Monday, December 3, 2018

Handy Spells

The following spells are still in the works.

IOUN GRASP
School transmutation
Level bard 6, cleric/oracle 6, inquisitor 6, magus 6, occultist 6, psychic 6, shaman 6, spiritualist 6, sorcerer/wizard 6, summoner/unchained summoner 6, witch 6
Casting Time 1 free action
Components S
Range personal
Target you
Duration 1 hour (D)

As a standard action, you can target an orbiting ioun stone with the abrupt maneuver of a pilfering hand as a supernatural ability, based on the caster level and spellcasting ability score of this spell's effect. Any ioun stone you successfully pull and don't catch, can enter your orbit or embed itself as you choose, in an ioun slot (if any) of an object you openly possess. Any ioun stone you displace from its slot by doing so, enters your orbit.

The remaining duration of this spell's effect is reduced by 10 minutes following each use of the aforementioned supernatural ability it grants. Multiple instances of this spell's effect upon the same target, become a single effect based on the highest caster level, highest spellcasting ability score and longest remaining duration among them.

GAUNTLET, IOUN (Magic Weapon Alteration)
A magnificent gauntlet featuring six sockets typically distributed behind its knuckles and upon its back side.
Base Item Any +1 (or better) gauntlet lacking ioun slots.
Price +6,000 gp; Slot one hand; Weight no change; CL 12th; Aura strong transmutation
Properties As the base item with six ioun slots. An ioun stone embedded in any such slot, provides its effect to the gauntlet's wearer. As an immediate action, this gauntlet's wearer can snap his or her fingers to pull up to six ioun stones from his or her own orbit and embed them as desired into the gauntlet's ioun slots. Any ioun stones so displaced, return to orbit around that gauntlet's wearer. The gauntlet's wearer can expel any number of stones from its ioun slots at anytime as a free action, back into orbit around him or herself.
Cost +3,000 gp; Requirements Craft Wondrous Item, ioun grasp

UNSEEN SPARE HANDS
School conjuration (creation)
Level bard 2, magus 2, occultist 2, psychic 2, spiritualist 2, sorcerer/wizard 2, summoner/unchained summoner 2, witch 2
Casting Time 1 standard action
Components V, S; Optional Components M, F (see text)
Range long (400 ft. + 40 ft./level)
Effect 1d4 unseen spare hands per level
Duration 1 hour/level (D)
Saving Throw none; Spell Resistance no

Except as detailed above, each spare hand this spell's effect creates is a Tiny unseen servant with an effective Strength score of 2 and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. Individually, they dissipate upon having taken more than 5 damage from magical area effects.

Optional Focus: A five-digit non-magical masterwork glove or gauntlet befitting a Medium humanoid—is fully repaired as it absorbs the first spare hand this spell's effect creates to become a Tiny Animated Object [masterwork glove or gauntlet] with 6 extra hit points, a Wisdom score of 10, and the ability to fly (perfect), swim and walk with a base speed of 15 feet that is never modified by encumbrance. As part of this spell's effect, that creature obeys you with the behavioral repertoire of both Animated Object and unseen servant combined.

Optional Material Component: 5,000 gp of gems worth at least 100 gp each—gives the aforementioned Tiny Animated Object [masterwork glove or gauntlet] an instantaneous duration and a supernatural fly speed. If you possess the Craft Construct feat, the required value of this component is halved to 2,500 gp and 50 gp respectively.

Friday, October 5, 2018

Spells of Many Means

Should the following spells be made available to most spellcasters?

FOCAL FETTER
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 swift action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no

The subject of this spell is suppressed but not dispelled, during which time its remaining duration proceeds normally. You can only have one focal fetter spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.

FOCAL FUNCTION
School universal
Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, medium 0, mesmerist 0, occultist 0, psychic 0, shaman 0, spiritualist 0, sorcerer/wizard 0, summoner/unchained summoner 0, witch 0
Casting Time 1 immediate action
Components none
Range long (400 ft. + 40 ft./level)
Target one ongoing spell or spell-like ability you control
Duration permanent (D)
Saving Throw none
Spell Resistance no

Dispel checks attempted against this spell and its subject suffer a –2 penalty. You can only have one focal function spell active at any one time. If you cast this spell while another casting is still in effect, the previous casting is dispelled. You can dismiss this spell from anywhere without components as a free or immediate action.

The following feats might require additional consideration.

INTERCHANGE COMPONENTS (General Feat)
You express components with the gestalt sum of your body and mind.
Prerequisite: Spellcraft 1 rank.
Benefit: Excluding the verbal components of bard spells and related activities, you can use emotion, somatic, thought and verbal components interchangeably, provided doing so by itself does not reduce the number of unique components any particular activity requires. Any activity with a somatic component via this feat is subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Additionally, you can interchange your use of any expensive material component, with one or more alternative items of equal or greater value, provided each one bears significant meaning.

