Fel Minion, Greater

FEL MINION, GREATER
Conjuration (Calling) [Evil]
Level: Fel 8

As fel minion, except that any fel minion you call gains a +2 bonus to each ability score other than intelligence. Alternatively, you may call a felbrute instead (with no ability score increase).

Corruption Cost: 2d12 points of Wisdom damage.

========================================================

NEW MONSTER
Note: Constant spell-like abilities may only affect the creature possessing them, and remain active indefinitely until dismissed or dispelled. If dismissed or dispelled, each one can be reactivated as a swift action.

FELBRUTE CR 10
NE Medium outsider (evil, extraplanar)
Init +4; Senses blindsight 60 ft., tremorsense 60 ft., darkvision 120 ft.,
    low-light vision, detect magic, see invisbility, See in darkness; Listen +13, Spot +13

DEFENSE
AC 30, touch 20, flat-footed 30 (+4 Dex, +10 natural, +6 deflection)
hp 92 (8d8+56)
Fort +13, Ref +10, Will +10
DR 10/magic and adamantine;
Defensive Abilities Mettle, Evasion, Uncanny Dodge; Fast healing 1;
Immune poison; Resist acid 15, cold 15, electricity 15, fire 15, sonic 10, force 5

OFFENSE
Speed 60 ft., fly 90 ft. (good), swim 50 ft.
Melee slam +16 (2d6+12)
Melee large felaxe +17/+12 (2d8+12/x3)
Melee large felaxe +17/+12 (2d8+8/x3) and slam +11 (2d6+4)
Ranged large felaxe +17/+12 (2d8+8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks Felaxe, Pounce, Sprint
Spell-Like Abilities (CL 10th)
    Constant—accelerated movement, deep breath, detect magic,
        see invisibility, wraithstrike, undetectable alignment
    At will—enlarge weapon, mindless rage (DC 18), mystic aegis, 
        resurgence (self only), rhino's rush, shock and awe
    1/minute—false life, fear (DC 20), whirling blade
Maneuvers and Stances Known (IL 8th)
    Stances—iron guard's glare (1st), punishing stance (1st), thicket of blades (3rd)
    Strikes—disarming strike (2nd), leading the attack (1st), mithral tornado (4th),
        steel wind (1st), vanguard strike (1st)
    Counters—lightning recovery (4th), wall of blades (2nd)
    Boosts—sudden leap (1st)
    Other—iron heart surge (3rd)

STATISTICS
Str 27, Dex 19, Con 25, Int 13, Wis 18, Cha 23
Base Atk +8
Feats Power Attack, Imperious Command, Brutal Throw
Bonus Feats Darkstalker, Combat Reflexes, Quick Recovery, Stand Still
Skill Trick Never Outnumbered
Skills Balance +9, Bluff +13, Climb +12, Concentration +19, Diplomacy +10,
    Escape Artist +9, Hide +6, Intimidate +26, Jump +21, Knowledge (any six) +2 each,
    Listen +13, Martial Lore +2, Move Silently +6, Perform (weapon drill) +15,
    Psicraft +10, Search +9, Sense Motive +13, Spot +13, Spellcraft +10,
    Survival +8 (+10 following tracks), Tumble +15
Racial Modifiers +4 Climb, +8 Concentration, +8 Intimidate, +6 Jump, +4 Listen,
    +8 Perform (weapon drill), +4 Spot, +4 Sense Motive, +4 Spellcraft,
    +4 Psicraft, +6 Tumble, +4 Survival
Synergy +2 Intimidate, +4 Diplomacy, +2 Disguise (when acting)
Languages Abyssal, Infernal, Common, Undercommon; telepathy 150 ft.
SQ Aquatic Combat, Dark Harrier, Grace, Powerful Build, Reign of Darkness,

SPECIAL ABILITIES
A felbrute’s natural weapons, as well as any weapons it wields, are treated as evil-aligned for the purpose of overcoming damage reduction.
Aquatic Combat (Su): A felbrute suffers no combat penalties when fighting or even when throwing its axe underwater.
Dark Harrier (Su): Enemies that a felbrute threatens while in its true form, suffer a profane penalty to Concentration checks, Tumble checks and attack rolls made against targets other than a felbrute and/or its gear, equal to 2 + 1 for every 6 Hit Dice the felbrute has.
Felaxe (Su): As an immediate or free action, a felbrute can instantaneously call a +1 shadow striking throwing returning ghost touch adamantine waraxe of any size it can use without penalty (usually of large size). It may only have one such weapon at a time, so whenever it calls new one, any weapon it called previously, immediately disappears and returns whence it came. If the felbrute dies or is forced back to its home plane, both it and its axe immediately disappear whence they came. A felbrute can use the waraxe in one hand, but will use two hands when making attacks of opportunity, using the power attack feat or performing a martial maneuver.
Grace (Su): A felbrute in its true form, gains a deflection bonus to AC equal to its charisma bonus.
Maneuvers and Stances Known (Ex): A felbrute begins each encounter with all maneuvers it knows readied, and may use each of them once per encounter.  It must rest and meditate for 5 minutes to recover all expended maneuvers.
Powerful Build (Ex): A felbrute in its true form can wield weapons one size category larger than itself without penalty. For any opposed check a felbrute may treat itself as being one size larger than it really is, whenever doing so proves advantageous.
Reign of Darkness (Ex): Enemies treat the area threatened by a felbrute as difficult terrain.
Sprint (Ex): Once per minute as a free action while in its true form, a felbrute may increase its land speed by 60 ft, its fly speed by 200 ft and its swim speed by 40 ft. for 1 round.

Fel Sorcerer Spells

These spells were created to mimic the abilities of the Warlock in world of warcraft. (or at least equate to their functionality)

CREATE HEALTHSTONE
Conjuration (Healing)
Level: Fel 2
Components: V, S, AF,
Casting Time: 1 minute
Range: Personal and touch
Target: You
Duration: Permanent until discharged (D)

As hoard life (RotD 113) except as detailed above.

PLANAR ARREST
Abjuration
Level: Fel 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./level)
Effect: One aberration, elemental or outsider
Duration: 1 minute + 1 round/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

This spell functions as temporal stasis, except you may only have one instance of this spell in effect at any one time. Whenever you successfully cast this spell, all other instances of this spell as cast by you, end immediately as if dismissed. If a target successfully resists or saves against this spell, it gains a +2 morale bonus on attack rolls against you for 1 minute.
Special: If you cast this spell from a sorcerer spell slot, you gain a +4 bonus on concentration checks to cast it.

