into a sarrukh's shape, or anything approximating it."

Eredar Race

Inspired from the Eredar and Draenei of World of Warcraft.

DRAENEI EREDAR
  • Humanoid (Eredar): Eredar are humanoid creatures, despite their eyes, horns, tails, hooves and skin tones. Eredar have access to the following feats: Gift of Tongues (RoF 163) and Otherworldy (PGtF 41).
  • +2 Wisdom, -2 Dexterity
  • Medium: As Medium creatures, eredar have no special bonuses or penalties due to their size.
  • Eredar base land speed is 30 feet.
  • Low-Light Vision: Eredar 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.
  • +1 racial bonus on all Knowledge checks.
  • +2 racial bonus on Balance and Jump checks. An eredar's small tail helps him maintain his balance, while his leg structure provides added leaping power.
  • +2 racial bonus on any Appraise or Craft check related to crystals and gems.
  • Shadow Resistance: +1 racial bonus to saving throws against curses, death effects, energy drain, fear, negative energy effects and necromancy spells and effects.
  • Naaru's Gift (Su): Once per day as a free or immediate action, a draenei eredar may grant a willing creature within 120 feet and line of effect, a supernatural effect that causes it to regain 1 hit point each round for 3 rounds, starting when this ability is used. For every 3 Hit Dice possessed by the draenei eredar, the hit points regained each round increases by 1. This effect functions the same for all creature types.
  • Heroic Legacy (Ex): Three times per day, before knowing the result, a draenei eredar may gain a +1 dodge bonus to AC against a single attack roll, or add a +1 bonus to a single attack roll, saving throw, opposed check, physical ability check, physical skill check or Concentration check they make. For every 5 Hit Dice possessed by the draenei eredar, this ability can be used an additional time per day. This ability may only be used once for any given roll.
  • Automatic Languages: Common and Eredun. Bonus Languages: Draconic, Celestial, Infernal, Abyssal, Orc, Undercommon.
  • Favored Class: Cleric or Wizard. A multiclass draenei eredar's cleric or wizard class does not count when determining whether he takes an experience point penalty for multiclassing.
Eredar age according to the following progression:
Adult @ 100 // Middle Aged @ 250 // Old @ 400 // Venerable @ 550 // Maximum Age ----

Draenei Eredar Racial and Regional Feats:
Education (PGtF 38), Fearless (PGtF 38), Lightbringer (RoF 166) and Strong Soul (PGtF 44)


MAN'ARI EREDAR

Man'ari Eredar possess all the traits of Draenei Eredar except as follows:
  • +2 Charisma, -2 Dexterity.  These ability adjustments replace those of the Draenei Eredar.
  • Fel Affinity: +2 racial bonus to saving throws against fire and poison. This replaces the Shadow Resistance ability gained by Draenei Eredar.
  • Man'ari Eredar do not get the Naaru's Gift or Heroic Legacy abilities that Draenei Eredar get.
  • Fel Might (Su): Once per day as a free or immediate action, a man'ari eredar may gain a +2 bonus to Dexterity and a +1 size bonus to natural armor. In addition, they also increase in size as though affected by enlarge person. This effect lasts 2 rounds + 1 round per Hit Die.
  • Fel Bloodsurge (Ex): Once per day as a free or immediate action, a man'ari eredar may gain a number of temporary hit points equal to his Hit Dice. This effect lasts 3 rounds.
  • Favored Class: Warlock or Sorcerer. A multiclass man'ari eredar's warlock or sorcerer class does not count when determining whether he takes an experience point penalty for multiclassing.
Man'ari Eredar Racial and Regional Feats:
Bloodline of Fire (PGtF 35), Dreadful Wrath (PGtF 38), Forgeheart (PGtF 39), Infernal Bargainer (RoF 165) and Mind Over Body (PGtF 41)