VOLUNTARY COMPONENTS (General Feat)
You can bolster your effects with extra casting components.
Prerequisite: Interchange Components, Spellcraft 1 rank.
Benefit: Excluding components already required of you to do so, you can cast any spell or spell-like ability to include your choice of voluntary emotion, somatic, thought and verbal components. Spells and spell-like abilities with a somatic component via this feat are subject to a chance of failure identical to a typical sorcerer's chance of arcane spell failure. Each voluntary component you add via this feat to your casting of a spell or spell-like ability, increases its effective caster level by 1 with respect to overcoming spell resistance and resisting dispel attempts.

Sunday, September 9, 2018

Revised Human Race

Still under construction.

The human race featured below, is a version revised in an attempt to balance.

Human Racial Traits (10 RP)

+2 to One Ability Score: Human characters gain a +2 racial bonus to one ability score of their choice at creation to represent their varied nature.

Humanoid (Human): Humans are humanoids with the human subtype.

Medium: Humans are medium creatures and have no bonuses or penalties due to their size.

Normal Speed: Humans have a base speed of 30 feet.

Skilled: Humans gain an additional skill rank at 1st level and one additional rank whenever they gain a level. (3 RP)

Bonus Feat: Humans select one extra feat at 1st level. (3 RP)

Diverse: Upon creation, human characters gain one trait they select from the following list. (3 RP)
  • Placeholder: Those with this trait... (undetermined).
  • Placeholder: Those with this trait... (undetermined).
  • Placeholder: Those with this trait... (undetermined).

Languages: Humans begin play speaking Common and any other single language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Thursday, August 30, 2018

Khozo Race

Still under construction.

Inspired by Metroid, khozo are flightless avianoids the size of humans, possessing a technologically advanced culture in decline under the assault of various engineered species of their own design.

Khozo Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +4 Intelligence, –2 Charisma: Khozo are physically and intellectually gifted, albeit mired in pragmatism. (4 RP)

Humanoid (Avian): Khozo are humanoids with the avian subtype.

Medium: Khozo are are Medium creatures with no bonuses or penalties due to their size.

Fast Speed: Khozo have a base speed of 40 feet. (1 RP)

Low-Light Vision: Khozo can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Khozo can see perfectly in the dark up to 120 feet. (3 RP)

Tech Intuitive: Khozo gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)

Placeholder: (4 RP undetermined)

Inherently Hidden: Khozo gain a +2 racial bonus on Stealth checks. As a free or immediate action, each of them can suspend or resume the supernatural equivalent of having cast nondetection on their own self with a permanent duration and an effective caster level equaling their character level. (2 RP)

Naturally Psionic: Khozo gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

Languages: Khozo begin play speaking Common and Khozo. Khozo with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Friday, July 20, 2018

Darkside Grimoire

Still under construction.

The following spells are still in the works...

NEGA-VOLT JOLTS
School necromancy [electricity]
Level sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Components V, S
Range 0 ft.
Effect shadowy arcs of nega-volt energy
Duration 1 minute/level (D)
Saving Throw none; Spell Resistance no

When free and open, your hand or similar extremity conducts this spell's effect, with no harm to you or your equipment.
    You can discharge one arc of this spell's effect out to medium range (100 ft. + 10 ft./level) as a ranged touch attack (no range penalty) dealing damage equal to 1d12 + 1 point per caster level (max +15). Half that damage is electricity (rounded up) while the remainder is negative energy. This spell's effect counts as a light ranged weapon with the limning and seeking special abilities, allowing for iterative attacks from your base attack bonus.
    Each attack you make with this spell's effect, reduces its remaining duration by 1 minute. If such an attack reduces the remaining duration of this spell to 0 minutes or less, the spell ends after the attack resolves.
    Attacks of opportunity you provoke by attacking with this spell's effect while threatened, as well as readied weapon attacks made against you when you're attacking with this spell's effect, deal an extra 1d8+1 points of damage, half of which is electricity (rounded up) while the remainder is negative energy.

Saturday, July 14, 2018

Cacterran Race

Still under construction.

Cacterrans appear much like gnomes or humans, save they possess hairless green-hued skin bearing ridges and patterns of pores from which spines can be made to emerge.

Cacterran Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Cacterrans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Cacterrans are humanoids with the vegitatious subtype.

Variety: Upon creation, cacterran characters become one of two varieties.
  • Globular: These cacterrans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Columnar: These cacterrans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Cacterrans have a base speed of 20 feet. For columnar cacterrans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Cacterrans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Cacterrans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Cacterrans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Succulent Resilience: Cacterrans gain a +4 racial bonus on Fortitude saves against dehydration and environmental heat exposure. In addition, they need only half the standard amount of water to function normally. (1 RP)

Cacti Body: Cacterrans in true form express the following. (4 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • They can deal both bludgeoning and piercing damage with any slam attack or unarmed strike.
  • In addition to actual rest and any uses of the Heal skill, a living cacterran exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.

