Revised Martial Maneuvers

The initial versions of the following martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. This sample is still incomplete.

Fiery Assault
Desert Wind (Stance) [Fire]
Level: Swordsage 5
Prerequisite: Two Desert Wind maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Waves of intense heat limn you and your weaponry, simmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of fire damage. This stance is a supernatural ability.

Entangling Blade
Devoted Spirit (Strike)
Level: Crusader 3
Prerequisite: One Devoted Spirit maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
You hack into your foe’s limbs, forcing its movement to slow and resolution to falter.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 1d6 + your initiator level. In addition, provided your target is dealt damage from this attack, all of its extraordinary movement speeds are reduced by half until the end of its next turn, during which time it cannot run or charge.

Foehammer
Devoted Spirit (Strike)
Level: Crusader 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You pour great fervor into an attack that goes unhindered by any resistance to harm your opponent might have to offer.

As part of this maneuver, you make a single melee attack. If it hits, this attack automatically overcomes the target's damage reduction and deals extra damage equal to 1d6 + your initiator level.

Martial Spirit
Devoted Spirit (Stance)
Level: Crusader 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You capture the momentum of your fighting spirit, so you may later channel it towards recovery.

While you are in this stance, you gain 1d4 momentum points each time you make a successful melee attack that deals damage to an opponent posing a threat to you or your allies in some direct or immediate way.
    Momentum points are cumulative, but they expire all at once for a given creature when it fails to gain more of them for a consecutive number of rounds equal to 10 + its initiator level + its Charisma modifier. As a standard action that does not provoke attacks of opportunity, a creature with momentum points may spend any number of them to restore an equal number of hit points in themselves or another single creature they touch. Momentum points cannot be spent in excess of what it takes to restore a creature to its full normal maximum hit point total.

Iron Heart Endurance
Iron Heart (Boost)
Level: Warblade 6
Prerequisite: Two Iron Heart maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You push aside the pain of your injuries and fight on past mortal limits.

You recover 1d4 hit points per initiator level. Upon recovering these hit points, those that carry your current total of actual hit points above half your normal maximum, are instead gained as temporary hit points that last for 1 round.

Leaping Dragon Stance
Tiger Claw (Stance)
Level: Swordsage 3, Warblade 3
Prerequisite: One Tiger Claw maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
The state of your relationship with gravity improves by leaps and bounds.

You may enter this stance only when you are upon a firm surface that you can jump from without penalty. While you are in this stance, you may reroll each Jump check once, and keep the best result. In addition, you may use your Dexterity or Strength modifier for any Jump check you make, and all jump checks you make are considered running jumps. Any falling damage you suffer while in this stance is reduced by half and rounded down.

Rabid Bear Strike
Tiger Claw (Strike)
Level: Swordsage 5, Warblade 5
Prerequisite: Two Tiger Claw maneuvers
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As rabid wolf strike, except this strike deals extra damage equal to 10d6 + your initiator level.

Rabid Wolf Strike
Tiger Claw (Strike)
Level: Swordsage 2, Warblade 2
Initiation Acton: 1 standard action
Range: Melee attack
Target: One creature
You drop your guard a little to make a powerful lunge attack against a nearby opponent.

As part of this maneuver, you make a single melee attack. You gain a +4 bonus on this attack roll and if it hits, it deals extra damage equal to 2d6 + your initiator level. After finishing this maneuver, you also suffer a -4 penalty to AC until the start of your next turn, as you are taken off balance.

Battle Leader's Charge
White Raven (Strike)
Level: Crusader 2, Warblade 2
Prerequisite: One White Raven maneuver
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
You rush an opponent with elusive alacrity and attack with calculated momentum.

As part of this maneuver, you charge an opponent. You do not provoke attacks of opportunity for moving as part of this charge. If your charge attack hits, it deals extra damage equal to 2d6 + your initiator level.

War Leader's Charge
White Raven (Strike)
Level: Crusader 5, Warblade 5
Prerequisite: Two White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 8d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -1 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

War Master's Charge
White Raven (Strike)
Level: Crusader 8, Warblade 8
Prerequisite: Three White Raven maneuvers
Initiation Acton: 1 full-round action
Range: Melee attack
Target: One creature
Duration: 1 round
You rush an opponent with elusive alacrity and attack with calculated momentum, briefly unbalancing them upon success.

As battle leader's charge, except that a successful charge attack deals extra damage equal to 14d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it suffers a -2 penalty to attack rolls, skill checks, ability checks, AC and Reflex saves for 1 round.

White Raven Hammer
White Raven (Strike)
Level: Crusader 7, Warblade 7
Prerequisite: Three White Raven maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: 1 round
You deliver a powerful blow capable of knocking your foe senseless.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 3d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it is also dazed for 1 round.

White Raven Strike
White Raven (Strike)
Level: Crusader 4, Warblade 4
Prerequisite: One White Raven maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
You aim a well placed attack that seeks to expose your opponent to attack from others nearby.

As part of this maneuver, you make a single melee attack. If it hits, this attack deals extra damage equal to 2d6 + your initiator level. In addition, provided your target is dealt damage from this attack, it instantly provokes an attack of opportunity from every other creature that currently threatens it.

New Martial Maneuvers

The initial body of published martial maneuvers can be found in the 3.5 manual entitled Tome of Battle: The Book of Nine Swords. The following sample of maneuvers are drafted here to offer additional options and flexibility.

Spellbreaking Strike
Diamond Mind (Strike)
Level: Swordsage 4, Warblade 4
Prerequisite: One Diamond Mind maneuver
Initiation Acton: 1 standard action
Range: Melee
Target: One creature or object
You briefly limn yourself in a layer of disruptive ki energy as you attack an opponent, bypassing and possibly negating various forms of magic protecting that opponent.