Agent Arcanist PrC


Both "lorescour" and intelligence operative, the agent arcanist possesses penchants for pervasive insight, self-sufficiency and interpersonal efficacy. The covert use of magic is a cornerstone of their trade, as they often do better to go about their business undiscovered. While research and development are still important to an agent arcanist, advancing the agenda of a larger cause, entity or sovereign power often comes first.
  When not out on assignment, agent arcanists are often charged with housing, processing, cataloging, maintaining and protecting the collective lore and intelligence records of a given realm or organization. As such, most find it necessary to gain quick and efficient access to many of the spells needed to fulfill this responsibility.
  More experienced agent arcanists who are sent far afield on various missions, often find it essential to stay in contact with their colleagues and superiors, especially under conditions where most divination, scrying and/or telepathy effects are being monitored or disrupted by one or more potentially hostile individuals. In this case, many simply expand on existing methods, attuning themselves to a number of spells related to acoustic manipulation and message transmission.
  The most experienced of agent arcanists, possess the ability to relocate the staff and contents of an entire library, armory, workshop, treasure vault or command bunker inside of two minutes. Provided there is sufficient space at the new location for everyone and everything involved, the affected objects arrive in the same arrangement they possessed when first removed from the old location.
  While any class capable of casting arcane spells can follow this path, the skills required are most easily met by bards, beguilers and of course, wizards. Expanded access to different spells makes this path somewhat appealing for sorcerers and warmages, while the low hit dice and attack bonus tends to deter most assassins, duskblades and hexblades. Elves, gnomes, half-elves and humans are among the most common races to be counted among those who follow the path of the agent arcanist.

ENTRY REQUIREMENTS
To qualify to become an agent arcanist, a character must fulfill all the following criteria.
Skills: Bluff 1 rank, Concentration 4 ranks, Knowledge (arcana) 9 ranks, Knowledge (local) 4 ranks, Knowledge (one or more others) 4 total ranks, Sense Motive 1 rank, Spellcraft 9 ranks
Feats: Eschew Materials as well as one of the following;
  Altertness, Guerrilla Scout (HoB 97) or Quick Reconnoiter (CAd 112).
Spells: Ability to cast 3rd-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +0 +0 +2 Descry,
Subtle Magic
+1 level of existing arcane spellcasting class
2nd +1 +0 +0 +3 Bonus Feat +1 level of existing arcane spellcasting class
3rd +1 +1 +1 +3 Lorekeeping +1 level of existing arcane spellcasting class
4th +2 +1 +1 +4 Bonus Feat +1 level of existing arcane spellcasting class
5th +2 +1 +1 +4 Whispercraft +1 level of existing arcane spellcasting class
6th +3 +2 +2 +5 Evacuate,
Relocate
+1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (4 + Int modifier per level): Appraise, Bluff, Concentration, Craft, Decipher Script, Diplomacy, Disguise, Forgery, Gather Information, Hide, Knowledge (all skills, taken individually), Listen, Move Silently, Perform, Profession, Ride, Search, Sense Motive, Sleight of Hand, Speak Language, Spellcraft, Spot, Survival and Use Magic Device.

CLASS FEATURES
All the following are class features of the agent arcanist prestige class.
Weapon and Armor Proficiency: Agent arcanists gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an agent arcanist, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in an arcane spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other class feature a character of that class would have gained. If you had more than one spellcasting class before becoming an agent arcanist, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Descry (Ex): An agent arcanist can access knowledge in the same manner as a bard can. This ability functions like the bardic knowledge ability, except that the bonus for the check equals the character's agent arcanist level + her Int modifier. If the agent arcanist has another such lore ability from another source (such as bard or loremaster levels), her agent arcanist levels stack with levels of all other classes that grant such an ability for the purpose of Descry checks.
Subtle Magic (Su): The spells and spell-like abilities cast by an agent arcanist often don’t register to divination magic. If a divination is attempted against one of her spells or spell-like abilities, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 15 + her caster level. The subtle magic class feature covers only the agent arcanist's spells and spell-like abilities; any magic items she possesses still register normally to detect magic and other spells.
Bonus Feats: At 2nd level, and again at 4th level, the agent arcanist may select any feat for which she meets the prerequisites, as a bonus feat.
Lorekeeping (Ex): Upon reaching 3rd level, an agent arcanist gains a free Skill Focus feat in any one Knowledge skill. In addition, she may cast any of the following spells (as an arcane spell) as if she were using a runestaff (except there is no daily use limit for each spell, and she's not limited to those that appear on her class spell list), by expending a prepared arcane spell or arcane spell slot of the same level or higher.