Spine-spit: A living cacterran in true form gains a natural spine-spit attack that does not provoke attacks of opportunity. A spine-spit is a primary natural attack, or a secondary natural attack for those who wield one or more manufactured weapons. Otherwise, a spine-spit functions as a blowgun of its owner's size. A typical cacterran has a spine-spit capacity equal to its Constitution score. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. (1 RP)

Toxic Spines: A living creature dealt piercing damage from a natural weapon or unarmed strike used by a living cacterran in true form, becomes sickened for 1d4+1 rounds (Fort negates) as a poison effect. The save DC of this effect equals 10 + 1/2 the originator's Hit Dice + the originator's Constitution modifier. Once a creature successfully saves, it becomes immune to the toxic spines of that particular cacterran for 24 hours. Note: Creatures with the vegitatious subtype are immune to this effect. (2 RP)

Placeholder: (1 RP undetermined)

Languages: Cacterrans begin play speaking Common and Terran. Cacterrans with high Intelligence scores can choose from the following: Auran, Draconic, Goblin, Giant, .....3 more.

Wednesday, July 4, 2018

Mycelian Race

Still under construction.

Mycelians appear much like waxy gnomes, each with a mushroom-like cap covering the top of their head like a fungal helmet. Any textures, pigments or patterns they possess, vary between individuals of their kind.

Mycelian Racial Traits (10 RP)

–2 Strength, +2 Constitution, +2 Wisdom: Mycelians are hardy and wise, but lack physical power.

Humanoid (Vegitatious): Mycelians are humanoids with the vegitatious subtype. They breathe as plants do.

Small: Mycelians are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Slow Speed: Mycelians have a base speed of 20 feet. (–1 RP)

Low-Light Vision: Mycelians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Mycelians can see perfectly in the dark up to 60 feet. (2 RP)

Light Sensitivity: Mycelians are dazzled while they remain in an area of bright light. (–1 RP)

Mycelial Scent: Mycelians have a natural ability to sniff out sources of death and decay. This functions like the scent ability, but only for decaying vegetable matter, excrement, rotting flesh, corpses and badly wounded creatures (creatures with 25% or fewer hit points). (1 RP)

Flammable: Mycelians in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Mycelians gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Mycelial Metabolism: Mycelians gain a +2 racial bonus on Fortitude saving throws against sickness, nausea and disease. They also reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0). (1 RP)

Mycelial Toxicity (Ex): A living mycelian in true form can apply 1 dose of its toxic saliva (or blood when injured) to a weapon it wields as a swift action. Such a dose loses its potency after 1 hour. Each round at the end of its turn, a living creature with a mycelian swallowed whole in true form, automatically ingests 1 dose of that mycelian's toxic saliva and blood. A typical mycelian has a toxin dose capacity of 6 + its Constitution modifier. The first hour one rests following its last moment of strenuous activity, cannot apply to the cumulative sum of 7 hours it must rest to refill that capacity. Note: Creatures with the vegitatious subtype are immune to mycelian toxin. (2 RP)
  • Inflicted Mycelian Toxin: poison–injury; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Dexterity and Wisdom damage; cure 1 save.
  • Ingested Mycelian Toxin: poison–ingested; save Fort DC 10 + 1/2 the originator’s Hit Dice + the originator’s Constitution modifier; onset 10 minutes; frequency 1/minute for 6 minutes; effect 1 Dexterity and Wisdom damage; cure 1 save.

Placeholder: (4 RP undetermined)

Languages: Mycelians begin play speaking Terran and Undercommon. Mycelians with high Intelligence scores can choose from the following: Aklo, Common, Draconic, Dwarven, Gnome, Goblin, Sylvan.

Sunday, July 1, 2018

Arborean Race

Still under construction.

Arboreans appear much like halflings or humans, save they are covered in bark of whorled earthy tones that vary between individuals. Each of the smaller bonsai arboreans typically possess smooth bark and a head covered in a dense, well trimmed layer of thin branches and thick foliage. Each of the bigger wild arboreans typically possess rough bark prone to moss, lichen and fungi, while a broad tangle of wiry branches and sparse foliage ensnares the top of their head.

Arborean Racial Traits (10 RP)

–2 Dexterity, +2 Constitution, +2 Wisdom: Arboreans are sturdy and wise, but lack physical agility.

Humanoid (Vegitatious): Arboreans are humanoids with the vegitatious subtype.

Upbringing: Upon creation, arborean characters express one of two backgrounds.
  • Bonsai: These arboreans are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
  • Wild: These arboreans are Medium creatures with no bonuses or penalties due to their size. They also possess +2 Strength and –2 Charisma as additional racial adjustments to their ability scores.