As part of this maneuver, you make a single melee attack. This attack ignores any bonuses to AC the target might have from ongoing spells and spell-like abilities in effect upon it and its possessions. If this attack hits and deals damage to the target, you instantly and automatically dispel all ongoing spells and spell-like abilities in effect upon it and its possessions, which grant a bonus to AC.

Iron Heart Vitality
Iron Heart (Boost)
Level: Warblade 3
Prerequisite: One Iron Heart maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: 1 round
You momentarily gird yourself with a rush of vital energy and tolerance to harm.

You gain 1d4 temporary hit points per initiator level, which last for 1 round.

Blackfrost Barrage
Shadow Hand (Stance) [Cold]
Level: Swordsage 5
Prerequisite: Two Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
A thin layer of frost forms upon you and your weaponry, glimmering malevolently.

While you are in this stance, every melee attack you make deals an extra 1d6 points of cold damage. This stance is a supernatural ability.

Freezing Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 4
Prerequisite: One Shadow Hand maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice shards swarm about you and bond to the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Glacial Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 7
Prerequisite: Three Shadow Hand maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Particles of frozen atmosphere, weave misty trails in the wake of your attacks.

For the rest of your turn, your melee attacks deal extra cold damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Grace Incarnate
Shadow Hand (Stance)
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
You achieve a state of increased bodily awareness, enabling you to better coordinate your movements.

While in this stance, you may reroll each Dexterity-based skill check once, and keep the best result.

Shivering Blade
Shadow Hand (Boost) [Cold]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ice particles form to flurry about you, gathering in the wounds you score upon your foes.

For the rest of your turn, your melee attacks deal extra cold damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Discharging Torrent
Storm Scion (Stance) [Electricity, Sonic]
Level: Swordsage 8
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: Stance
Electricity pulsates through you and your weaponry, thrumming malevolently.

While you are in this stance, every melee attack you make deals an extra 1d4 points of electricity damage and an extra 1d4 points of sonic damage. This stance is a supernatural ability.

Flash Bang Breach
Storm Scion (Strike) [Light, Sonic]
Level: Swordsage 1
Initiation Acton: 1 standard action
Range: As weapon (see text)
Target: One creature
Area: 20-ft.-radius burst centered on target (see text)
Duration: 1 round
You focus your ki into an attack that hits with the sight and sound of the coming storm.

As part of this maneuver, you make a single melee attack. Alternatively, you can instead choose to make a single ranged attack by throwing any weapon associated with the Storm Scion discipline. If this attack hits and deals damage to the target, that creature and any flat-footed creatures within the area of effect, become dazzled and deafened for 1 round. This maneuver is a supernatural ability.

Howling Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Muted echoes rumble about you to unhinge upon your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Lightning Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Bolts of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Pandemonium Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 7
Prerequisite: Three Storm Scion maneuvers
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Cacophonous curtains of energy lie in wait about you, to break through your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 3d6 + your initiator level. This maneuver is a supernatural ability.

Roaring Blade
Storm Scion (Boost) [Sonic]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Fierce vibrations thrum about you and crash into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra sonic damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Shocking Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 4
Prerequisite: One Storm Scion maneuver
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Ribbons of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 2d6 + your initiator level. This maneuver is a supernatural ability.

Zapping Blade
Storm Scion (Boost) [Electricity]
Level: Swordsage 1
Initiation Acton: 1 swift action
Range: Personal
Target: You
Duration: End of turn
Threads of electricity jump about you and arc into your foes as you strike them.

For the rest of your turn, your melee attacks deal extra electricity damage equal to 1d6 + your initiator level. This maneuver is a supernatural ability.

Deep Imaskari Revision

This deep imaskari revision focuses on their desire to remain hidden, elusive and secretive, both by practice and successive alterations to their physiology over time. They've also been given a penchant for being more self-sufficient, due to having fewer practitioners of divine magic to rely upon within their private, less diverse communities. Their previous Spell Clutch racial feature could only be used by spellcasters with spell slots, so I replaced it with a feature that works for characters regardless of their chosen class levels.

DEEP IMASKARI (link)
  • Humanoid (Human): Despite their marble and granite skin tones, deep imaskari are humanoids with the human subtype.
  • +2 Intelligence, –2 Dexterity: Deep Imaskari are bright and quick to learn arcane lore, but they lack the balance and agility of most other humanoid races.
  • Medium: As Medium creatures, deep imaskari have no special bonuses or penalties due to their size.
  • Deep imaskari base land speed is 30 feet.
  • Low-Light Vision: Deep imaskari 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.
  • Nondetection (Su): Deep imaskari have a continuous nondetection ability, as if each of them had cast the spell upon him or herself, as a wizard with an effective caster level equal to their Hit Dice.
  • +4 racial bonus on saving throws against divination and mind-affecting spells and effects, as well as any others that might affect one or more mental ability scores, those that offer control of the subject's actions, and those that provide information from or about the subject.
  • +2 racial bonus on Hide checks, which improves to +4 underground.
  • +2 racial bonus on Escape Artist, Heal, Move Silently and Survival checks.
  • Automatic Languages: Common and Roushoum. Bonus Languages: Aquan, Draconic, Dwarven, Elven, Terran, Undercommon.
  • Favored Class: Wizard. A multiclass deep imaskari's wizard class does not count when determining whether she takes an experience point penalty for multiclassing.

Deep Imaskari Height:
[ 4'10" ][ +2d10" ] (Male)
[ 4'5" ][ +2d10" ] (Female)
Deep Imaskari Weight:
[ 120 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Male)
[ 85 lbs. ][ +1d6 lbs. for each additional inch rolled ] (Female)
Deep Imaskari age according to the following progression (in years):
Adult @ 20 // Middle Aged @ 60 // Old @ 120 // Venerable @ 200 // Maximum Age +4d%

The Imaskari Enclaves

Since the fall of the old Imaskar Empire on the world of Toril and the subsequent founding of Deep Imaskar far beneath its surface, some of the deep imaskari (revision) have been covertly scrying upon and expanding to other planets using powerful portal terminals as a means of transportation. Each of these devices are capable of establishing a two-way portal with almost any other observed or visited location that isn't properly warded or subjected to adverse magical conditions, be it on another plane or planet. The portal magic of the imaskari has its roots in the reverse engineering of ancient batrachi devices that they first discovered starting sometime between -8,100 and -8,000 DR. Upon traveling to each of these distant, often untamed worlds, the imaskari quickly established a well warded, concealed and sustained subterranean settlement for which they soon built at least one other portal terminal, eventually creating a vast network throughout the cosmos.