alarm
alarm, greater (SpC 8)
amanuensis (SpC 9)
antipathy
arcane mark
arcane seal (S:CoT 168)
attentive alarm (CM)
augment object (SB)
candlelight (GW)
cleansing sweep (new spell below)
comprehend languages
darsson's cooling breeze (ShS)
detect fire (Fr)
essence of lead (new spell below)
fireward (SpC 94)
force ladder (SpC 97)
ghost lantern (CM 106)
glowing orb (SpC 106)
guards and wards
hardening (SpC 109)
hold portal
instant search (SpC 124)
knock
light
low-light vision (SpC 134)
mage hand
mage's private sanctum
magecraft (ECS 113)
make whole
mending
open/close
prestidigitation
quench
read magic
scholar's touch (RoD 167)
secret page
servant horde (SpC 182)
spontaneous search (SpC 204)
suppress glyph (SpC 216)
tongues
transcribe symbol (SpC 221)
unseen crafter (RoE 191)
unseen servant
waterproofing (new spell below)

Whispercraft (Ex): Upon reaching 5th level, an agent arcanist can whisper the verbal components of the spells she casts (see PH 78 for the Listen skill). In addition, she may cast any of the following spells in the same manner as those listed under her Lorekeeping ability. When she does so, any limits on the number of words that can be delivered as part of that spell's effect are doubled.

doublespeak (CM)
echo skull (SpC 77)
forest voice (CC)
interplanar message (SpC 124)
message
sculpt sound
secret signs (CAr 121)
sending
silence
silent portal
speak to allies (SpC 197)
speaking stones (MoE 102)
speechlink (SpC 198)
summoning wind (CAr 124)
suppress silence (new spell below)
ventriloquism
whispercast (LoM 129)
whispering sand (Sa)
whispering wind
zone of silence

Evacuate (Ex): Starting at 6th level, an agent arcanist can cast mage's magnificent mansion in the same manner as any spell listed under her Lorekeeping ability, except that doing so increases the spell's casting time to 1 minute.
  When casting that spell in this manner, the agent arcanist may also target any number of unattended objects that lie within the spell's range, and by means of teleporation, arrange them inside the mansion as she desires, amongst any other objects normally provided by the spell itself. Exercising this option adds the teleportation descriptor the spell. An intelligent magical item targeted may attempt a Will save to prevent itself from being affected (as if the spell allowed a save).
  Any food, drink, servants and furnishings normally provided by the spell, are limited by the mansion's remaining space after all the affected objects are placed inside. Objects that won't fit inside remain unaffected, and objects targeted in excess of the mansion's spatial capacity are excluded on the basis of fitting the greatest number of targeted objects inside.
  When the spell ends by any means, all affected objects that remain unattended inside the mansion are returned to their original locations, orientations and arrangements, relative to one another and the mansion's entrance (or as close as possible with regard to areas already occupied). Effects that block or disrupt teleportation, cannot alter where the affected objects end up when the spell ends.
Relocate (Ex): Starting at 6th level, an agent arcanist can cast gate in the same manner as any spell listed under her Lorekeeping ability, but only for the purpose of planar travel.
  If she casts gate in this manner while within a mage's magnificent mansion, and if the spell can function on both sides of the mansion's existing entrance, then she may instantaneously replace that entrance with a new one. This new entrance may open to any exact location that the agent arcanist has previously visited, be it on the same plane or any other, even a demiplane. The extradimensional space of the mansion is always linked to the plane its entrance opens to and when the entrance is opened, those within can use it as a window to look into the plane that lies beyond, before they decide to exit the mansion.
  If this new entrance would open to a location that is occupied by a solid object, or to a location where a gate spell cannot function, the new entrance opens to the nearest accessible unoccupied location on the intended plane. If no such location exists, the new entrance opens to the same location (and plane) as the old entrance. This ability can be used more than once should the mansion's entrance open to a location that proves less than desirable, at least until the mansion's duration expires.