Slow Speed: Arboreans have a base speed of 20 feet. For wild arboreans, that speed is never modified by armor or encumbrance. (–1 RP)

Low-Light Vision: Arboreans can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Flammable: Arboreans in true form have vulnerability to fire. (–1 RP)

Vegitatious Resilience: Arboreans gain a +2 racial bonus on saving throws against mind-affecting effects, paralysis, poison, polymorph, sleep effects, and stunning. In addition, they need only half the standard amount of sleep to function normally. (2 RP)

Arboreal Body: Arboreans in true form express the following. (5 RP)
  • +1 natural armor bonus to AC.
  • Damage reduction 2/slashing.
  • Cold resistance 2.
  • A natural slam attack dealing standard damage for their size. That slam is a primary attack, or a secondary attack when they wield one or more manufactured weapons.
  • In addition to actual rest and any uses of the Heal skill, a living arborean exposed to natural sunlight naturally recovers hit points and ability score points (lost to ability damage) as if always resting.
  • When standing on the ground, they receive a +4 racial bonus to CMD against bull rush and trip maneuvers.
  • While in forest or jungle terrain, a living arborean gain a +4 racial bonus on Stealth checks.

Regional Roots: Upon creation, arborean characters possess one of two roots. (1 RP)
  • Forest Roots: Arboreans of these roots reduce any nonlethal damage they take from any form of cold exposure by 2 (minimum 0) and gain a +4 racial bonus on Survival checks made in forest terrain.
  • Jungle Roots: Arboreans of these roots gain a +2 racial bonus on Fortitude saves against non-magical disease, and gain a +4 racial bonus on Survival checks made in jungle terrain.

Arboreal Bounty: Upon creation, arborean characters possess one ability they select from the following list. (1 RP)
  • Grow Ammo (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 2d4+1 pinecones over the course of 1d6+4 rounds, but only while that arborean remains in true form. Each pinecone so grown, functions as a pebble affected by magic stone.
  • Grow Harvest (Ex): As a free action, a living arborean can elect to suffer 2 points of Constitution burn to trigger the rapid growth of 1d3 fruit or 2d4+1 nuts or berries over the course of 1d6+4 rounds, but only while that aborean remains in true form. Each nut or berry so grown, functions as if affected by goodberry, but also provides its consumer the benefit of endure elements for 8 hours, stacking up to a cumulative duration of 72 hours for any single creature. Each fruit so grown, functions the same as 3 nuts or berries.

Ruinous Wrath: Arboreans increase by half (rounded up) the weapon damage they deal against objects and structures. (2 RP)

Languages: Arboreans begin play speaking Common and Sylvan. Arboreans with high Intelligence scores can choose from the following: Elven, Gnome, Goblin, Giant, Halfling, Terran, Vanaran.

Wednesday, June 27, 2018

Item Arcanomicon

Still under construction.

The following spells are ideas I expect should require careful consideration.

ELDRITCH EFFIGY
School abjuration
Level sorcerer/wizard 5, witch 5
Components V, S, F (effigy of the target's true form and size, worth at least 500 gp)
Casting Time 1 minute
Range touch
Target one willing creature
Duration permanent (D)
Spell Resistance yes

Every previous instance of this spell currently active in respect to the focus or the subject immediately ends. Magical items worn by the focus while this spell remains active, function as if similarly worn by the subject, excluding the auras, non-magical properties and material forms of such items. In each instance where two or more magical items currently have a case for effectively occupying the same magic item slot belonging to the subject, only one such item the subject actually wears can be made to do so at that time.

INNATE ITEM
School abjuration
Level sorcerer/wizard 2, witch 2
Components V, S
Casting Time 1 minute
Range touch
Target one willing creature
Duration instantaneous
Spell Resistance no

The subject can choose a single magical item properly worn and actively occupying at least one of their magic item slots, provided that item is not intelligent or an artifact. When that item is chosen, you can attempt a single caster level check against it (DC 15 + chosen item's caster level). If that check succeeds, the chosen item's inherent magical properties are separated from its current material form and anchored as a supernatural ability inherent to the subject's very being. The term 'innate item' hereafter refers to such a supernatural ability.
    Despite lacking anchor to a material form and any qualities having one would provide, each 'innate item' always occupies the same magic item slot(s) it did when last in its previous format, never allowing such slot(s) be occupied for any other magical purpose. Otherwise unchanged, each 'innate item' retains its caster level, any activation method(s) and any spell effect(s) it can be used to produce.
    As a free or immediate action, a willing creature can engage or disengage the function(s) for a single 'innate item' they possess. As a standard action of their own true volition, a willing creature can dismiss and thus destroy, any number of 'innate items' they possess.
    Each attempt you make to derive an 'innate item' from a cursed magic item automatically fails, but also generates a supernatural arc of energy between yourself and the subject, dealing 1d4 damage to both for each caster level that cursed magic item has. If you are also the subject, you instead take 1d6 damage per caster level. That damage has no type, yet denies for 1 minute, all forms of regeneration to any creature(s) it harms. While the corresponding item remains a cursed magic item, that damage cannot be healed, and any creature(s) slain by it directly cannot be restored to life. Nothing less than a deity's direct efforts can avoid, redirect, mitigate or circumvent; that damage or its aforementioned consequences.
    Should you fail in any attempt to derive an 'innate item' from a particular magic item when it is not cursed, every following attempt you make corresponding to that same item automatically fails until you gain another caster level.

Saturday, June 23, 2018

Conveyance Codex

The following spells were designed to extend upon the precedent of some 3.5 D&D spells uniquely capable of targeting an entire ship. The first spell in this series, is based upon augment object (SBG).