The imaskari arcanists always establish perpetual wards (mythals) using potent ritual magic to cover each enclave, helping sustain the populace, reinforcing the structures and protecting the area against both divination and undesired intrusion. In addition, extensive numbers of interconnected magic circles, and monoliths inscribed with powerful diagrams, are also used to the same effect.

Beneath magically altered and carefully attended bio-luminescent oak trees, potent earth nodes permeate the centers of nearly every imaskari enclave. These nodes help gather and amplify leyline energies drawn from the living subterranean depths of the host planet, as well as from the ethereal vapors and protomatter that lie along the local planar veils. Citizen spellcasters and psions alike, often train to make good use of these nodes to help them amplify and modify their capabilities.

Imaskari enclaves also use permanent extra-dimensional spaces, to expand the interior of various structures and chambers, making the most of their often limited subterranean environments. They also supplement the available space with modest demiplanes, created with controlled environments suitable for cultivating a variety of plants and livestock found throughout the cosmos.

The above summary is written for the purpose of being inserted into a typical medieval high-fantasy setting and does not account for the level of technology available with more advanced settings in which the Imaskari Enclaves might appear, or how said technology might mingle with their existing magical disciplines. Additional links regarding these enclaves can be found in the Imaskari Index.

New Spells

Solid Undertow
Transmutation
Level: Druid 9
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: Four 10-ft.-square solid surfaces / level (S)
Duration: 1 round/level and Instantaneous (D) (see text)
Saving Throw: Will negates
Spell Resistance: Yes

Creatures upon the affected surfaces are pulled through them to another location on the same body of solid matter.

While this spell lasts, each creature that touches one of the affected surfaces must make a Will save or be instantaneously transported in an unbroken path through solid matter to another locale you designate on the same body of solid matter, as if affected by master earth (SpC 139). If no such path exists between an affected surface and the designated location, that surface is not affected.
When this spell is first cast, creatures closest to the point of casting are affected first. Each creature affected after the first, appears in a random space located 5 x 1d6 feet away from the creature affected just before it, in a way that doesn't break line of sight between them. If that space is occupied, then it is shunted harmlessly to the nearest unoccupied space that can accommodate it, without breaking its line of sight with the creature affected just before it.
An unwilling creature that makes its Will save, cannot be affected by that same casting of this spell while it lasts, unless they choose to be.

Elan Revision

Elan are not born, they are made. Living humans are selected from a pool of applicants and screened by a special elan council. Those who pass muster undergo a secret psionic process in one of several hidden elan enclaves, where they abandon their humanity for a new, psionically energized existence. Thus, elans don't reproduce biologically, but rather psionically, through a mysterious psionic ritual known only to elans. Even then, their children are usually already fully formed human adults. Nonhuman elans are never created, and it could be that the ritual simply doesn't work for any creatures that weren't originally human.

ELAN
  • Elans retain the appearance, size, speed, ability scores, languages and favored class they possessed before their transformation, but lose the humanoid type and all other traits of their former base race.
  • Aberration: Despite their human appearance, elans are aberrations and thus not subject to spells and effects that affect only humanoids, such as charm person or dominate person.
  • -2 Charisma. Elans typically find themselves preoccupied with their altered state of being.
  • Low-Light Vision: An elan 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.
  • Darkvision: Elan can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and elans can function just fine with no light at all.
  • Naturally Psionic: Elans gain 2 bonus power points. 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.
  • Resistance (Su): Elans can use psionic energy to increase their resistance to various forms of attack. As an immediate action, an elan can spend 1 power point to gain a +4 racial bonus on saving throws until the beginning of her next action.
  • Resilience (Su): When an elan takes damage, she can spend power points to reduce its severity. As an immediate action, she can reduce the damage she is about to take by 2 hit points for every 1 power point she spends.
  • Repletion (Su): An elan can sustain her body without need of food or water. If she spends 1 power point, an elan does not need to eat or drink for 24 hours.
  • Reverie: Elan do not sleep. Elans 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).
  • Additional Favored Class: Psion. In addition to their original favored class, a multiclass elan’s psion class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +0.



Elan Height & Weight:

Elan retain the height and weight the possessed before their transformation.
Elan age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 400 // Venerable @ 1,000 // No Maximum Age
Humans that undergo the process to become an elan, emerge as individuals at the start of their current age category.

The Nord of Caledon


The nord are a type of human found primarily on the world of Caledon, and are currently the dominant race within the Caledonian Empire. While they have many similarities with normal humans, there are some distinct differences. The nord stand between 6' to 8' tall, have pale blue markings over most of their bodies, and are highly gifted in magic. The nord however prefer the warrior skills to magic, and few nord are known to focus solely on magic. They are natural warriors, and because of this warrior nature, they retain their youthful appearance their entire lives, only showing aging when they are advanced in age. Another difference in the nord from normal humans is their lifespan. While humans can live a little over 100 years in an advanced society, the nord have been known to reach ages of 600 years. Not even the nord themselves know their true lifespan, as most nord die between their fourth and fifth centuries of life. This is caused mainly by condition that is common for all nord, and it is known as the Warrior's Fate. When this condition occurs, affected nord disappear into the most dangerous regions of the planet their own, and very few are heard from again. It has been speculated that the longing to revisit past glories drives them to seek untold perils, and this is one reason why the nord are fewer in number than typical humans.