UNENDING BREATH
Transmuation
Level: Fel 3
Components: V, S
Casting Time: 1 minute
Range: Close (25 ft. + 5 ft./level)
Effect: One creature/level
Duration: 24 hours + 1 hour/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

By channeling the essence of the river Styx, you alter the subjects of the spell as to grant each of them a Swim speed equal to their base land or base fly speed (to a maximum of 120 ft.), whichever is greater, (and gaining all the other benefits of having a Swim speed, including a +8 racial bonus to Swim checks). The subjects also gain the ability to breathe water as well as air.
Special: If you cast this spell from a sorcerer spell slot, you may cast it as an immediate action.


Other spells that can mimic a Warcraft Warlock's abilities.

FIENDFORM (Player's Guide to Faerun)

Sorcerer Subsitution Levels

FEL SORCERER
These substitution levels represent an attempt at mimicking a warlock from World of Warcraft.  New "Fel" spells (some with corrupt components) will be featured in following posts to simulate the warlock's abilities. Instead of creating a whole new class, the decision was made to go for something more flexible and portable. Substitutions and invocations for the D&D warlock class may be created soon.

Now, admittedly, the core sorcerer has few class features to give up in exchange for others that substitution levels typically offer.  So I will have to keep working on this to make it a more balanced trade.
Hit Die: d4.

REQUIREMENTS
To take a Fel Sorcerer substitution level, a character must be about to take her 2nd, 3rd, or 4th level of sorcerer.

CLASS SKILLS
Fel sorcerer substitution levels have the class skills of the standard sorcerer, plus Diplomacy, Intimidate, Knowledge (planes), Ride, Sense Motive and Use Magic Device.
Skill Points at Each Level: 6 + Int modifier.

FEL SORCERER SUBSTITUTION LEVELS
Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
2nd +1 +0 +0 +3  Forlorn, Fel Spells      
3rd +1 +1 +1 +3  Fel Vitality
4th +2 +1 +1 +4  Fel Affinity

CLASS FEATURES
All of the following are features of the fel sorcerer substitution levels.
Forlorn: In exchange for becoming a 2nd-level fel sorcerer, you must forfeit your familiar class feature, and may not gain it later by any means. Any familiar you do have, immediately abandons you without any loss of XP.
Fel Spells (Ex): Starting when you become a 2nd-level fel sorcerer, you may add Corrupt spells as well as spells from the following domains and planar domains to your sorcerer class spell list: Abyss, Baator, Corruption, Darkness, Demonic, Destruction, Diabolic, Evil, Fire, Hades, Pain, Suffering and Summoner.
    Spells that appear on both the cleric class list and sorcerer class list, may also be added to your sorcerer class spell list at the earliest level they become available.
     In addition, you may also add Fel spells to your sorcerer class spell list.
Fel Vitality (Ex): Starting when you become a 3rd-level fel sorcerer, whenever you cast a spell with a Corrupt component, you may minimize any ability damage or ability drain you must suffer as a result, by expending an additional unused sorcerer spell slot of a level equal to or greater than the equivalent level of the spell you are casting.
Fel Affinity (Ex): Starting when you become a 4th-level fel sorcerer, you may cast spells with the Demon, Devil or Fiend component, by replacing it with a Corrupt component that inflicts 1d12 Wisdom damage.
    In addition, you may also add your Charisma modifier to your Will saves instead of your Wisdom modifier.

Arcane Archer PrC



ENTRY REQUIREMENTS
To qualify to become an arcane archer, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Feats: Point Blank Shot, Weapon Focus (any bow)
Spells: Ability to cast 1st-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +1 +2 +2 +0 Imbue Arrow -
2nd +2 +3 +3 +0 Seek Arrow +1 level of existing arcane spellcasting class
3rd +3 +3 +3 +1 Adapt Arrow -
4th +4 +4 +4 +1 - +1 level of existing arcane spellcasting class
5th +5 +4 +4 +1 Martial Arcanist -
6th +6 +5 +5 +2 Arrow Arcana+1 level of existing arcane spellcasting class
Hit Die: d8
Class Skills (2 + Int modifier per level): Concentration, Craft, Hide, Knowledge (arcane), Listen, Move Silently, Profession, Ride, Search, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the arcane archer prestige class.
Weapon and Armor Proficiency: Arcane archers gain proficiency with light armor.
Spellcasting: At every even level you gain as an arcane archer, 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 arcane archer, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Imbue Arrow (Sp):  An arcane archer gains the ability to place an area spell upon an arrow. When the arrow is fired, the spell’s area is centered on where the arrow lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the bow’s range rather than the spell’s range. It takes a standard action to cast the spell and fire the arrow. The arrow must be fired in the round the spell is cast, or the spell is wasted.
Seek Arrow (Sp): Starting at 2nd level, whenever an arrow would normally be lost or destroyed when fired in the normal fashion by an arcane archer using a bow, there is a 5% chance per class level that it survives intact. As a swift action that doesn't provoke attacks of opportunity, an arcane archer can sense the direction and distance of the nearest unattended arrow, on the same plane, befitting any bow she currently possesses. This ability does not account for terrain or obstacles, and does not function if the arcane archer does not have an appropriate and functional weapon in her possession.
Adapt Arrow (Sp): Upon reaching 3rd-level, an arcane archer can alter the magical properties of her ammunition. As a move action that does not provoke attacks of opportunity, she can instantaneously change the magical abilities of one arrow she touches, provided her base attack bonus or caster level meets the minimum caster level required to craft the new arrow. The arrow's overall market price may not increase, its abilities must remain legal, and it must retain a minimum enhancement bonus of +1. For instance, she can change a +5 arrow into a +1 keen holy shock arrow.  Temporary spells and effects laid upon such ammunition remain unaffected.
Martial Arcanist (Ex): At 5th level, you master the art of combining your militant and mystical training. From this point on, your caster level in a chosen arcane spellcasting class is equal to your base attack bonus (unless it would otherwise be higher). For example, a 7th-level fighter/1st-level wizard/6th-level arcane archer has a base attack bonus of +13 (and thus a caster level of 13th). You can  apply this benefit to only one arcane class to which you have added spell casting levels by your advancement as an arcane archer.
Arrow Arcana (Ex): Upon reaching 6th-level, an arcane archer may 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 (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.