AUGMENT CONVEYANCE
School transmutation
Level sorcerer/wizard 4
Components V, S
Casting Time 1 minute
Range long (400 ft. + 40 ft./level)
Target one vessel, vehicle or similar structure
Duration 1 hour + 24 hours/level (D)
Saving Throw none
Spell Resistance no

Every portion of the subject has its break DCs increased by +20 and its hardness and hit points doubled. They are also considered magic items with an effective caster level corresponding to this spell's effect (save bonus equals 2 + caster level). Damage sustained by any portion of the subject while this spell's effect remains active upon it, is halved and rounded down when that effect ends. While this spell's effect ends for any portion separated from the subject's greatest remaining whole, that effect will extend to include any repairs made, or replacements added, to that subject.

Friday, June 15, 2018

Arcane Exploit Annex

Still under construction.

The following are arcane exploits in the works, for those of the arcanist class.

ALTERFORM ARCANICS (Arcane Exploit)
You can provide components in any form you assume by arcane exploitation.
Benefit: While your arcane reservoir has at least 1 point, you gain a supernatural ability mimicking benefit of the Natural Spell feat besides replacing every mention of "using Wild Shape" with "subject to any polymorph effect you originated by feature of any class (effective or otherwise) that governs your arcane reservoir" instead.

ARCANIC FIST (Arcane Exploit)
You can augment yourself as an arcane weapon.
Prerequisite: Improved Unarmed Strike.
Benefit: As a free or immediate action, you can expend 1 point from your arcane reservoir to treat your unarmed strikes as magic for the purpose of overcoming damage reduction, while every 4 class levels (effective or otherwise) that govern your arcane reservoir gives them a +1 enhancement bonus (stacking with any other enhancement bonus to a maximum of +5). You can use this exploit to give your unarmed strikes any of the following weapon special abilities: agile, bane, defending, flaming, flaming burst, frost, icy burst, ghost touch, guardian, limning, mimetic, nullifying, sapping, seaborne, shock, shocking burst, speed, spell storing, thundering, vicious and wounding. However, you must match the cost of each special ability given with an equal reduction of the enhancement bonus. Duplicate special abilities do not stack. The supernatural effect of using this exploit lasts for a number of minutes equal to your Charisma modifier (minimum 1) or until it is used again.

CONCERT ARCANICS (Arcane Exploit)
You can actively support an arcane concert of more than one ongoing effect.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for concentration checks as an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir as a supernatural ability to redirect and/or maintain concentration on a single ongoing effect you originated by feature of any class (effective of otherwise) that governs your arcane reservoir. Each instance of doing so can occur parallel to every other action you take and effect you make, allowing you actively support more than one such effect at the same time (while points in your arcane reservoir hold out).

ECHO OPTIMAL AGE (Arcane Exploit)
You recall your peak physical performance with arcane power.
Benefit: While your arcane reservoir has at least 1 point, you gain the continuous effect of lesser age resistance as a supernatural ability. When at least 4 or 8 class levels (effective or otherwise) govern your arcane reservoir, any effect you gain from this exploit improves to age resistance or greater age resistance respectively.

EMBODY OPTIMAL AGE (Arcane Exploit, Greater)
You recover your peak physical performance with arcane expertise.
Prerequisite: Echo Optimal Age.
Benefit: You gain the continuous effect of lesser age resistance as an extraordinary ability. When at least 14 or 18 class levels (effective or otherwise) govern your arcane reservoir, that effect improves to age resistance or greater age resistance respectively. When at least 20 class levels (effective or otherwise) govern your arcane reservoir, you cannot die from old age.

GRIMOIRE GUILE (Arcane Exploit)
You bring game to arcane literacy and spellbook logistics.
Benefit: You can add your Charisma bonus (if any) to your Intelligence modifier for checks to decipher and learn arcane spells from written sources an extraordinary ability. As a free or immediate action, you can expend 1 point from your arcane reservoir to originate secluded grimoire as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir. At any given time, you can have one extra secluded grimoire for each class level (effective or otherwise) that governs your arcane reservoir.

MAGE'S LUXURIOUS LIBRARY (Arcane Exploit, Greater)
You can arrange a grimoire gala almost anywhere.
Prerequisite: Grimoire Guile.
Benefit: Any mage's magnificent mansion you originate by feature of any class (effective or otherwise) that governs your arcane reservoir, requires no focus component and may include among its furnishings, up to one exacting replica of each secluded grimoire you currently have. As a standard action, you can expend 1 point from your arcane reservoir to originate mage's magnificent mansion as a supernatural ability derived from all class levels (effective or otherwise) that govern your arcane reservoir.