NORD
  • Humanoid (Human): Despite their extraordinary stature and improved faculties, nord are humanoids with the human subtype.
  • +6 Strength, -2 Dexterity, +4 Constitution, +2 Intelligence, +2 Wisdom.
  • Medium: As Medium creatures, nord have no special bonuses or penalties due to their size.
  • Nord base land speed is 40 feet.
  • Weapon Group Proficiency: Nord are proficient with any one group of weapons in addition to any others.
  • Powerful Build (Ex): The physical stature of nord lets them function in many ways as if they were one size category larger. Whenever a nord is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the nord is treated as one size larger if doing so is advantageous to him. A nord is 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. A nord can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
  • Nord are immune to all disease, including supernatural disease.
  • Automatic Languages: Common and Draconic. Bonus Languages: Any (other than secret languages, such as Druidic).
  • Favored Class: Any. When determining whether a multiclass nord takes an experience point penalty, her highest-level class does not count.
  • Level Adjustment: +2.


Nord Height:
[ 6'4" ][ +2d10" ] (Male)
[ 6'0" ][ +2d10" ] (Female)
Nord Weight:
[ 210 lbs. ][ *2d4 lbs. ] (Male)
[ 170 lbs. ][ *2d4 lbs. ] (Female)
Nord age according to the following progression (in years):
Adult @ 15 // Middle Aged @ 200 // Old @ 300 // Venerable @ 400 // Maximum Age +2d%
Nord Racial and Regional Feats:
Ancestral Knowledge (Ros 136), Battle Hardened (RoS 137), Blooded (PGtF 35), Bullheaded (PGtF 37), Dreadful Wrath (PGtF 38), Fearless (PGtF 38), Lightbringer (RoF 166), Strong Soul (PGtF 44), Tireless (PGtF 46)

Revised Spells

Color Spray
Illusion (Pattern) [Mind-Affecting]
Level: Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: 40 ft.
Area: Cone-shaped burst
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes

A vivid cone of clashing colors springs forth from your hand, causing creatures to become dazed and perhaps blinded.

Each creature within the cone is affected according to its Hit Dice. Creatures with 4 or less Hit Dice are blinded and dazed for 1 round, then dazed for 1 round. Creatures with 5 or more Hit Dice are dazed for 1 round.
Sightless creatures are not affected by color spray.

Material Component: A pinch each of powder or sand that is colored red, yellow, and blue.

Magic Items

ZEALOT'S DEMISE

Price (Item Level): 125gp (1st)
Body Slot: —
Caster Level: 1st
Aura: Faint; (DC 15) evocation
Activation: Standard (drink)
Weight: 1/10 lb.

This one ounce stoppered vial of black ceramic, carries an odorless liquid within.

The timely consumption of this potion helps prevent the drinker from being taken alive or leaving behind an intact corpse that can be subject to divination. Imbibing this potion confers the effect of beastland ferocity (SpC 25) and fatal flame (CS 99) upon the drinker for 1 minute.

Prerequisites: Brew Potion, beastland ferocity, fatal flame.
Cost to Create: 62 gp 5 sp, 5 XP, 1 day.
Note: This item assumes the spell level of fatal flame has been reduced to 1 by DM revision.

Freemind Avenger

A primary freemind avenger credo is “Do or die,” where “do” means “find and slay mindslavers.” Avengers have no use for those with faltering hearts (another of their credos—which, truth be told, number in the hundreds). It is a poorly kept secret that while avengers are most adept at hunting and slaying those that would control the minds of others, their abilities make them deadly to many spellcasting and psionic creatures.

ENTRY REQUIREMENTS
To qualify to become a freemind avenger, a character must fulfill all the following criteria.
Base Attack Bonus: +4
Skills: Concentration 8 ranks, Survival 4 ranks
Feats: Track
Psionics: Must have a power point reserve of at least 1 power point.

LevelBase
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
SpecialPowers Known
1st+1+0+0+2Lucid Buffer+1 level of existing manifesting class
2nd+2+0+0+3Bonus Feat+1 level of existing manifesting class
3rd+3+1+1+3-+1 level of existing manifesting class
4th+4+1+1+4Breach Resistance+1 level of existing manifesting class
5th+5+1+1+4Bonus Feat+1 level of existing manifesting class
6th+6+2+2+5-+1 level of existing manifesting class
7th+7+2+2+5Cerebral Blind+1 level of existing manifesting class
8th+8+2+2+6Cerebral Immunity+1 level of existing manifesting class
9th+9+3+3+6-+1 level of existing manifesting class
10th+10+3+3+7Liberation Strike+1 level of existing manifesting class

Hit Die: d8
Class Skills (4 + Int modifier per level): Bluff, Concentration, Escape Artist, Gather Information, Knowledge (arcana, dungeoneering, local, nature, planes, religion, psionics), Listen, Search, Sense Motive, Psicraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the freemind avenger prestige class.

Weapon and Armor Proficiency: Freemind avengers gain proficiency in two additional weapon groups, along with proficiency with light, medium and heavy armor as well as shields.

Powers Known: At each level, a freemind avenger gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of freemind avenger to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly. If a character had more than one manifesting class before she became an freemind avenger, she must decide to which class she adds the new level of freemind avenger for the purpose of determining power points per day, powers known, and manifester level.

If the character did not belong to a manifesting class before taking this prestige class (for example, if she was a soulknife or a ranger with the Wild Talent feat), she does not gain manifesting levels.

Lucid Buffer (Ex): A freemind avenger becomes especially skilled at resisting mental attacks and effects that reveal information. She gains a bonus equal to her class level on saving throws against all divination, clairsentience, and mind-affecting effects. This ability is active even if the she is unconscious, stunned, or otherwise helpless.

Bonus Feat (Ex): At 2nd level, and again at 5th level, a freemind avenger may select one of the following feats as a bonus feat, even if she doesn't meet the prerequisites: Focused Skill User, Improved Grapple, Quick Recovery, Mental Juggernaut, Mind Mask, Psionic Meditation, Skill Focus (Concentration) or Subduing Strike.

