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 miracleshun 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.