Relevant Items (may require due consideration)

GRIMOIRE, GUARDED (Wondrous Item)
A well-made tome, typically leather-bound and no more than 12" by 8" by 1" measured in inches.
Price 2,000 gp; Slot none; Weight 1 lb.; CL 1st; Aura faint universal
Properties This tome can serve as a compact spellbook with up to 1,000 pages or its equivalent. Certain spells gain a permanent duration when cast upon it, as follows: book ward, lighten object, magic aura, greater magic aura, mask dweomer, obscure object, obscured script, preserve, prestidigitation (keeps it clean), secret sign, shrink item, theft ward and waterproof.
Cost 1,000 gp; Requirements Craft Wondrous Item; Special An arcane spellcaster with Grimoire Guile (an Arcane Exploit) may ignore all crafting requirements to make and/or alter this item without penalty.

SELF-INSCRIBING (Magic Item Alteration)
An item so altered can correspond with others via inscriptions upon its surface.
Base Item Any permanent magical item lacking intelligence.
Price +4,000 gp; Slot no change; Weight no change; CL as base item; Aura no change
Properties An intelligent version of the base item, as follows:
Alignment Any (usually N), Senses 30 ft.
Int 10, Wis 10, Cha 10, Ego as per price of base item + 1.
Languages Empathy, understands any one language (usually known to its creator).
Intelligent Item Powers As follows:
Literal Luminosity (Su) Content inscribed upon this item continuously sheds light as a candle. As a free or immediate action, this item can suspend or resume any portion of this effect.
Self-Literate (Ex) This item has a vicarious view of itself and can comprehend languages and skim when reading from itself.
Self-Decipher (Su) This item can read magic when reading from itself.
Self-Evident (Su) This item can selectively enable others to comprehend languages, read magic and skim when they read from it while also touching it.
Self-Display (Sp) At will (self only)—erase, mending, prestidigitation, secret sign.
Cost +2,000 gp; Requirements Craft Construct, each aforementioned spell of 2nd-level or less, fox's cunning

Wednesday, June 13, 2018

Apexian Race

Still under construction.

The Apexian race featured below, is one idea for engineered members of humanity.

Apexian Racial Traits (Advanced Race / 20 RP)

+2 Strength, +2 Dexterity, +2 Constitution, +4 to One Mental Ability Score: Apexian characters are physically enhanced and gain a +4 racial bonus to one mental ability score of their choice at creation to compliment the focus of their programming. (8 RP)

Humanoid (Human): Apexians are humanoids with the human subtype.

Medium: Apexians are medium creatures and have no bonuses or penalties due to their size.

Fast Speed: Apexians have a base speed of 40 feet. (1 RP)

Low-Light Vision: Apexians can see twice as far as a race with normal vision in conditions of dim light. (1 RP)

Darkvision: Apexians can see perfectly in the dark up to 120 feet. (3 RP)

Healing Factor: Apexians gain healing factor 2. They naturally recover hit points and ability score points (lost to ability damage) at twice the normal rate when resting or subject to uses of the Heal skill. (2 RP)

Tech Intuitive: Apexians gain Technologist as a bonus feat at 1st level. They can gain other feats listing Technologist as a prerequisite, as if every skill rank prerequisite were reduced by 2, to no less than 1. (2 RP)

Naturally Psionic: Apexians gain Wild Talent as a bonus feat at 1st level. If they gain levels in a psionic class, they gain the Psionic Talent feat instead. When taking a level in a favored class, they can choose to gain an additional power point instead of a hit point or skill point. (2 RP)

Languages: Apexians begin play speaking Common and any other single language. Apexians with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). (1 RP)

Sunday, February 11, 2018

Mobgoblin Race

Still under construction.

Despite a lesser measure of physical flexibility than typical goblins with whom they share an identical appearance, mobgoblins possess high density musculature and better communication skills. Although they are more gregarious and less adverse to working with others, mobgoblins usually develop those traits celebrating their frenzied feasts and destructive exploits as a culture. Being of greater average mass, mobgoblins are afforded fewer opportunities to ride the mounts preferred by their lighter kin.

Mobgoblin Racial Traits (10 RP)

+2 Strength, +2 Dexterity: Mobgoblin characters are brawny and quick. (2 RP)

Humanoid (Goblinoid): Mobgoblins are humanoids with the goblinoid subtype.

Small: Mobgoblins are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.

Normal Speed: Mobgoblins have a base speed of 30 feet.

Darkvision: Mobgoblins can see in the dark out to 60 feet. (2 RP)

Swarming: Unless one of them are pinned, paralyzed, stunned, unconscious, or otherwise unable to act; a Small mobgoblin and one other ally of the same size can occupy the same square without penalty. When attempting a melee attack of opportunity against a foe threatened by at least one other ally, a creature with this trait is considered to be flanking that foe regardless of positioning. (1 RP)

Sneaky: A mobgoblin gains a +4 racial bonus on Stealth checks. (2 RP)

Boss (Ex): During his or her turn, a mobgoblin able to address, signal or spur a specific creature within natural reach, can target that creature like a boss as a free action. Any creature so targeted, can use an immediate action at that very moment to take a 5-foot step or one free action. If one takes that 5-foot step, they must negate the next 5 feet of any movement they gain from their actions before their next turn expires. (1 RP)