Breach Resistance (Su): By 4th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, that creature's power (and spell) resistance is reduced by 1d4. Unless the creature is slain, its reduced resistance recovers at a rate of 1 point per hour.

Cerebral Blind (Su): After reaching 7th level, a freemind avenger is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location. The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to gain information about the avenger's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a freemind avenger is in, the effect works, but the avenger simply isn't detected. Remote viewing or scrying attempts that are targeted specifically at a freemind avenger do not work. This ability is active as long as the avenger is psionically focused.

Cerebral Immunity (Su): On reaching 8th level, a freemind avenger gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a mindslayer. This ability is active as long as the avenger is psionically focused.

Liberation Strike (Su): By 10th level, whenever a freemind avenger attacks a creature with a manufactured weapon, natural weapon or unarmed strike, she may expend her psionic focus to alter that attack. If the altered attack is successful, all of those subject to ongoing mind-affecting effects produced by the creature struck, are granted one additional saving throw against each such effect. In this case, a successful save always negates the effect against which it is made. If such effects normally don't allow a saving throw, treat them as if they did. If such an effect doesn't have an effective spell level, give it a save DC equal to 10 + 1/2 the producing creature's Hit Dice + its most relevant ability modifier.

Revised Kelvezu

In its true form, this rosy-skinned fiend resembles a human standing about five feet tall, with a black eyes, hair and a tiny pair of ebony horns on its head.

REVISED KELVEZU CR 18
CE Medium Outsider (Evil, Chaotic, Extraplanar, Tanar'ri);
Init +10 (+10 Dex); Senses darkvision 120 ft., detect good, detect law, detect magic, see invisibility, true seeing, see in darkness, superior low-light vision, Mindsight, Listen +30, Spot +30; Languages Common, Celestial, Infernal, Abyssal, Draconic, plus any 3 others, tongues, telepathy 100 ft.

DEFENSE
AC 40, touch 25, flatfooted 30 (+10 Dex, +15 natural, +5 insight);
hp 171 (18d8+90);
Fort +16, Ref +21, Will +16;
SR 26 (base CR + 8);  DR 10/good or lawful, 10/cold iron;
Defensive Abilities Evasion, Fast Healing 1, Uncanny Dodge; Resist 10 acid, 10 cold, 10 fire; Immune electricity, poison

OFFENSE
Speed 30 ft., fly 120 ft. (good), swim 30 ft.;
Space 5 ft.; Reach 5 ft.;
Base Atk +18; Grp +23;
Main Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+6/15-20), Off-Hand Melee +1 adamantine kukri +27/+22/+17/+12 (1d4+3/15-20), Off-Hand Melee unarmed strike +26/+21/+16/+11 (2d6+2),
Special Attacks Chaotic Evil Cold Iron Strike, Poison, Pounce, Sneak Attack +9d6, Summon Fiend, Wounding Strikes;
Spell-like Abilities (CL 18th, Cha-based DC 15 + spell level)
Constant—blur, cloak of khyber, detect good, detect law, detect magic, freedom of movement, golem strike, grave strike, greater invisibility, lightfoot, nondetection, read magic, see invisibility, tongues, true seeing, vine strike;
At will—brain spider, darkness, deeper darkness, desecrate, greater dispel magic, greater teleport (self only), rapture of the deep, resurgence, unhallow; 3/day—limited wish;

STATISTICS
Str 21, Dex 31, Con 21, Int 25, Wis 20, Cha 20;
Feats Mindsight, Improved Unarmed Strike, Telling Blow,
Superior Unarmed Strike, Knowledge Devotion,
Versatile Unarmed Strike, Improved Critical (Light Blades);
Racial Feats Combat Reflexes, Darkstalker, Greater Multi-Weapon Fighting,
Improved Multi-Weapon Fighting, Superior Multi-Weapon Fighting,
Multi-Weapon Fighting, Weapon Finesse;
Skill Ranks Appraise 10 ranks, Balance 15 ranks, Bluff 15 ranks, Climb 5 ranks, Concentration 21 ranks, Decipher Script 5 rank, Disguise 10 ranks, Escape Artist 10 ranks, Handle Animal 5 ranks, Heal 5 ranks, Hide 15 ranks, Gather Information 10 ranks, Jump 5 ranks, Knowledge (arcana, dungeoneering, local, nature, planes, religion) 5 ranks, Knowledge (any 5 others) 5 ranks, Listen 21 ranks, Move Silently 15 ranks, Ride 15 ranks, Spellcraft 20 ranks, Search 15 ranks, Sense Motive 15 ranks, Spot 21 ranks, Survival 5 ranks, Swim 5 ranks, Tumble 15 ranks, Use Magic Device 20 ranks;
Synergy +3 Balance, +3 Disguise (to act), +6 Diplomacy, +5 Gather Information, +3 Intimidate, +3 Jump, +2 Ride, +2 Survival;
Racial +12 Hide, +4 Listen, +12 Move Silently, +4 Spot, +8 Swim;
SQ Amphibious, Change Shape, Hide in Plain Sight, Shadow Blend, 