accelerated movement (SpC)
air walk
arrow mind (SpC)
arrow of bone (SpC)
arrow storm (SpC)
arrowsplit (CoR)
bloodfreeze arrow (CoR)
brilliant energy arrow (CoR)
camouflage (SpC)
curse of arrow attraction (PH2)
darkflame arrow (CoR)
darkvision
deeper darkvision (SpC)
dispel fog (ShS)
divine agility (SpC)
doublestrike arrow (CoR)
dragonsight (SpC)
ebon eyes (SpC)
embrace the wild (SpC)
feather fall (SpC)
faerie fire (SpC)
find the gap (SpC)
flame arrow
forestfold (SpC)
frost weapon (Fb)
ghost touch weapon (LiM)
guided shot (SpC)
haste, swift
hawkeye (SpC)
heroics (SpC)
keen edge
lightfoot (SpC)
longstrider
magic weapon
magic weapon, greater
make whole
mark of the hunter (SpC)
melf's slumber arrows (CM)
mending
primal hunter (DM)
primal instinct (DM)
primal senses (DM)
primal speed (DM)
prismatic bow (CM)
raptor's sight (RotW)
serpent arrow (CoR)
shadow arrow (CoR)
snowshoes (SpC)
snowsight (Fb)
sonic weapon (CAd)
spellslayer arrow (CoR)
superior darkvision (UE)
vanishing weapon (BoED)
water walk 
wind tunnel (SpC)
woodwisp arrow (CoR)

(fin)

Decimation Mage PrC

Decimation mages, sometimes called war wizards, prefer to leave no stone unscathed, and are highly sought after for support upon the battlefield.  They specialize in covering large areas with their spells, and delight in laying waste to large numbers of enemy forces arrayed against them.

This class replaces the War Wizard as presented in Magic of Faerûn, and the War Mage as presented the Dragonlance - Age of Mortals Campaign Setting Companion.

ENTRY REQUIREMENTS
To qualify to become an decimation mage, a character must fulfill all the following criteria.
Skills: Concentration 5 ranks, Knowledge (arcana) 5 ranks, Spellcraft 11 ranks
Feats: Widen Spell, Sculpt Spell, Skill Focus (Concentration)
Spells: Ability to cast 4th-level arcane spells.

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spellcasting
1st +0 +2 +0 +2 Spare Allies +1 level of existing arcane spellcasting class
2nd +1 +3 +0 +3 Wrath +1 level of existing arcane spellcasting class
3rd +1 +3 +1 +3 Spellsweeping +1 level of existing arcane spellcasting class
4th +2 +4 +1 +4 - +1 level of existing arcane spellcasting class
5th +2 +4 +1 +4 Spellshaping +1 level of existing arcane spellcasting class
6th +3 +5 +2 +5 Broadcast +1 level of existing arcane spellcasting class
Hit Die: d4
Class Skills (2 + Int modifier per level): Bluff, Concentration, Craft, Diplomacy, Intimidate, Knowledge (arcane), Listen, Profession, Ride, Search, Sense Motive, Spellcraft, Spot and Survival.

CLASS FEATURES
All the following are class features of the decimation mage prestige class.
Weapon and Armor Proficiency: Decimation mages gain no proficiency with any weapon, armor or shield.
Spellcasting: With each level you gain as an decimation mage, 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 decimation mage, you must decide to which class to add each level for the purpose of determining spells per day, caster level, and spells known.
Spare Allies (Ex): Whenever a decimation mage casts a spell that affects an area, he may designate a number of targets equal to his 4 + his class level to exclude from its effects. These targets remain unaffected by the initial instantaneous effects of the spell. Spells with an ongoing duration however, affect those targets normally as if they had entered the area just after the spell's onset.
Wrath (Ex): Starting at 2nd level, each arcane spell cast by a decimation mage gains a bonus on caster level checks to overcome spell resistance, and deals an extra amount of damage per die of damage, both equal to half his class level (rounded down).
Spellsweeping (Ex): At 3rd level, a decimation mage may reduce by one level, the cost of applying the Widen Spell feat to his spells, to a minimum cost of +0.
Spellshaping (Ex): Starting at 5th level, a decimation mage may shape the areas of the spells he casts to such a degree, that he can exclude any number of 5-ft-cubes from its area of effect.  When using the Sculpt Spell feat, a decimation mage has the option of changing the spell's area into thirty two 5-ft-cubes.
Broadcast (Ex): At 6th level, whenever a decimation mage casts a spell affected by the Widen Spell feat, the numeric measurements of that spell's area are increased by 200% instead of by 100%.

Scroll Binder PrC


Invested in the power of the written word and magic it can bring, a scroll binder's quill can become one of her mightiest weapons.

ENTRY REQUIREMENTS
To qualify to become a scroll binder, a character must fulfill all the following criteria.
Skills: Craft (Calligraphy) 2 ranks, Decipher Script 2 ranks, Spellcraft 9 ranks
Feats: Diligent, Scribe Scroll 
Special: Must have scribed a scroll of a 3rd level spell without assistants

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Master Scribe Spellcasting
Invocations
or Infusions
1st +0 +0 +0 +2 Imbued Libram
Read Magic
15% +1 level of an existing class
2nd +1 +0 +0 +3 Deft Reader 20% +1 level of an existing class
3rd +1 +1 +1 +3 Scroll Affinity 25% +1 level of an existing class
4th +2 +1 +1 +4 Swift Scribe 30% +1 level of an existing class
5th +2 +1 +1 +4 - 40% +1 level of an existing class
6th +3 +2 +2 +5 - 50% +1 level of an existing class
Hit Die: d4
Class Skills (2 + Int modifier per level): Appraise, Concentration, Craft, Decipher Script, Forgery, Knowledge (all skills, taken individually), Perform, Profession, Spellcraft and Use Magic Device.

CLASS FEATURES
All the following are class features of the scroll binder prestige class.
Weapon and Armor Proficiency: Scroll binders gain no proficiency with any weapon, armor or shield.
Spellcasting, Invocations or Infusions: etc... etc...
Master Scribe: A scroll binder may reduce the monetary and experience point cost (to a minimum of 1) for scribing scrolls by percentage indicated for her current class level, but she must still provide any focus, material components and experience cost inherit to the scribed spell itself.
Imbued Libram: To hold and protect her spell scrolls, a scroll binder may imbue and enhance one book or tome in a ritual that takes 8 hours and costs 50gp per hit point the libram will possess. To advance the libram with each class level, additional rituals must be performed and the difference in cost must be paid. (see advancement table below)
  An imbued libram saves as a magic item with a caster level equal to 2 + three times its master's class level. A scroll binder may only have one imbued libram at a time. If her libram is broken, destroyed or discarded, a new libram may be imbued to take its place. If the libram's master dies, it loses all its special abilities for as long as the master remains deceased.
Read Magic (Sp): A scroll binder gains read magic as a spell-like ability, usable at will.
Deft Reader: Starting at 2nd level, a scroll binder gains a bonus to her caster level when casting a spell from any scroll, be it arcane or divine. This bonus equals half her class level (rounded down). She also gains an equal bonus on saving throws, dispel checks and skill checks involving spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Scroll Affinity: Starting at 3rd level, a scroll binder may take a 10 on any Concentration check required to cast a spell from a scroll.
Swift Scribe: Upon reaching 4th level, henceforth any scroll scribed by the scroll binder takes only one day to create.