AGENT ARCANISTS IN FAERUN
Several of the sarrukh liches sealed away in what remains of Oreme, such as the Terraseer, are rumored to have been the first on toril to have developed these kind of methods in an effort to conceal their activities from the phaerimm (and the netherese).
  Individuals such as these are also rumored to have emerged among the elves of Cormanthyr and Eaerlann under the shadows cast by Netherese Empire. What is unknown however, except to a very few elves and gnomes associated with the Trail of Mists and the acquisition of one set of Nether Scrolls from the netherese in the year DR -3095, is that many of them were essential to those operations, and that a few of the gnomes of Songfarla have adopted their methods and techniques over the ages.
  A few among the Imsakari who survived the fall of their empire in -2488, could attribute their survival to utilizing similar techniques of covert magic use to conceal themselves from the god-kings of the mulan people and their minions.
  A few of the staff at Candlekeep are known to be capable of methods similar to the ones practiced by agent arcanists, using them to protect and maintain the structure and its contents.

New Spells

Cleansing Sweep
Transmutation
Level: Brd 1, Clr 1, Pal 1, Sor/Wiz 1
Components: V, S, F
Casting Time: 1 minute
Range: Medium (100 ft. + 10 ft./level)
Area: One 20-ft-cube/level (S)
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: No

All non-magical dust, dirt, ashes, soot, sand, stains, debris and dead materials are removed from all creatures and objects in the area as if by prestidigitation, and are carried into the focus of this spell by telekinetic forces. A creature can attempt a Will save to prevent this spell from affecting them and their gear.
Focus: A container or bag capable of carrying the affected materials.

Essence of Lead
Abjuration
Level: Sor/Wiz 6
Components: V, S
Casting Time: 30 minutes
Range: Medium (100 + 10 ft./level)
Target: 25-cu-ft/level worth of objects and materials and made of ceramic, coral, fabric, glass, leather, metal, paper, stone, textiles, wood and/or any other similar substance
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

For the purpose of blocking divination spells and effects, the affected objects and materials are treated as though they were made of lead.

Suppress Silence
Abjuration
Level: Brd 2, Clr 3, Sor/Wiz 3
Components: S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Area: 20-ft.-radius spread centered on a creature, object or point in space
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless): see text or none (object)
Spell Resistance: Yes; see text or no (object)

The first time magical silence from any one source, makes contact with this spell's effect, it must succeed at a caster level check (DC 1d20 + caster level) against a DC of 15 + your caster level, or be suppressed whenever and wherever the two effects overlap, for as long as both may last.  However, if the check succeeds, that particular zone of magical silence remains unaffected by the instance of this spell against which it made the check, no matter how many times they meet.
  An unwilling creature can attempt a Will save to negate this spell and can use spell resistance, if any. Items in a creature’s possession receive the benefits of saves and spell resistance, but unattended objects and points in space do not.

Waterproofing
Transmuation
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 + 10 ft./level)
Area: One 20-ft-cube/level (S)
Targets: Any number of objects within the area of effect
Duration: 1 day/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Affected objects within the area of effect now remain perfectly dry, repelling and shedding all forms of moisture from within and without. An affected object can be completely submerged in water and remain perfectly dry. Wizards often use this spell to protect their books and scrolls from water damage.
  Waterproofing can be made permanent for one object by using a permanency spell.