ABILITIES
Amphibious (Ex): A kelvezu can breathe air and water equally well.
Change Shape (Su): A kelvezu can assume the form of any Small or Medium humanoid.
Evasion (Ex): A kelvezu gains Evasion, as per the rogue's class feature.
Hide in Plain Sight (Ex): A kelvezu can use the hide skill even while observed, except in natural daylight or the area of a daylight spell or similar effect.
Chaotic Evil Cold Iron Strike (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered chaotic, evil and cold iron for the purpose of overcoming damage reduction.
Poison (Ex): A kelvezu continually coats its weapons with an injury poison (Fortitude save DC 24) produced from its fingertips. The initial and secondary damage is the same (1d6 points of Constitution damage). Kelvezu poison is highly perishable, becoming inert 1 minute after the creature stops applying it. The poison's save DC is constitution based.
Pounce (Ex): If a kelvezu charges, it can make a full attack.
See in Darkness (Su): A kelvezu can see perfectly in darkness of any kind, even that created by a deeper darkness spell.
Shadow Blend (Su): In any conditions other than full daylight, a kelvezu creature can disappear into the shadows, giving it total concealment. Artificial illumination, even a light or continual flame spell, does not negate this ability, but a daylight spell will.
Sneak Attack (Ex): A kelvezu gains the sneak attack of a rogue with a level equal to its racial Hit Dice.
Summon Tanar'ri (Sp): Once per day, a kelvezu can attempt to summon another kelvezu with a 25% chance of success.
Uncanny Dodge (Ex): A kelvezu gains Uncanny Dodge, as per the rogue's class feature.
Wounding Strikes (Su): A kelvezu's natural weapons, unarmed strikes and any weapons it uses in melee are each considered to have the wounding weapon abilities.
Drafted for campaign purposes.

Custom Firenewt Update


FIRENEWTS
  • Monstrous Humanoid (Fire, Reptilian): Firenewts, also known as salamen, are distant relatives of lizard men. They are cruel marauders that roam hot regions. The firenewt’s dry skin is a mottled sepia color, darkest along the spine and fading to near-white on the belly. The smooth flesh and features resemble those of an eel. The eyes are deep crimson. Females are slightly shorter, and a duller brown.
  • +2 Dexterity, +2 Constitution, -2 Intelligence
  • Medium: As Medium creatures, firenewts have no special bonuses or penalties due to their size.
  • Firenewt base land speed is 30 feet.
  • Darkvision: Firenewts can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and firenewts can function just fine with no light at all.
  • Low-Light Vision: Firenewts 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.
  • Racial Hit Dice: A firenewt begins with two levels of monstrous humanoid, which provide 2d8 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +0, Ref +3, and Will +3.
  • Racial Skills: A firenewt's monsterous humanoid levels give it skill points equal to 5 × (2 + Int modifier). Its class skills are Climb, Intimidate, Jump, Listen, Ride, Spot, Survival and Swim.
  • Racial Feats: A firenewt's monstrous humanoid levels give it one feat.
  • +4 racial bonus on Balance, Jump and Swim checks.
  • +2 racial bonus to natural armor.
  • Tail Torch (Su): As a free or immediate action, a firenewt in its true form may emit a burning jet of flame from the end of their tail, producing a light equivalent to that of a torch. This jet of flame can be used as a primary or off-hand weapon and treated like a dagger for the purpose of proficiency, feats and features. Attacks with this tail torch are resolved as melee touch attacks that deal an amount of fire damage equal an appropriately sized dagger's base damage plus 1 point for every 2 Hit Dice (rounded down) the firenewt has. Strength does not apply to the damage dealt by a tail torch. When pressed into a stationary, unattended object as a standard or full attack action, the tail torch deals its full normal damage (though hardness still applies). This ability functions normally underwater. A firenewt may extinguish or reignite its tail torch as a free or immediate action. A firenewt's tail torch does not function while it is unconscious, asleep or otherwise helpless.
  • Breath Weapon (Su): A firenewt's breath weapon is a line of fire measuring 5 feet per Hit Die, up to a maximum of 100 feet at 20 HD. The breath weapon deals 1d8 points of fire damage, plus an extra 1d8 points for each 3 HD a firenewt possesses (2d8 at 3 HD, 3d8 at 6 HD, and so on). A successful Reflex save (DC 10 + 1/2 the firenewt's HD + his Con modifier) halves the damage. A firenewt can use his breath weapon as a standard action once every 1d4 rounds. This breath weapon functions normally underwater, producing steam instead of flames.
  • Fire Subtype (Ex): Firenewts have an immunity to fire and a vulnerability to cold. They take half again as much (+50%) damage as normal from cold, regardless of whether a saving throw is allowed, or if the save is a success or failure.
  • Proficiencies (Ex): Firenewts are automatically proficient with light and medium armor, basic weapons and any two other groups of weapons.
  • Automatic Languages: Common and Draconic. Bonus Languages: Ignan, Terran, Giant, Goblin.
  • Favored Class: Barbarian. A multiclass firenewt's barbarian class does not count when determining whether he takes an experience point penalty for multiclassing.
  • Level Adjustment: +1

Monk Class Features

Here's an attempt to help the monk a little bit, though it still doesn't offer many choices as one levels up. My jury is still out on the idea of giving the class a high base attack bonus.


LevelSpecial
1stBonus Feat, Flurry of Blows,  
Unarmed Strike, Dropdown, Self Mastery
2ndBonus Feat, Evasion
3rdSolid Body, Wuxia
4thMystic Body, Nourishing Spirit  
5thStill Mind, Enlightenment
6thBonus feat
7thWholeness of Body
8thImproved Wuxia
9thImproved Evasion
10thAligned Body
Improved Enlightenment
11thWakefulness, Greater Flurry
12thHard Body
13thDiamond Soul
14thResurgent Soul
15thGreater Enlightenment
16thMettle, Quivering Palm
17thTimeless Body
18thEmpty Body
19thSpiritual Sustenance
20thTranscendent Form
Dropdown (Ex): A monk gains a bonus on Tumble checks equal to five times her class level, to treat a fall as being shorter than it actually is when determining damage. This ability does not function while the monk wears armor, uses a shield or carries more than a light load.

Self Mastery (Ex): A monk may add his Wisdom bonus (if any) to all ability and skill checks that are based on Strength or Dexterity, to a maximum equal to her class level. This ability does not function while the monk wears armor, uses a shield or carries more than a light load.

Wuxia (Su): By 3rd level, a monk gains the benefit of a continuous balancing lorecall effect. She may activate or dismiss this ability once per round as a free or immediate action. This ability does not function while the monk wears armor, uses a shield or carries more than a light load. A monk may use her Wuxia ability for a maximum number of rounds equal to twice her class level plus her Wisdom modifier, before she must rest for 5 minutes in order to regain full use of this ability again.