IMBUED LIBRAM ADVANCEMENT
Class
Level
Added HardnessAdded Hit PointsCapacitySpecial
1st
5
15
150
Bind Scrolls, Perfect Seal
2nd
6
18
200
Self Repair, Spell Affinity
3rd
8
24
250
Sense Location, Pocket Size
4th
10
30
300
Hands Free
5th
12
36
400
Sequester
6th
15
45
500
Return

Added Hardness (Ex): An imbued libram's hardness improves by the listed amount.
Added Hit Points (Ex): An imbued libram's hit points increase by the listed amount.
Capacity (Ex): The imbued libram may contain this number of spells worth of scrolls.
Bind Scrolls (Su): As a move action, any number of scrolls placed and closed within the libram are instantaneously bound within, both physically and magically, with a separate page for each spell. Only the libram's master may cast a spell from a scroll bound within, and when she does so the libram automatically flips to the desired scroll as part of the same action. Only the libram's master may release a scroll bound within without having to destroy the libram itself, and may release any number of them as an immediate or move (mental) action, but only when touching the libram.
Perfect Seal (Ex): As long as an imbued libram has at least 1 hit point remaining, all scrolls bound within remain undamaged and unsoiled, even if submersed in liquids or exposed to energy damage while the libram is left open. Scrolls bound within cannot be defaced, erased, torn, crumpled or ripped out as long as the libram survives.  If the libram is broken, destroyed or replaced by another libram, it loses all special abilities and all scrolls bound within are released.
Self Repair (Su): The libram recovers hit points every hour equal to half its master's class level (rounded down).
Spell Affinity (Ex): An imbued libram is immune to any damage caused by spells and effects that are based on glyphs, runes, sigils, signs or symbols or any form of magical writing.
Sense Location (Su): By concentrating for a full round, the libram's master knows the direction and distance to her libram, so long as it is on the same plane.
Pocket Size (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to shrink down or return to its normal size, in a manner equivalent to the effect of a shrink item spell.
Hands Free (Su): The libram's master may let go of it as a free or immediate action, such that it hovers close nearby, allowing her to use it without holding it in her hands. The animated libram moves with its master, sharing her space and acting in every other way as if she were holding it normally. The libram itself also gains a dodge bonus to AC equal to its master's class level while hovering in this manner.
Sequester (Su): As a free or immediate (mental) action, a scroll binder within 60 feet of her imbued libram may command it to conceal itself in a manner equivalent to the effect of a sequester spell, except that only the libram's master can perceive it normally and locate it via divination effects that she herself casts. She may dismiss this effect as a free or immediate (mental) action.
Return (Su): The libram's master may mentally summon it to her hand as a move action, so long as it is on the same plane. When summoned in this way, the libram simply appears anywhere within the master's reach as he or she desires, even if the libram is in the possession of another creature. Any effect covering the libram or its master that prevents teleportation also blocks this ability.

Martial Multiclass Feats


Shinobi Manuvers [Ki]
You may use your Ki to perform and manipulate your martial maneuvers.
Prerequisite: Ki power, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any one of your known maneuvers as if it were readied and available for use, by spending a daily use of your Ki power as part of the action needed to initiate the maneuver normally. Using the feat in this manner does not actually ready or expend any of your maneuvers.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers. As part of this action, you must spend a number of daily uses of your Ki power equal to the level of new maneuver. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Manaspark Manuver
You can expend your spells to perform any maneuver you know.
Prerequisite: Ability to cast 1st level spells, one martial maneuver
Benefit: Your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any martial maneuver you know, even if it has been expended or hasn't been readied or granted, by expending a spell slot equal to or greater than the maneuver's level. This spell slot is used as part of performing the maneuver itself. Using this feat does not actually expend or ready any of your maneuvers. When performing a martial maneuver in this manner, you may do so with an initiator level equal to the caster level of the spell slot used, to a maximum equal to your Hit Dice.

Manifested Manuvers [Psionic]
You can use your power points perform and manipulate your martial maneuvers.
Prerequisites: 1 or more psionic power points, one martial maneuver
Benefit: You gain Knowledge (martial lore) as a class skill and your initiator level increases by 1, to a maximum equal to your Hit Dice. You may perform any maneuver you know, as if it were readied and available for use, by spending a number of power points equal to the maneuver's level as part of the action needed to initiate the maneuver normally. This use of the feat does not actually expend or ready any of your maneuvers known.
  Alternatively, as a full round action that does not provoke an attack of opportunity, you may temporarily exchange one maneuver you know for another maneuver for which you meet the prerequisites, so long as you still meet the prerequisites for all known maneuvers.  As part of this action, you must spend a number of power points equal to 2 * the level of new maneuver - 1. You may only have one such exchange in effect at any one time. Dismissing the effect of this exchange is a free action.

Defiant Defender PrC

Used as bodyguards and point soldiers, these individuals are often highly trained and motivated to make sure enemies have to get through them first.  Capable of anticipating and reacting to danger at a moment's notice, they are also adept at measuring up a situation and those involved.

ENTRY REQUIREMENTS
To qualify to become an defiant defender, a character must fulfill all the following criteria.
Base Attack Bonus: +5
Skills: Listen 4 ranks, Spot 4 ranks
Feats: Combat Reflexes and one other feat from the list of bonus fighter feats

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special
1st +1 +2 +2 +2 Defensive Harrier, Battle Reactive, Steady
2nd +2 +3 +3 +3 Holding Ground, Elude Touch, Mean Lunge
3rd +3 +3 +3 +3 None Shall Pass, None Shall Flee, Proactive
4th +4 +4 +4 +4 Defensive Bulwark, Interference, Sure Grasp
5th +5 +4 +4 +4 Fearsome Display, Loyalty, Contingency Plans  
6th +6 +5 +5 +5 Impetuous Endurance, Intercept Style
Hit Die: d12
Class Skills (4 + Int modifier per level): Balance, Climb, Escape Artist, Intimidate, Jump, Listen, Perform (weapon drill), Search, Sense Motive, Spot, Swim, Tumble.