Leading Edge (Ex): As a swift action, a mobgoblin can take a bonus 5-foot step in addition to any other movement(s) performed, or they can add 5 feet to any speed-enabled movement they gain from their very next action. Regardless of other prerequisites, when a creature with this trait gains one of the following feats, it also gains the next feat in parenthesis as a bonus feat: Sidestep (Improved Sidestep) or Step Up (Following Step). (2 RP)

Quick Rise (Ex): A kneeling mobgoblin can stand up by subtracting 5 feet from any speed-enabled movement he or she gains when taking an action normally available to one already standing. As a move action, a prone mobgoblin can stand up and move up to half his or her speed. If one of those actions provokes attacks of opportunity more than once, a given foe can only react to one such opportunity. (1 RP)

Languages: Mobgoblins begin play speaking Common and Goblin. Mobgoblins with high Intelligence scores can choose from the following: Aklo, Draconic, Dwarven, Gnome, Orc, Terran and Undercommon.

Random Mobgoblin Height and Weight:

Male Height: 2 ft. 8 in. + 2d4 in.
Male Weight: 40 lbs. + 2d8 lbs.
Female Height: 2 ft. 6 in. + 2d4 in.
Female Weight: 35 lbs. + 2d8 lbs.

Friday, January 19, 2018

Observation Orb

Still under construction.

Although their make and model vary, each of the following dwoemer droids usually appears as a pair of mottled metallic hemispheres linked, fitted, locked and bonded together along a flush, but irregular partition shaped to enforce proper alignment. Each design produces an exterior with its own pattern of various tinted ceramic lenses and micro pores packed with recessed nano-filament sensors.

OBSERVATION ORB CR 3
XP 800
N Diminutive Construct (robot, willwired)
Init +5; Senses blindsight 180 ft., darkvision 360 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VI surveillance, tremorsense 180 ft.; Perception +21

DEFENSE
AC 21, touch 19, flat-footed 21 (+5 Dex, +4 size, +2 natural)
hp 22 (4d10)
Fort +1, Ref +6, Will +6; +8 vs. mind-affecting effects
SR 14; Immune construct traits, willwired traits
Resist acid 5, cold 20, electricity 15, fire 20
Defensive Abilities all-around vision, cloak emitters,
    evasion, hardness 5, spherical resilience, uncanny dodge
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 300 ft. (perfect), swim 120 ft.
Space 1 ft.; Reach 0 ft. (long)
Special Attack mnemonic access (DC 14)

STATISTICS
Str 5, Dex 21, Con –, Int 14, Wis 14, Cha 10
Base Atk +4; CMB +5; CMD 12
Feats Alertness, Run
Racial Feats Flyby Attack, Technologist
Skills Acrobatics +9 (+17 w/ gravity nodes), Fly +33, Knowledge (any 11) +6,
    Linguistics +9, Perception +21, Sense Motive +8, Spellcraft +7,
    Stealth +24 (+32 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 360 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Cloak Emitters (Ex) With these bodily components, observation orbs receive the benefit of the Lurker in Darkness feat and remain invisible by means not subject to the invisibility purge spell, even when they attack. One with these components can toggle their function as a free or immediate action.
Eldritch Ops (Su) Observation orbs possess the continuous benefit of arcane sight, comprehend languages, read magic, see invisibility and tongues.
Fraud Filtering (Su) Observation orbs automatically disbelieve all relevant illusory effects they perceive in some way, while the true forms of all things polymorphed, changed or transmuted; appear to them as ghostly apparitions superimposed over their apparent forms.
Gravity Nodes (Ex) With these bodily components, observation orbs receive a +8 circumstance bonus to Acrobatics, Fly, Stealth and Swim checks while employing the extraordinary fly or swim speed listed in the base statistics for their kind.
Mnemonic Access (Su) An observation orb can share memory (as the spell) as an Intelligence-based supernatural ability, with the added option of targeting any creature it contacts using its own supernatural telepathy or telepathic pairing. Any successful Will save one makes against this ability guarantees them success on all other saving throws they attempt against it from the same user for 24 hours.
Nanite Channels (Ex) With these bodily components, an observation orb is repaired for a number of hit points equal to its Hit Dice every hour.
Optimizing Optics (Ex) With these bodily components, observation orbs see all that is rendered invisible as if it were not, with vision cleared of all distortion due to any blur or displacement effects. One with these components can toggle their function as a free or immediate action.
Perceptive Tracking (Ex) Observation orbs can use Perception instead of Survival to both find and follow tracks, using the same DCs listed under the Survival skill.
Polyglot-III Protocols (Ex) Observation orbs learn two additional languages for each rank they gain in the Linguistics skill.
Spectro-VI Surveillance (Ex) With these bodily components, obliteration orbs receive a +6 circumstance bonus to Perception checks for which they suffer only one-sixth the normal distance penalty (–1 per 60 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 360 feet.
Spherical Resilience (Ex) Against observation orbs in true form, damage dealt by diffuse blunt trauma via battering, buffeting, compression, constriction, crushing, falling, impact collisions, shockwaves or trampling is halved and rounded down.
Task Protocols (Ex) Observation orbs are unable to deviate from serving the expressed will of their corresponding creator(s) in the truest good faith. Their class skills include Acrobatics, Fly, Knowledge (all), Linguistics, Perception, Sense Motive, Spellcraft, Stealth and Swim.
Telepathic Pairing (Su) As an immediate action, an observation orb can form a telepathic pairing with one other willing creature it contacts using its own supernatural telepathy. Until disbanded as a free or immediate action by either participant, such a pairing enables two-way conversation between both regardless of their location relative to one another. Forming a telepathic pairing with this ability disbands all others formed by the same.
Willwired Subtype (Ex) Willwired constructs possess a good Will save progression for their racial Hit Dice and gain skill points for each one equal to 6 + their Intelligence modifier. Although subject to mind-affecting effects, against which they possess a +8 racial bonus on saving throws, they are still immune to charms, compulsions, emotions, pain, patterns and phantasms. They also possess Technologist as a racial bonus feat.