Solid Body (Ex): For every two class levels beyond the first, a monk gains a +1 bonus on saves against the environmental effects of temperature, altitude and water pressure. She gains an equal bonus on saves against poison, disease, energy drain, death effects, petrification, polymorph or any attack that would otherwise alter her form.

Nourishing Spirit (Ex): Staring at 4th level, a monk may go a number of days between meals equal to half her class level (rounded down) without penalty. She may also multiply the period of time she can hold her breath before making checks, by the same amount.

Mystic Body (Su): At 4th level, a monk gains damage reduction 1/magic. This damage reduction increases by 1 for every four additional class levels, to a maximum of 5/magic at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered magic for the purpose of overcoming damage reduction.

Still Mind (Ex): For every four class levels beyond the first, a monk gains a +1 bonus on saves against mind-affecting spells and effects.

Enlightenment (Sp): By 5th level, a monk may use augury with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 4d12 hours or until she gains a level in any class, before she can use it again.

Improved Wuxia (Su): At 8th level, a monk gains the following additional effects when using her Wuxia ability: air walk, false gravity and water walk.

Aligned Body (Su): At 10th level, a monk gains damage reduction 1/chaotic. This damage reduction increases to 2/chaotic at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered lawful for the purpose of overcoming damage reduction.

Improved Enlightenment (Sp): At 10th level, a monk may use divination with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 2d4 days or until she gains a level in any class, before she can use it again.

Wakefulness (Ex): At 11th level, a monk may reduce by 50%, the time she needs to sleep (or trance) each day in order to function normally. She must still observe an 8 hour period of restful calm in order to restore spells, power points and other similar abilities.

Hard Body (Ex): By 12th level, a monk gains damage reduction 1/adamantine. This damage reduction increases by 1 for every two additional class levels, to a maximum of 5/adamantine at 20th level. In addition, the monk's natural weapons and unarmed strikes are considered adamantine for the purpose of overcoming damage reduction.

Diamond Soul (Su): By 13th level, a monk may use a mystic aegis effect (as the spell) at will, with an effective caster level equal to her class level.

Resurgent Soul (Su): By 14th level, a monk may use a resurgence effect (as the spell) with an effective caster level equal to her class level, but only on herself. After using this ability, a monk must wait 4d12 hours or until she gains a level in any class, before she can use it again.

Greater Enlightenment (Sp): At 15th level, a monk may use vision with a caster level equal to her class level. After successfully casting this spell-like ability, a monk must wait 8d6 days or until she gains a level in any class, before she can use it again.

Quivering Palm (Su): By 16th level, whenever a monk harms a stunned or helpless foe with an unarmed strike, or scores a critical hit with an unarmed strike, she may deal that foe 1 point of ability damage to any physical ability score of her choice.

Spiritual Sustenance (Ex): By 19th level, a monk no longer needs to breathe, drink, eat, sleep or trance. She must still observe an 8 hour period of restful calm in order to restore spells, power points and other similar abilities.

Transcendent Form (Su): At 20th level, a monk may an astral projection effect (as the spell) at will, with an effective caster level equal to her class level, but only on herself. If her astral or second body is slain, she loses access to all of the supernatural and spell-like abilities she has from her monk levels for 24 hours and must wait a year before she can use this ability again.

Revised Dark Chaos Spells

Embrace the Dark Chaos
Transmutation [Chaotic]
Level: Cleric 9, Sorcerer 8, Wizard 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You infuse the creature touched with raw chaos channeled from the Abyss.
Somehow it looks more fiendish than before.
The subject immediately gains one Abyssal heritor feat for which it qualifies, chosen by you at the time of casting. If the subject does not qualify for the designated feat, the spell fails.
This Abyssal heritor feat replaces one feat of the subject's choice that it already possesses. The replaced feat need not have been an Abyssal heritor feat. If the lost feat was a prerequisite for other feats or prestige classes, the subject loses access to those feats or prestige class abilities until it once again meets all the prerequisites.
Once the subject has the Abyssal heritor feat, only a miracle, shun the dark chaos, or wish spell can reverse the change.
Sacrifice: 2d4 ability burn to the ability score required to cast this spell.

Shun the Dark Chaos
Transmutation [Chaotic]
Level: Cleric 9, Sorcerer 8, Wizard 8
Components: V, S, Sacrifice
Casting Time: 1 standard action
Range: Touch
Target: Willing living creature touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

You remove a vestige of the creature's Abyssal heritage, making it seem less fiendish.
You strip the taint of the Abyss from the creature touched.
If the subject possesses any Abyssal heritor feats, one of them is immediately removed and replaced by any other feat for which the subject qualifies (except an Abyssal heritor feat).
The subject chooses both the feat lost and its replacement. If the lost Abyssal heritor feat was a prerequisite for other feats or prestige classes, the recipient loses access to those feats or prestige class abilities until it once again meets all the prerequisites.
The subject can regain its original Abyssal heritor feat (and lose the replacement feat) by means of embrace the dark chaos, miracle, or wish.
Sacrifice: 2d4 ability burn to the ability score required to cast this spell.

Additional Fighter Feats

Strong Two-Hand Striker [Combat]
Benefit: Whenever you would normally add 1-1/2 times your Strength bonus (if any) to damage rolls with a manufactured weapon using your primary hand and at least one off-hand, you may add 2 times your Strength bonus (if any) instead.
Special: A fighter may select Strong Two-Hand Striker as one of his fighter bonus feats.

Revised feats involving fighting with more than one weapon can be found here.

Martial Pounce [Combat]
You may bring your full wrath to bear upon enemies you engage in melee combat at the end of a charge.
Prerequisites: Base Attack Bonus +1, Run.
Benefit: You gain Pounce as an extraordinary special ability (MM 313).
Special: A fighter can select Martial Pounce as one of his fighter bonus feats.