CLASS FEATURES
All the following are class features of the defiant defender prestige class.
Weapon and Armor Proficiency: Defiant defenders gain no proficiency with any weapon, armor or shield. 
Defensive Harrier (Ex): As far as a defiant defender sees fit, any number of opponents he threatens suffer a penalty equal to his class level on all skill checks, as well as on all attack rolls made against targets other than the defiant defender himself and his gear. For each size category an opponent holds over the defiant defender, the penalty they suffer is reduced by 1 to a minimum of 0. Opponents become aware of this effect while they are aware of being threatened.
Battle Reactive (Ex): A defiant defender gains a bonus to initiative equal to his class level. He may also add the same number to the amount of attacks of opportunity he can make in one round.
Steady (Ex): Whenever a defiant defender uses a standard action to perform or ready a move action or any other action that involves making a melee attack roll, he may then assume the penalties and benefits of fighting defensively until the start of his next turn. Any penalty a defiant defender suffers on attacks of opportunity due to fighting defensively, is reduced by an amount equal to half his class level (rounded down).
    Alternatively, if the standard action is used to perform or ready a move action only, the defiant defender may then assume the penalties and benefits of a total defense (instead of fighting defensively) and still make attacks of opportunity at a -10 penalty, reducing that penalty by an amount equal to his class level.
    In either case, a defiant defender with the Combat Expertise feat, may use it as part of this ability.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Holding Ground (Ex): Starting at 2nd level, a defiant defender gains a bonus equal to half his class level (rounded down) on Escape Artist checks and on opposed rolls to escape a grapple, avoid a sunder attempt, and to resist bull rush, overrun, feint, demoralize, disarm and trip attempts made against him. In addition, the defiant defender gains an equal dodge bonus to AC against charge attacks and attacks of opportunity made against him.
Elude Touch (Ex): Starting at 2nd level, a defiant defender's instincts begin to supersede his intellect, alerting him to danger from touch attacks (including rays). He gains a bonus to Armor Class against all touch attacks equal to half his class level (rounded down); however, his touch AC can never exceed his Armor Class against normal attacks.
Mean Lunge (Ex): By 2nd level, a defiant defender may use the Intimidate or Perform (weapon drill) skill as a move action, in an attempt to demoralize a single foe he threatens. This effect lasts for a number of rounds equal to half his class level (rounded down) or until the affected foe witnesses the defiant defender rendered helpless or dead. This is a mind-affecting ability that does not stack.
None Shall Pass (Ex): Starting at 3rd level, whenever a defiant defender deals physical damage to an opponent with a melee attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender, the defiant defender may try and stop that opponent in its tracks.
    If the defiant defender so wishes, the opponent struck must make a Reflex save (DC equals his class level + the number of feats he has from the list of bonus fighter feats + the damage dealt). The opponent gets a +4 bonus on the save for each size category it holds over the defiant defender or a -2 penalty for each size category the defiant defender holds over it. If the opponent fails the save, it loses the remainder of its action.
    Alternatively, the defiant defender may attempt a trip attack when using an attack of opportunity that the opponent provoked by moving through the area threatened by the defiant defender. In this case, the defiant defender may use the opponent's momentum to his advantage, gaining a circumstance bonus equal to half his class level (rounded down), on the opposed ability check he makes when trying to trip the opponent.
None Shall Flee (Ex): Starting at 3rd level, any opponent threatened by a defiant defender, that takes any sort of movement, even a 5-ft step, provokes an attack of opportunity from him. Opponents may not use the withdraw action to treat the square they start in as no longer threatened by such a defiant defender.
Proactive (Ex): Starting at 3rd level, a defiant defender's initiative count does not change when taking a readied action.
Defensive Bulwark (Ex): By 4th level, a defiant defender has improved his ability to hamper foes that try to move around him, such that all opponents treat the area he threatens as difficult terrain (movement costs are doubled in those squares).
Interference (Ex): Starting at 4th level, before the defiant defender knows the result of a physical attack that he can perceive passing through or occurring within the area he threatens, be it melee or ranged, the defiant defender may use a melee attack of opportunity in an attempt to knock it off course. If the defiant defender's attack roll exceeds the incoming attack roll, the incoming attack roll must be rolled again, using the new result only if it is less than the previous result.
    For each size category the enemy attacker holds over the defiant defender, the defiant defender suffers a -4 penalty on his attack of opportunity when using this ability. Unusually massive weapons (such as boulders or ballista bolts) and attacks that don't involve a solid object or missile can't be affected. Attacks from incorporeal and ethereal enemies can't be affected unless the defiant defender possess a means of striking them with the attack of opportunity this ability allows, in which case he may suffer a miss chance (or not, if using a Ghost Touch weapon or wielding a force effect modeled after a melee weapon).
Sure Grasp (Ex): Starting at 4th level, if a defiant defender becomes stunned or panicked, he may choose not to drop whatever he is holding.
Fearsome Display (Ex): Starting at 5th level, whenever a defiant defender uses a standard action to perform or ready his Mean Lunge ability, the ability may be used against a maximum number of foes he threatens, equal to the number of feats he has from the list of fighter bonus feats.
Loyalty (Ex): By 5th level, a defiant defender may roll his saving throw twice against any mind-affecting attack or effect, and take the better result. Defiant defenders with a natural immunity to mind-affecting effects instead gain turn resistance equal to half their class level (rounded down).
Contingency Plans (Ex): By 5th level, a defiant defender has mastered the task of mentally rehearsing the moves he will make should circumstances change at a moment's notice.
  As a standard action, he may ready a standard, move action or swift action.
  As a move action, he may ready a move action or swift action.
  As a swift action, he may ready a swift action.
  The defiant defender may have multiple readied actions available at any one time, but only one of them may be allowed to occur just before a single triggering action. Only after one of the readied actions is taken, and its triggering action is then resolved, may the other readied action(s) be taken at that time or remain readied to possibly be triggered later during the round.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.
Impetuous Endurance (Ex): A 6th level defiant defender does not automatically fail a saving throw on a roll of 1. He still fails the save, however, if his result fails to overcome the save's DC.
Intercept Style (Ex): At 6th level, whenever a defiant defender uses a standard action to ready a move action for the purpose of movement, he may use that readied action any number of times during the round, until the sum of movement it provides equals what he can get from a single move action, or until an event occurs in which he would normally lose an entire move action. For movement that involves a check of some kind, the check must be made each time this particular readied action is used.
    A readied action occurs just before the action that triggered it, and if the triggering action then provokes an attack of opportunity from the defiant defender, he may make that attack of opportunity normally.

New Deity



Luthaerius Aelaraeluin

Pushing against the frontiers of what is known, worshipers of this elven deity are most often found engaged in their studies, classrooms and workshops or out charting the cosmos.  Fierce rivalries and steadfast alliances coexist between various chapters and sects in their efforts to both gain and demonstrate the greatest level of understanding and mastery in various arts, trades or subjects.  From both conflict and collaboration, his faithful produce a steady supply of proposals for various projects and endeavors and deliver them to the proper authority in the land.  Divine spellcasters of Luthaerius Aelaraeluin pray for and prepare their spells at noon, when the sun is at its zenith.