Obliteration orbs are less subtle and more substantial than observation orbs. Centered on the exterior for one of its two hemispheres, each of them possess a significant concave recess surrounding the layered set of apertures capping the drive barrel of its internalized graviton cannon.

OBLITERATION ORB CR 8
XP 4800
N Tiny Construct (robot, willwired)
Init +4; Senses blindsight 210 ft., darkvision 420 ft., eldritch ops,
    fraud filtering, low-light vision, optimizing optics, see in darkness,
    spectro-VII surveillance, tremorsense 210 ft.; Perception +24

DEFENSE
AC 21, touch 16, flat-footed 17 (+4 Dex, +2 size, +5 natural)
hp 49 (8d10+5); force field emitters (40 hp, fast healing 8)
Fort +2, Ref +6, Will +8; +8 vs. mind-affecting effects
SR 18; Immune construct traits, willwired traits
Resist acid 5, cold 30, electricity 20, fire 30
Defensive Abilities all-around vision, hardness 10, spherical resilience
Weakness vulnerable to critical hits, vulnerable to electricity

OFFENSE
Speed fly 250 ft. (perfect), swim 100 ft.
Ranged integrated graviton cannon +14 touch (3d6 force/19-20)
Space 2-1/2 ft.; Reach 0 ft. (long)
Special Attacks mnemonic access (DC 16)

STATISTICS
Str 7, Dex 19, Con –, Int 14, Wis 14, Cha 10
Base Atk +8; CMB +10; CMD 18
Feats Far Shot, Precise Shot, Run, Vital Strike
Racial Feats Flyby Attack, Technologist,
    Improved Natural Attack [integrated graviton cannon]
Skills Acrobatics +15 (+23 w/ gravity nodes), Fly +33, Knowledge (any 11) +7,
    Linguistics +9, Perception +24, Sense Motive +10, Spellcraft +10,
    Stealth +19 (+27 w/ gravity nodes), Swim +25
Racial Modifiers +4 Perception
Languages Binary, Common, Undercommon, plus 12 more; telepathy 420 ft.
SQ gravity nodes, nanite channels, perceptive tracking
    polyglot-III protocols, task protocols, telepathic pairing

SPECIAL ABILITIES
Eldritch Ops (Su) As an observation orb.
Force Field Emitters (Ex) With these bodily components, an obliteration orb can emit an otherwise typical force field. One with these components can track the 2d12 hours they take to emit that force field again with full hit points following its last collapse at 0 hit points. Otherwise, these components enable one to suspend that force field as a free or immediate action, or resume it once more as a standard action with the same hit points it had prior to being suspended.
Fraud Filtering (Su) As an observation orb.
Gravity Nodes (Ex) As an observation orb.
Integrated Graviton Cannon (Ex) With this bodily component, an obliteration orb can fire graviton bolts as projectiles with a range increment of 250 feet. Damage dealt by graviton bolt is never halved against an object. Any living creature damaged by a graviton bolt becomes sickened for 2d4 rounds (Fort DC 18 negates). The save DC for that effect is Strength-based and includes a +6 racial bonus.
Mnemonic Access (Su) As an observation orb.
Nanite Channels (Ex) As an observation orb.
Optimizing Optics (Ex) As an observation orb.
Perceptive Tracking (Ex) As an observation orb.
Polyglot-III Protocols (Ex) As an observation orb.
Spectro-VII Surveillance (Ex) With these bodily components, obliteration orbs receive a +7 circumstance bonus to Perception checks for which they suffer only one-seventh the normal distance penalty (–1 per 70 feet, rather than –1 per 10 feet). As reflected in the base statistics for their kind, those with these components also possess the following: blindsight, darkvision, low-light vision and tremorsense. As a free or immediate action, one with these components may toggle the option enabling them to detect radiation (as the spell) out to 420 feet.
Spherical Resilience (Ex) As an observation orb.
Task Protocols (Ex) As an observation orb.
Telepathic Pairing (Su) As an observation orb.
Willwired Subtype (Ex) As an observation orb.