Sniper Sight [Combat]
Your training enables you to deliver precise attacks at a greater range.
Prerequisites: Skirmish, Sneak Attack and/or Sudden Strike ability, Spot 1 rank.
Benefit: The maximum range at which you can utilize your Skirmish, Sneak Attack and/or Sudden Strike ability, is increased by a measure of distance that imposes a penalty to your Spot checks, equal to the ranks you possess in that skill (normally 10 feet per rank).
Special: A fighter can select Sniper Sight as one of his fighter bonus feats.

Focused Strike [Combat]
With enough time, you can pour your focus into delivering a single deadly strike.
Prerequisites: Base Attack Bonus +6,
Benefit: As a full-round action, you can take careful aim and pool all of your attack potential into a single, deadly strike. When you do this, you attack a single target using a single manufactured weapon, natural weapon or unarmed strike, but make as many attack rolls as you can, based on your base attack bonus. These attack rolls are made in order from highest bonus to lowest, as if you were making a full attack with a single manufactured weapon. If any of these attack rolls hit the target, your actual attack is considered to have hit.
    For each additional successful attack roll beyond the first, you increase the damage dealt by the base damage dice of the weapon used. For instance, if a 6th-level fighter firing a composite longbow hits with both  attack rolls, she does 2d8 points of damage with the actual attack, instead of 1d8 points of damage, before adding any other damage modifiers. Precision damage and extra damage from weapon special abilities (such as flaming) are added as damage modifiers and are not increased by using this feat. If one or more rolls are critical threats, you confirm the critical once using your highest base attack bonus –5. For each critical threat beyond the first, you reduce this penalty by 1 (to a maximum of 0).
Special: A fighter can select Focused Strike as one of his fighter bonus feats.

Using Two or More Weapons

The feats below both merge and revise the series of Two-Weapon Fighting and Multi-Weapon Fighting feats.

Off-Hand Fighting [Combat]
You are adept at fighting with more than one weapon at a time.
Benefit: Your penalties on attack rolls for fighting with more than one weapon are reduced. The penalty for your primary hand lessens by 2 and the off-hand penalty lessens by 6.
Normal: You may designate your primary hand at the start of your turn as a free action. For each off-hand weapon you wield, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary-hand weapon and a -10 penalty to an attack with an off-hand weapon. If all of your your off-hand weapons are light, these penalties are reduced by 2 each. (An unarmed strike is always considered light.)
Special: A fighter may select Off-Hand Fighting as one of his fighter bonus feats.

Improved Off-Hand Fighting [Combat]
Prerequisites: Dex 13, Off-Hand Fighting, Base Attack Bonus +6.
Benefit: Whenever you can make one or more iterative attacks according to your Base Attack Bonus, you can make a set of them for each primary-hand and off-hand weapon you wield.
Special: A fighter may select Improved Off-Hand Fighting as one of his fighter bonus feats.

Strong Off-Hand Fighting [Combat]
Benefit: You may add your full Strength bonus (if any) to damage rolls made using any off-hand weapon, instead of 1/2 your Strength bonus (if any).
Special: A fighter may select Strong Off-Hand Fighting as one of his fighter bonus feats.

Off-Hand Opportunist [Combat]
Prerequisites: Dex 13, Combat Reflexes, Off-Hand Fighting, Improved Off-Hand Fighting, Base Attack Bonus +6.
Benefit: When allowed an attack of opportunity using a primary-hand or off-hand weapon, you may attack the same provoking target once with each primary-hand and off-hand weapon you threaten it with at that time. For any given attack of opportunity, you must decide before your first attack roll whether you want to use this feat. If you do, all of the attacks you make involving that opportunity, take the standard penalties for fighting with more than one weapon.
Special: A fighter may select Off-Hand Opportunist as one of his fighter bonus feats.

Off-Hand Rend [Combat]
Prerequisite: Dex 13, Off-Hand Fighting, Base Attack Bonus +6.
Benefit: Whenever you successfully harm the same opponent with a primary-hand weapon and at least one off-hand weapon in the same round, one of the off-hand weapons involved in doing so, may deal that opponent extra damage equal to 1d6 plus 1-1/2 times your Strength bonus (if any). You can gain this extra damage once per round against a given opponent.
Special: A fighter can select Off-Hand Rend as one of his fighter bonus feats.

Paladin Spells

A variety of other spells previously created, can be found here.

Share Wounds
Abjuration
Level: Pal 1
Components: V or S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature other than yourself
Duration: 1 minute + 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Each time hit point damage would be taken by the subject, half of it (rounded up) is transferred to you instead, provided the distance between you and the subject does not exceed the spell's range at that time.

Spur Momentum
Transmutation
Level: Pal 1
Components: V or S
Casting Time: 1 swift action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature other than yourself
Duration: Instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

The subject's initiative count immediately equals your initiative count – 1 and they may then act on this new initiative count as normal. If the subject has already acted in the current round, they can act again. If this spell would not change the subject's initiative count, it has no effect. If the subject has not yet acted during this round, their initiative count changes, and they act on that count as normal. They can not act again on their original initiative count.

Timely Transposition
Conjuration (Teleportation)
Level: Pal 1
Components: V or S
Casting Time: 1 immediate action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: You and one willing creature
Duration: Instantaneous
Spell Resistance: Yes (harmless)

You and one other willing creature within range, instantly swap positions. Objects carried by you and the other creature (up to the maximum load of each) go with each of you, but other creatures do not, even if they are carried. The movement is instantaneous and does not provoke attacks of opportunity. If cast in response to an attack or similar event that occurs with regard to one target of this spell, there is only a 50% chance that this spell will resolve before that event, which would cause it to affect the other subject of this spell instead. Upon arrival, each of you must occupy an available space that lies within or entirely overlaps the space previously occupied by the other. If no such space exists for either creature, the spell fails.