Power: Intermediate Deity
Title: The Eager Step Forward, The Ceaseless Scholar
Alignment: Neutral Good
Worshipers: Any non-evil
Clerics: Any good or true neutral
Symbol: A bound scroll with white wings placed beneath a golden torch, all under an arc of seven blue stars.
Domains: Community, Elf, Good, Knowledge, Planning, Pride, Truth and Zeal
Portfolio: advisers, analysis, apprentices, colleagues, discovery, education, explorers, investigators, masters, progress, learning, research, scholars, students, teachers
Favored Weapon: The Long Horizon (Saber -> FRCS pg. 97)
Dogma:  Delight in the sport of discovery, learning, understanding, application and progress.  Thrust aside whatever might veil or obfuscate the path ahead so that others might follow and prosper because of it.  Challenge untested conclusions in the crucible of what can be proven with demonstration and evidence. Document your endeavors and contribute to a greater vision of what promise may be realized beyond the next horizon.

Initiate Feats for Lutharius Aelaeraeluin

Ceaseless Scholar [Initiate]
The need for sleep or reverie need not interfere with your racing thoughts and pressing ideas.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: You no longer require sleep or reverie in order to function properly.  The process of regaining spells still requires you to observe an 8 hour period of restful calm prior to the act of preparation or meditation.
In addition, you become immune to involuntary sleep spells and effects.
You may also add the following spells to your cleric spell list: 1st - Identify, 3rd - Ghost Lantern (CM 106), 6th - Legend Lore, 7th - Vision

The Eager Step Forward [Initiate]
Eager to find what you seek, you are often the last to turn back when the path grows perilous.  Although, that could also be because you're often a little more prepared than most for what lies in wait.
Prerequisites: Cleric level 1st, patron deity Lutharius Aelaraeluin
Benefit: Add Gather Information and Search to your list of cleric class skills.
You may also add the following spells to your cleric spell list: 1st - Instant Search (SpC 124), Weildskill, 2nd - Improvisation (SpC 121), 3rd - Ghost Lantern (CM 106), 4th - Ruin Delver's Fortune (SpC 178), 6th - Contingency

Races Adapted From WoW

Inspired from World of Warcraft.  See also Ursinoids and the Eredar race.


BLOOD ELVES
Blood elves possess all the traits of sun elves except as follows:
  • -2 Strength, +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma. These ability adjustments replace those of sun elves.
  • Blood elves do not gain any racial weapon group proficiencies.
  • Use Magic Device is always considered a class skill for Blood Elves.
  • Arcane Torrent (Su): Twice per day as an immediate action, a blood elf may discharge a spread of discordant arcane energies. All hostile creatures within 20 feet must make a Will save against a DC equal to 10 + 1/2 the elf's Hit Dice + the elf's Charisma modifier, or lose the ability to cast spells and spell-like abilities, activate any supernatural ability, or use any spell completion, spell trigger or command item for 1 round. A blood elf must wait 2 minutes after using this ability before it can be used again.
  • Spell Resistance: 11 + HD.
  • Level Adjustment: +1.
Blood Elf Racial and Regional Feats: Blood Elves have access to the all the feats that sun elves do, as well as the following: Infernal Bargainer (RoF 165).


GREEN ORCS
Green orcs possess all the traits of mountain orcs except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Intelligence. These ability adjustments replace those of mountain orcs. A green 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.
  • Green orcs do not gain Darkvision or Light Sensitivity.
  • Low-Light Vision: Green Orcs 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.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • Weapon Familiarity: Green Orcs proficient with Axes or Claw Weapons, are automatically proficient with exotic weapons of the corresponding type(s).
  • Command: Each companion, familiar, special mount or similar creature gained by a green orc 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.
  • +2 racial bonus on Knowledge (geography, nature and planes) and Ride checks.
  • Hardiness: Whenever a green orc begins his turn stunned or dazed, he can make a new saving throw at the original DC of the effect that stunned or dazed him in an attempt to recover. Recovering from being stunned or dazed in this way is a move action. If the effect that caused him to become stunned or dazed did not allow a saving throw, he can recover by succeeding on a Will save (DC 10 + 1/2 HD or caster level of originator of effect + relevant ability modifier, or Cha modifier if there is not an obvious ability linked to the effect).
  • Blood Fury (Su): Once per day, as a free or immediate action, a green orc may induce an episode of lucid fervor for 3 rounds. During that time, he gains a +4 bonus to Strength and may reroll one occurrence of hit point damage dealt or healed by any means he himself employs, keeping the better result.
  • Favored Class: Barbarian or Ranger. A multiclass green orc's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Green Orc Racial and Regional Feats: Green orcs have access to the all the feats that standard orcs do, as well as the following: Ancestral Knowledge (RoS 136) or Infernal Bargainer (RoF 165). Green orcs may not have both of these feats at the same time.


IRONFORGE DWARVES
Ironforge dwarves possess all the traits of shield dwarves except as follows:
  • +2 Strength, -2 Dexterity, +2 Constitution, -2 Charisma. These ability adjustments replace those of standard dwarves.
  • No bonus on saving throws against poison.
  • No bonus on saving throws against spells and spell-like abilities.
  • No dodge bonus against giants.
  • No bonus on attack rolls against orcs and goblinoids.
  • Weapon Familiarity: Ironforge dwarves proficient with Maces or Hammers, are automatically proficient with exotic weapons of the corresponding type(s). This replaces the weapon familiarity gained by standard dwarves.
  • +2 racial bonus on saving throws against cold spells and effects.
  • +1 racial bonus on attack rolls to confirm critical hits with a firearm.
  • Stoneform (Su): Twice per day, as a free or immediate action, an ironforge dwarf's body may assume a stone-like consistency. Each time hit point damage is dealt to the ironforge dwarf, that damage is rolled twice and the lesser result is applied. In addition, the dwarf gains immunity to bleeding, poison and disease, and all such effects are removed. This effect lasts 1 round. An ironforge dwarf must wait 2 minutes after using this ability before it can be used again.
Ironforge Dwarf Racial and Regional Feats: Ironforge Dwarves have access to the all the feats that shield dwarves do.


DARKSPEAR TROLLS
  • +2 Dexterity, -2 Intelligence. A darkspear troll'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.
  • Humanoid (Troll)
  • Medium: As Medium creatures, darkspear trolls have no special bonuses or penalties due to their size.
  • Darkspear Troll base land speed is 30 feet.
  • Low-Light Vision: Darkspear trolls 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.
  • 4 extra skill points at 1st level and 1 extra skill point at each additional level.
  • +2 racial bonus on any Appraise or Craft check related to drugs, medicines or poisons.
  • +2 racial bonus on Escape Artist and Knowledge (nature) checks.
  • +1 racial bonus on attack and damage rolls against animals and vermin.
  • +1 racial bonus on attack rolls to confirm critical hits with a bow or thrown weapon.
  • +1 racial bonus on saving throws against acid, disease, electricity and poison.
  • Berserking (Ex): Twice per day as a free action, a darkspear troll can boost his metabolic and muscular action rates long enough to grant him an additional move action for that turn. A darkspear troll must wait 3 minutes after using this ability before it can be used again.
  • Rapid Healing: Darkspear trolls naturally heal a number of hit points per day equal to the standard healing rate + double their Constitution bonus. They heal even if they do not rest. This healing replaces their normal natural healing. If they are tended successfully by someone with the Heal skill, they instead regain double the normal amount of hit points + double their Constitution bonus.
  • Automatic Languages: Common and Troll. Bonus Languages: Giant, Gnoll, Orc, Goblin, Undercommon.
  • Favored Class: Barbarian or Ranger. A multiclass darkspear troll's barbarian or ranger class does not count when determining whether he takes an experience point penalty for multiclassing.
Darkspear Troll Racial and Regional Feats: Darkspear Trolls have access to the all the feats that ---- do, as well as the following: ----


NIGHT ELVES
Night elves possess all the traits of wild and wood elves except as follows:
  • -2 Strength, +4 Dexterity, -2 Constitution. These ability modifiers replace those of standard elves.
  • Shadow Meld (Su): To adapt to the coloration and texture of her immediate surroundings, a night elf may take a 1 round action that provokes an attack of opportunity. In order to both gain and maintain the benefits of this action, she must not move for any reason, take no other actions, take no damage and make no attempts to defend herself (effectively flat-footed unless she decides to defend herself). After she succeeds in taking this action, she gains a +20 circumstance bonus to Hide and may use the skill even while being observed. As long as she is within 10 feet of some sort of shadow, she can hide herself from view out in the open without having anything to actually hide behind. She cannot, however, hide in her own shadow. A night elf may use the Reverie ability while hiding in this manner.
  • Night elves do not gain any racial weapon group proficiencies.
  • Favored Class: Druid or Ranger. A multiclass night elf's druid or ranger class does not count when determining whether she takes an experience point penalty for multiclassing.
Night Elf Racial and Regional Feats: Night Elves have access to the all the feats that wood and wild elves do, as well as the following: Cover Your Tracks (ShS 20).

Tarrasque Modifications

I would make the following changes to the Tarrasque as it is listed here.
  • Gains maximum hit points per HD.
  • Gains a burrow speed of 10 ft.
  • Gains a climb and swim speed of 15 ft. It gains a +8 racial bonus on climb and swim checks, and may take a 10 on these skill checks even when attacked or threatened.  It retains its dexterity bonus to AC when climbing.
  • Gains Blindsight, Tremorsense and Darkvision out to 300 ft.
  • Immune to ability drain, blindness, deafness, death effects, paralysis, petrification, polymorph, slow and sleep. (In addition to its existing immunities.)
  • The base damage of the tarrasque's natural weapons should be appropriate for a dragon of equal size, along with adding the crush and tail sweep attack options that dragons normally have.
  • Mettle (Ex): The tarrasque can resist magical and unusual attacks with great willpower or fortitude. If it makes a successful Will or Fortitude save against an attack that normally would have a lesser effect on a successful save (such as any spell with a saving throw entry of Will half or Fortitude partial), it instead completely negates the effect.
  • Rush (Ex): As a swift action, the tarrasque can move up to 2d6 times its speed.  The tarrasque needs to wait 1d4 rounds after using its Rush ability before it can use it again.
  • Reaving Strikes (Ex): The tarrasque's natural weapons ignore any damage reduction that can be overcome by any metallic material, such as silver, cold iron or adamantine.
  • Rend (Ex): If the tarrasque hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 8d6+25 points of damage.
  • Exchange the six toughness feats for the following feats:  Endurance, Improved Multiattack, Multiattack, Run, Steadfast Determination, Track.

Spell Revisions and Rewrites

Consumptive Field
Necromancy [Death, Evil]
Level: Cleric 4
Components: V, S,
Casting Time: 1 standard action
Range: Personal
Area: 30-ft.-radius spherical emanation, centered on you
Duration: 1 round/level (D)
Saving Throw: Will negates
Spell Resistance: Yes

  You draw forth the ebbing life force of all nearby badly wounded creatures and use it to fuel your own power.
  Upon casting this spell, you radiate a consumptive death field.
  All creatures in the area with fewer than 0 hit points that fail their saving throws die, and you may add 1 temporary essence point per death caused by this spell. Creatures that fall to -1 hit points or lower in the area after the spell is cast are likewise subject to its effect. No creature can be affected by this spell more than once per casting, regardless of the number of times that the area of the spell passes over them.
  Whenever you cast another spell while this spell lasts, you may expend 1 or more essence points as an additional component to increase the caster level of that spell by the same amount. Doing so adds the evil descriptor to that spell.
  Once this spell expires, all unspent essence points gained from it are lost.

New Templates

Dracolith
The "dracolith" template is an acquired template that can be added to any living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A dracolith creature has all the base creature's characteristics except as noted here.
Size and Type: Humanoids become monstrous humanoids.  Statistics derived from any racial HD it has change accordingly.  The size of a Dracolith increases by one step. Adjust the ability scores and natural armor accordingly.
Speed: A Dracolith creature gains a climb speed equal to it's base land speed if it has one (or retains its existing climb speed if it is better) while any land speed it has improves by 20 ft to a maximum of twice it's base land speed.
Armor Class:  Natural armor improves by +4
Attacks: A dracolith with arms or forelimbs gains an additional pair that are identical to those it already has.  All of its arms  or forelimbs gains a claw attack that deals 1d6 damage.  It also gains a secondary bite attack that deals 1d8 damage. (At large size.)
Special Attacks: A dracolith retains all the special attacks of the base creature and gains
those described below.
  Burning Corrosion (Su): As a standard action, a Dracolith may breathe a 30 ft. cone of corrosive napalm that deals 1d6 damage  plus 1d6 damage for every 2 HD. Half the damage is fire, the other acid.  A successful reflex save halves the damage. Save DC is constitution-based. It must wait 1d4 rounds after each breath, before it can breathe again.
Special Qualities: A dracolith retains all the special qualities of the base creature and gains those described below.
  Darkvision 60 ft. (or its existing darkvision improved by 60 ft)
  Resistances (Ex): A dracolith's resistances to cold and electricity improve by 5.
  Immunities (Ex): A dracolith is immune to acid, fire, paralysis, sleep and mind-affecting spells and effects.
  Spell Resistance 10 + HD.
Abilities: +8 Str, +4 Con, +2 Cha
Saves: A dracolith creature gains a +4 racial bonus on saves against disease and poison.
Skills: A dracolith creature gains a +4 racial bonus to Balance, Jump and Swim checks, as well as a +8 racial bonus on Climb and Spot checks.
Feats: A dracolith creature gains Mutli-Weapon Fighting and Multiattack as bonus feats.
Challenge Rating: Base creature's CR +2
Level Adjustment: +4

Deity Favored Templates

Lolth-Favored (under construction)
The "lolth-favored" template is an acquired template that can be added to any non-good, non-lawful, living corporeal creature with an intelligence score (except constructs, elementals, oozes and plants). A lolth-favored creature has all the base creature's characteristics except as noted here.
Size and Type: Animals become magical beasts.
Speed: A lolth-favored creature gains a climb speed equal to it's base land speed if it has one (or retains its existing climb speed if it is better) while any land speed it has improves by 20 ft to a maximum of twice it's base land speed.
Special Qualities: A lolth-favored creature retains all the special qualities of the base creature and gains those described below.
  Tremorsense 30 ft.
  Darkvision 120 ft. (or its existing darkvision improved by 120 ft)
  Poison Use (Ex): A lolth-favored creature never risks poisoning itself when applying poison to an weapon or any other similar object.
  Resistances (Ex): A lolth-favored creature resistance to cold improves by 5.
  Spider Climb (Ex): A lolth-favored creature can climb sheer surfaces as though with a spider climb spell.
  Web Immunity (Su): A lolth-favored creature remains unhindered by webs of any sort, including the effects of the web spell.
  Web Slinging (Su): As a standard action, a lolth-favored creature can produce the effect of a web spell.
Abilities: +6 Str, +6 Con
Saves: A lolth-favored creature gains a +4 racial bonus on saves against confusion, disease, paralysis, poison, sleep, as well as against spells and effects with the chaotic, darkness or fear descriptor.
Skills: A lolth-favored creature gains a +8 racial bonus on Balance, Climb, Move Silently and Spot checks, as well as a +20 racial bonus on Jump checks.
Feats: A lolth-favored creature gains Improved Initiative as a bonus feat.
Challenge Rating: Base creature's CR +1
Level Adjustment: +2

Magic Items

HAT OF AWARENESS
Price (Item Level): 8,000 gp (11th)
Body Slot: Head
Caster Level: 7th
Aura: Moderate; (DC 18) divination
Activation: —
Weight: —

This particular wide-brimmed fedora is woven of fine green-gray gossamer thread to be as resilient as leather.

  While wearing a hat of awareness, you can actively make one Spot check and one Listen check each round as a free action. When making initiative checks, you can roll twice and take the better result.
  Prerequisite: Craft Wondrous Item, Cat's Grace, Owl's Wisdom, creator must have 5 ranks in both Listen and Spot.
  Cost to Create: 4,000 gp, 320 XP, 8 days.

BRACERS OF STRIKING

Price (Item Level): 1,310 gp (5th)
Body Slot: Arms
Caster Level: 5th
Aura: Faint; (DC 17) transmutation
Activation: —
Weight: 1 lb.

This pair of smooth and supple black dragonscale bracers tie firmly about the forearms, extending just past the elbows and protecting the back of the hands.

  The wearer of these bracers gains the benefit of the Improved Unarmed Strike feat. These bracers can be further modified with an enhancement bonus and special weapon abilities as if they were a single blunt weapon, imparting their effects to the wearer's unarmed strikes.
  Prerequisites: Craft Magic Arms and Armor, magic fang or magic weapon.
  Cost to Create: 655 gp, 64 XP, 2 days.

LONG COAT OF THE ARCANIST

Price (Item Level): 20,000 gp (15th)
Body Slot: Body
Caster Level: 9th
Aura: Moderate; (DC 20) conjuration
Activation: —
Weight: 1 lb.

This particular broad-collared long coat, woven of fine green-gray  gossamer thread to be as resilient as leather, ends at the knee. It bears large lapels with leaf-like edges and a line of scrimshaw buttons with soft iridescent olive-drab and pearl hues down each front edge.

  This coat functions as a Heward's Handy Haversack (DMG259) in all respects, save that all pockets within it access a single extradimensional space that can contain up to 20 cubic feet of material or 200 lbs of weight. The coat's shape and weight are unaffected by how this space is filled. The contents within remain unaffected by any damage acquired by the coat, until the coat itself considered broken, at which point its contents are expelled.
  In addition, the wearer gains a +1 bonus to their arcane caster level.
  Prerequisites: Craft Wondrous Item, Leomund's Secret Chest, Limited Wish.
  Cost to Create: 10,000 gp, 1,100 XP, 20 days.

SCABBARD OF DISCRETION

Price (Item Level): 60,000 gp (18th)
Body Slot: —
Caster Level: 13th
Aura: Strong; (DC 22) abjuration
Activation: —
Weight: 1 lb.

This small, unremarkable sheathe is crafted primarily of sleek black steel.

  This scabbard automatically adjusts its size and shape to fit any bladed slashing or piercing weapon, from a dagger to a greatsword. When a weapon is placed within the scabbard, both the weapon and the scabbard become sequestered (as the sequester spell) while attended by a creature or until the weapon is drawn, at which point neither are sequestered.
  Prerequisites: Craft Wondrous Item, Sequester.
  Cost to Create: 30,000 gp, 2,400 XP, 60 days.

UMBRAL HALF MASK

Price (Item Level): 24,000 gp (15th)
Body Slot: Face
Caster Level: 11th
Aura: Moderate; (DC 21) transmutation
Activation: Free or Immediate (mental)
Weight: —

This particular half mask is to be worn about the neck and over the lower potion of the face, and is woven of fine green-gray gossamer thread to be as resilient as leather.

  When activited, this item bestows its wearer with the Dark template for as long as it is worn or the wearer deactivates it using an equivalent action.  The mask, made to be worn about the neck and lower portion of the face, may be pulled down off the face, but still remain active.
  Prerequisite: Craft Wondrous Item, Shadow Walk or Shadow Investiture
  Cost to Create: 12,000 gp, 960 XP, 24 days.

Class Feature Flaws

FETTERS OF FATE [FLAW]
The magic granted to you by your deity or the powers that be, is held back by hidden design; a design often reflected in the abilities and attributes you acquire to compensate.
Prerequisite: Ability to cast divine spells
Effect: Every divine spell you cast has the DC to resist it reduced by 1.  This lack of power cannot be overcome by any mortal means, even by a miracle or wish.

Monthly Update

So far, most of the material I've presented on MageRune has come from existing stock I already had on hand.  Unless I get some more creative juices flowing, I will soon run out of things to post.  However, some suggestions on what type of homebrew material to pursue next, might help me continue, be it new houserules, errata, spells, feats, classes, features, templates, races, items, creatures or what have you. Feel free to drop a word or two here on the blog or at www.facebook.com/MageRune as I look forward to a new month.

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.
_____________________________________

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.